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.
This commit is contained in:
2025-12-26 19:19:30 +09:00
parent a89719bfc9
commit f988c34b3d
48 changed files with 3067 additions and 201 deletions

View File

@@ -58,7 +58,7 @@ public readonly struct ShaderPassKey : IEquatable<ShaderPassKey>
public readonly struct GraphicsPipelineKey
{
public const int KEY_STRING_LENGTH = 17; // 16 chars + null terminator
public const int KEY_STRING_LENGTH = 33; // 32 chars + null terminator
public readonly UInt128 value;
@@ -98,12 +98,13 @@ public readonly struct GraphicsPipelineKey
public Result GetString(Span<char> destination)
{
if (!value.TryFormat(destination, out _, "X16"))
if (!value.TryFormat(destination, out var num, "X16"))
{
return Result.Failure("Failed to format GraphicsPipelineKey to string.");
}
destination[16] = '\0';
// Just in case.
destination[num] = '\0';
return Result.Success();
}
@@ -733,7 +734,7 @@ public struct BufferDesc
}
/// <summary>
/// Memory type for the buffer
/// Memory space for the buffer
/// </summary>
public ResourceMemoryType MemoryType
{
@@ -814,7 +815,7 @@ public struct SwapChainDesc
public struct SwapChainTarget
{
/// <summary>
/// Target type
/// Target space
/// </summary>
public SwapChainTargetType Type
{