Files
GhostEngine/Ghost.Core/Graphics/PipelineState.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

110 lines
1.8 KiB
C#

namespace Ghost.Core.Graphics;
public enum ZTest : byte
{
Disabled,
Less,
LessEqual,
Equal,
GreaterEqual,
Greater,
NotEqual,
Always
}
public enum ZWrite : byte
{
Off,
On
}
public enum Cull : byte
{
Off,
Front,
Back
}
public enum Blend : byte
{
Opaque,
Alpha,
Additive,
Multiply,
PremultipliedAlpha
}
[Flags]
public enum ColorWriteMask : byte
{
None = 0,
Red = 1 << 0,
Green = 1 << 1,
Blue = 1 << 2,
Alpha = 1 << 3,
All = Red | Green | Blue | Alpha
}
public struct PipelineState
{
public ZTest ZTest
{
get; set;
}
public ZWrite ZWrite
{
get; set;
}
public Cull Cull
{
get; set;
}
public Blend Blend
{
get; set;
}
public ColorWriteMask ColorMask
{
get; set;
}
public static PipelineState Default => new PipelineState
{
ZTest = ZTest.LessEqual,
ZWrite = ZWrite.On,
Cull = Cull.Back,
Blend = Blend.Opaque,
ColorMask = ColorWriteMask.All
};
public readonly ulong GetHashCode64()
{
// 32-bit packed key for states controlled by material / overrides.
// layout:
// 0..3 Blend (4 bits)
// 4..6 Cull (3 bits)
// 7..10 DeafaultState (4 bits)
// 11 ZWrite (1 bit)
// 12..15 ColorMask (4 bits)
var key = 0u;
key |= ((uint)Blend & 0xFu) << 0;
key |= ((uint)Cull & 0x7u) << 4;
key |= ((uint)ZTest & 0xFu) << 7;
key |= ((uint)ZWrite & 0x1u) << 11;
key |= ((uint)ColorMask & 0xFu) << 12;
return key;
}
public override readonly int GetHashCode()
{
var code64 = GetHashCode64();
return ((int)code64) ^ (int)(code64 >> 32);
}
}