Files
GhostEngine/Ghost.Entities/EntityQuery.JobChunk.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

92 lines
2.3 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
namespace Ghost.Entities;
public interface IJobChunk
{
void Execute(ChunkView view, int threadIndex);
}
internal unsafe struct ChunkInfo
{
public Chunk* pChunk;
public Archetype* pArchetype;
}
internal unsafe struct JobChunkBatch<TJob> : IJobParallelFor
where TJob : unmanaged, IJobChunk
{
public TJob userJob;
public ReadOnlyUnsafeCollection<ChunkInfo> chunkInfos;
public void Execute(int loopIndex, int threadIndex)
{
var info = chunkInfos[loopIndex];
var view = new ChunkView(in *info.pArchetype, in *info.pChunk);
userJob.Execute(view, threadIndex);
}
}
internal struct DisposeJobChunk : IJob
{
public UnsafeList<ChunkInfo> list;
public void Execute(int threadIndex)
{
list.Dispose();
}
}
public unsafe partial struct EntityQuery
{
public JobHandle ScheduleChunkParallel<TJob>(TJob job, int batchSize, JobHandle dependency)
where TJob : unmanaged, IJobChunk
{
var world = World.GetWorld(_worldID).GetValueOrThrow();
if (world.JobScheduler == null)
{
throw new InvalidOperationException("The World has no JobScheduler assigned.");
}
var chunkInfos = new UnsafeList<ChunkInfo>(_matchingArchetypes.Count * 2, JobScheduler.TempAllocatorHandle);
foreach (var archID in _matchingArchetypes)
{
ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
for (int i = 0; i < arch.ChunkCount; i++)
{
var pChunk = (Chunk*)arch._chunks.GetUnsafePtr() + i;
chunkInfos.Add(new ChunkInfo
{
pArchetype = (Archetype*)Unsafe.AsPointer(ref arch),
pChunk = pChunk
});
}
}
var batchJob = new JobChunkBatch<TJob>
{
userJob = job,
chunkInfos = chunkInfos.AsReadOnly()
};
var handle = world.JobScheduler.ScheduleParallel(ref batchJob, chunkInfos.Count, batchSize, dependency);
var disposeJob = new DisposeJobChunk
{
list = chunkInfos
};
world.JobScheduler.Schedule(ref disposeJob, handle);
return handle;
}
}