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

@@ -20,7 +20,7 @@ public interface IResourceDatabase : IDisposable
/// <summary>
/// Imports an external unmanaged resource and returns a handle for use within the resource management system.
/// </summary>
/// <typeparam name="T">The type of the unmanaged resource pointer to import.</typeparam>
/// <typeparam name="T">The space of the unmanaged resource pointer to import.</typeparam>
/// <param name="resourcePtr">A pointer to the external unmanaged resource to be imported. Must remain valid for the duration of the resource's usage.</param>
/// <param name="initialState">The initial state to assign to the imported resource.</param>
/// <returns>A handle representing the imported resource, which can be used for subsequent operations.</returns>