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