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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@@ -182,9 +182,24 @@ public readonly unsafe ref struct RenderingContext
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if (!_engine.PipelineLibrary.HasPipeline(pipelineKey))
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{
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// TODO: Compile pso if not exist.
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// _engine.PipelineLibrary.CompilePSO(pipelineKey, ref shader, passIndex, materialRef.GetPassPipelineOverride());
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throw new InvalidOperationException("Pipeline state object not found in the pipeline library.");
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var pass = shader.GetPassReference(passIndex);
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var r = _engine.ShaderCompiler.LoadCompiledCache(pass.Identifier);
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if (r.IsFailure)
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{
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throw new InvalidOperationException("Failed to load compiled shader cache for pipeline state object creation.");
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}
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var psoDes = new GraphicsPSODescriptor
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{
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PassId = pass.Identifier,
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PipelineOption = materialRef.GetPassPipelineOverride(passIndex),
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RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
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DsvFormat = TextureFormat.Unknown,
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};
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var compiled = r.Value;
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_engine.PipelineLibrary.CompilePSO(in psoDes, in compiled).GetValueOrThrow();
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}
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_directCmd.SetPipelineState(pipelineKey);
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