Files
GhostEngine/Ghost.Graphics/RHI/IPipelineLibrary.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
723 B
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
public interface IShaderPipeline
{
/// <summary>
/// Pipeline space
/// </summary>
PipelineType Type
{
get;
}
}
public interface IPipelineLibrary : IDisposable
{
/// <summary>
/// Load pipeline library from disk.
/// </summary>
/// <param name="filePath">File path. If null, load default library.</param>
void InitializeLibrary(string? filePath);
void SaveLibraryToDisk(string filePath);
bool HasPipeline(Key128<GraphicsPipeline> key);
Result<Key128<GraphicsPipeline>> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
}