Files
GhostEngine/Ghost.RenderGraph.Concept/PassData.cs
Misaki 87e315a588 Refactor render graph & DSL; remove material system
- Major optimization of Ghost.RenderGraph.Concept: pooled resources, zero-allocation hot paths, explicit queue types, and batch barrier APIs.
- Migrated Ghost.DSL shader compiler to ANTLR4-based parser; removed hand-written parser, added grammar files and semantic model conversion.
- Added CollectionPool/ListPool for pooled list management.
- Updated documentation for new architecture and performance.
- Removed Ghost.Shader.Concept (material/material system) from repo and solution.
- README.md replaced with a brief project statement.
2026-01-11 13:28:17 +09:00

59 lines
1.4 KiB
C#

namespace Ghost.RenderGraph.Concept;
// Pass data structure for GBuffer outputs
public class GBufferData
{
public RenderGraphTextureHandle Albedo;
public RenderGraphTextureHandle Normal;
public RenderGraphTextureHandle Depth;
}
public class LightingPassData
{
public RenderGraphTextureHandle GBufferAlbedo;
public RenderGraphTextureHandle GBufferNormal;
public RenderGraphTextureHandle GBufferDepth;
public RenderGraphTextureHandle OutputLighting;
}
public class SSAOPassData
{
public RenderGraphTextureHandle GBufferDepth;
public RenderGraphTextureHandle GBufferNormal;
public RenderGraphTextureHandle OutputSSAO;
}
public class TAAPassData
{
public RenderGraphTextureHandle InputLighting;
public RenderGraphTextureHandle OutputTAA;
}
public class PostProcessingPassData
{
public RenderGraphTextureHandle InputTAA;
public RenderGraphTextureHandle InputSSAO;
public RenderGraphTextureHandle OutputBackbuffer;
}
public class DebugPassData
{
public RenderGraphTextureHandle DebugTexture;
}
public class ProfilerMarkerData { }
public class BloomDownsampleData
{
public RenderGraphTextureHandle Input;
public RenderGraphTextureHandle Output;
}
public class PostProcessingPassDataV2
{
public RenderGraphTextureHandle InputTAA;
public RenderGraphTextureHandle InputSSAO;
public RenderGraphTextureHandle InputBloom;
public RenderGraphTextureHandle OutputBackbuffer;
}