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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@@ -50,10 +50,10 @@ public interface IGraphicsEngine : IDisposable
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void ClearRenderers();
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/// <summary>
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/// Creates a new command allocator for the specified command buffer type.
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/// Creates a new command allocator for the specified command buffer space.
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/// </summary>
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/// <param name="type">The type of command buffer for which to create the allocator. The default is CommandBufferType.Graphics.</param>
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/// <returns>An <see cref="ICommandAllocator"/> instance configured for the specified command buffer type.</returns>
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/// <param name="type">The space of command buffer for which to create the allocator. The default is CommandBufferType.Graphics.</param>
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/// <returns>An <see cref="ICommandAllocator"/> instance configured for the specified command buffer space.</returns>
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ICommandAllocator CreateCommandAllocator(CommandBufferType type = CommandBufferType.Graphics);
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/// <summary>
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