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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@@ -66,16 +66,32 @@ public struct Material : IResourceReleasable, IHandleType
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private Identifier<Shader> _shader;
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private CBufferCache _cBufferCache;
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private UnsafeArray<PipelineOverride> _passPipelineOverride;
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private LocalKeywordSet _keywordMask;
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private bool _isDirty;
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internal readonly CBufferCache CBufferCache => _cBufferCache;
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public readonly Identifier<Shader> Shader => _shader;
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public readonly bool IsDirty => _isDirty;
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public Result SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void SetDirty()
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{
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_isDirty = true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal readonly MaterialPipelineKey GetPassPipelineKey(int passIndex)
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{
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return _passPipelineOverride[passIndex].pipelineKey;
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}
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public ErrorStatus SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
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{
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if (!shaderId.IsValid)
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{
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return Result.Failure("Shader ID is invalid.");
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return ErrorStatus.InvalidArgument;
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}
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_cBufferCache.ReleaseResource(database);
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@@ -95,9 +111,10 @@ public struct Material : IResourceReleasable, IHandleType
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}
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}
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_keywordMask.Clear();
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for (var i = 0; i < shader.PassCount; i++)
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{
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var pass = shader.GetPass(i);
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ref var pass = ref shader.GetPassReference(i);
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_passPipelineOverride[i] = new PipelineOverride
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{
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shaderPass = pass.Identifier,
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@@ -119,7 +136,7 @@ public struct Material : IResourceReleasable, IHandleType
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_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
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}
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return Result.Success();
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -135,7 +152,7 @@ public struct Material : IResourceReleasable, IHandleType
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Span<byte> GetRawPropertyCache()
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public readonly ReadOnlySpan<byte> GetRawPropertyCache()
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{
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if (_cBufferCache.Size == 0)
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{
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@@ -146,7 +163,7 @@ public struct Material : IResourceReleasable, IHandleType
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe ErrorStatus SetPropertyCache<T>(ref readonly T data)
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public unsafe ErrorStatus SetPropertyCache<T>(ref readonly T data)
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where T : unmanaged
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{
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if (sizeof(T) != _cBufferCache.Size)
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@@ -155,11 +172,13 @@ public struct Material : IResourceReleasable, IHandleType
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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SetDirty();
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe ErrorStatus SetRawPropertyCache(ReadOnlySpan<byte> data)
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public unsafe ErrorStatus SetRawPropertyCache(ReadOnlySpan<byte> data)
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{
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if (data.Length != _cBufferCache.Size)
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{
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@@ -167,9 +186,48 @@ public struct Material : IResourceReleasable, IHandleType
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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SetDirty();
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly PipelineState GetPassPipelineOverride(int passIndex)
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{
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return _passPipelineOverride[passIndex].options;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetPassPipelineOverride(int passIndex, ref readonly PipelineState options)
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{
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ref var pipelineOverride = ref _passPipelineOverride[passIndex];
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pipelineOverride.options = options;
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pipelineOverride.pipelineKey = new MaterialPipelineKey(pipelineOverride.shaderPass, options);
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SetDirty();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ErrorStatus SetKeyword(IResourceDatabase resourceDatabase, int keywordId, bool enabled)
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{
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ref var shader = ref resourceDatabase.GetShaderReference(_shader);
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var localIndex = shader.GetLocalKeywordIndex(keywordId);
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if (localIndex == -1)
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{
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return ErrorStatus.NotFound;
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}
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_keywordMask.SetKeyword(localIndex, enabled);
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SetDirty();
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool IsKeywordEnabled(int keywordId)
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{
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return _keywordMask.IsKeywordEnabled(keywordId);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadData(ICommandBuffer cmb)
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{
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@@ -177,29 +235,10 @@ public struct Material : IResourceReleasable, IHandleType
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cmb.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), ResourceState.VertexAndConstantBuffer);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly PipelineState GetPassPipelineOverride(int passIndex)
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{
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return _passPipelineOverride[passIndex].options;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void SetPassPipelineOverride(int passIndex, in PipelineState options)
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{
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ref var pipelineOverride = ref _passPipelineOverride[passIndex];
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pipelineOverride.options = options;
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pipelineOverride.pipelineKey = new MaterialPipelineKey(pipelineOverride.shaderPass, options);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal readonly MaterialPipelineKey GetPassPipelineKey(int passIndex)
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{
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return _passPipelineOverride[passIndex].pipelineKey;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_cBufferCache.ReleaseResource(database);
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_passPipelineOverride.Dispose();
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}
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}
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