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.
37 lines
812 B
HLSL
37 lines
812 B
HLSL
#ifndef BUILTIN_PROPERTIES_HLSL
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#define BUILTIN_PROPERTIES_HLSL
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#include "F:/csharp/GhostEngine/Ghost.DSL/BuiltIn/Common.hlsl"
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struct PushConstantData
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{
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BYTE_ADDRESS_BUFFER globalBuffer;
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BYTE_ADDRESS_BUFFER perViewBuffer;
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BYTE_ADDRESS_BUFFER perObjectBuffer;
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BYTE_ADDRESS_BUFFER perMaterialBuffer;
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};
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struct PerViewData
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{
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float4x4 viewMatrix;
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float4x4 projectionMatrix;
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float3 cameraPosition;
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float nearClip;
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float3 cameraDirection;
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float farClip;
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float4 screenSize; // xy: size, zw: 1/size
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};
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struct PerObjectData
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{
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float4x4 localToWorld;
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float3 worldBoundsMin;
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BYTE_ADDRESS_BUFFER vertexBuffer;
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float3 worldBoundsMax;
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BYTE_ADDRESS_BUFFER indexBuffer;
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};
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PushConstantData g_PushConstantData : register(b0);
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#endif // BUILTIN_PROPERTIES_HLSL
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