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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<Deploy />
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</Project>
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<Project Path="Ghost.RenderGraph.Concept/Ghost.RenderGraph.Concept.csproj" />
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<Project Path="Ghost.Shader.Concept/Ghost.Shader.Concept.csproj" Id="23f21a60-bf61-4bb9-acf1-332a31322ee9" />
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<Project Path="Ghost.Shader.Test/Ghost.Shader.Test.csproj" />
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<Project Path="Ghost.Test.Core/Ghost.Test.Core.csproj" />
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</Folder>
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