forked from Misaki/GhostEngine
Add high-performance material/shader system (Ghost.Shader.Concept)
Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with: - Global/local keyword bitsets (fast O(1) ops, 64 bytes) - Multi-pass shader program and per-pass render state overrides - Thread-safe, 16-byte aligned material property blocks - Material pooling to reduce GC pressure - Batch renderer for efficient PSO grouping and async variant warmup - Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md) - Minor integration: new enums, doc updates, and keyword handling in existing code No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
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@@ -1,6 +1,6 @@
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namespace Ghost.Core.Graphics;
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public enum ZTest
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public enum ZTest : byte
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{
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Disabled,
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Less,
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@@ -12,20 +12,20 @@ public enum ZTest
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Always
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}
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public enum ZWrite
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public enum ZWrite : byte
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{
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Off,
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On
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}
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public enum Cull
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public enum Cull : byte
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{
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Off,
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Front,
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Back
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}
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public enum Blend
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public enum Blend : byte
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{
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Opaque,
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Alpha,
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@@ -35,7 +35,7 @@ public enum Blend
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}
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[Flags]
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public enum ColorWriteMask
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public enum ColorWriteMask : byte
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{
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None = 0,
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Red = 1 << 0,
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@@ -1,9 +1,9 @@
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namespace Ghost.Core.Graphics;
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public enum KeywordType
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public enum KeywordSpace
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{
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Static,
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Dynamic,
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Local,
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Global,
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}
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public enum ShaderPropertyType
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@@ -29,7 +29,7 @@ public struct ShaderEntryPoint
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public struct KeywordsGroup
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{
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public KeywordType type;
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public KeywordSpace space;
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public List<string>? keywords;
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}
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