Refactor: variant-aware shader/material pipeline overhaul
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
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@@ -9,6 +9,7 @@ public enum FeatureSupport
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MeshShaders = 1 << 2,
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SamplerFeedback = 1 << 3,
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BindlessResources = 1 << 4,
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WorkGraphs = 1 << 5,
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}
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/// <summary>
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@@ -40,5 +41,8 @@ public interface IRenderDevice : IDisposable
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get;
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}
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public FeatureSupport GetFeatureSupport();
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public FeatureSupport FeatureSupport
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{
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get;
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}
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}
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