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.
46 lines
1.0 KiB
C#
46 lines
1.0 KiB
C#
using Ghost.Core.Graphics;
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namespace Ghost.DSL.ShaderCompiler;
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public enum PropertyScope
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{
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Global,
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Local,
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}
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internal class PropertySemantic
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{
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public PropertyScope scope;
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public ShaderPropertyType type;
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public string name = string.Empty;
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public object? defaultValue;
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}
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internal class PipelineSemantic
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{
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public ZTest? zTest;
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public ZWrite? zWrite;
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public Cull? cull;
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public Blend? blend;
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public ColorWriteMask? colorMask;
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}
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internal class PassSemantic
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{
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public string name = string.Empty;
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public ShaderEntryPoint taskShader;
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public ShaderEntryPoint meshShader;
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public ShaderEntryPoint pixelShader;
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public List<string>? defines;
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public List<KeywordsGroup>? keywords;
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public PipelineSemantic? localPipeline;
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}
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internal class DSLShaderSemantics
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{
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public string name = string.Empty;
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public string fallback = string.Empty;
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public List<PropertySemantic>? properties;
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public PipelineSemantic? pipeline;
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public List<PassSemantic>? passes;
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} |