Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files. Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`. Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities. Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods. Added the `Material` class to manage shader properties and caching for improved performance. Encapsulated shader compilation and reflection processes within the `Shader` class for better organization. Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data. Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering. Updated various project files to reflect the restructuring of dependencies. Modified XAML files and code-behind for improved readability and maintainability.
98 lines
2.1 KiB
C#
98 lines
2.1 KiB
C#
using Ghost.Core;
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Ghost.Entities.Query;
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[Flags]
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internal enum FilterMode
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{
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All = 1 << 0,
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Any = 1 << 1,
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Absent = 1 << 2,
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Disabled = 1 << 3,
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}
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internal readonly struct FilterEntry(TypeHandle id, FilterMode mode)
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{
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public readonly TypeHandle typeHandle = id;
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public readonly FilterMode mode = mode;
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}
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internal struct QueryFilter()
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{
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internal List<TypeHandle> _all = new(6);
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internal List<TypeHandle> _any = new(6);
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internal List<TypeHandle> _absent = new(6);
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internal List<TypeHandle> _disabled = new(6);
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public readonly BitSet ComputeFilterBitMask(World world)
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{
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BitSet? allMask = null;
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BitSet? anyMask = null;
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BitSet? absentMask = null;
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var hasAll = false;
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var hasAny = false;
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var hasAbsent = false;
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foreach (var typeHandle in _all)
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{
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var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
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if (!hasAll)
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{
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allMask = new BitSet(mask.Length);
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allMask.SetAll();
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hasAll = true;
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}
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allMask &= mask;
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}
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foreach (var typeHandle in _any)
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{
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var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
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if (!hasAny)
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{
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anyMask = new BitSet(mask.Length);
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hasAny = true;
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}
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anyMask |= mask;
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}
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foreach (var typeHandle in _absent)
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{
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var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
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if (!hasAbsent)
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{
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absentMask = new BitSet(mask.Length);
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hasAbsent = true;
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}
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absentMask |= mask;
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}
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var result = new BitSet(world.EntityManager.EntityCount);
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result.SetAll();
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if (hasAll)
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{
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result &= allMask!;
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}
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if (hasAny)
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{
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result &= anyMask!;
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}
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if (hasAbsent)
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{
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result &= ~absentMask!;
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}
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return result;
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}
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} |