Files
GhostEngine/Ghost.Graphics/D3D12/ResourceViewGroup.cs
Misaki 6a041f75ba 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.
2026-01-09 22:25:37 +09:00

28 lines
925 B
C#

using Ghost.Core;
namespace Ghost.Graphics.D3D12;
internal readonly struct RTVDescriptor;
internal readonly struct DSVDescriptor;
internal readonly struct CbvSrvUavDescriptor;
internal readonly struct SamplerDescriptor;
internal struct ResourceViewGroup
{
public Identifier<RTVDescriptor> rtv;
public Identifier<DSVDescriptor> dsv;
public Identifier<CbvSrvUavDescriptor> srv;
public Identifier<CbvSrvUavDescriptor> cbv;
public Identifier<CbvSrvUavDescriptor> uav;
public Identifier<SamplerDescriptor> sampler;
public static ResourceViewGroup Invalid => new()
{
rtv = Identifier<RTVDescriptor>.Invalid,
dsv = Identifier<DSVDescriptor>.Invalid,
srv = Identifier<CbvSrvUavDescriptor>.Invalid,
cbv = Identifier<CbvSrvUavDescriptor>.Invalid,
uav = Identifier<CbvSrvUavDescriptor>.Invalid,
sampler = Identifier<SamplerDescriptor>.Invalid,
};
}