Files
GhostEngine/Ghost.Core/Graphics/PipelineState.cs
Misaki f988c34b3d 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.
2025-12-26 19:19:30 +09:00

84 lines
1.1 KiB
C#

namespace Ghost.Core.Graphics;
public enum ZTest : byte
{
Disabled,
Less,
LessEqual,
Equal,
GreaterEqual,
Greater,
NotEqual,
Always
}
public enum ZWrite : byte
{
Off,
On
}
public enum Cull : byte
{
Off,
Front,
Back
}
public enum Blend : byte
{
Opaque,
Alpha,
Additive,
Multiply,
PremultipliedAlpha
}
[Flags]
public enum ColorWriteMask : byte
{
None = 0,
Red = 1 << 0,
Green = 1 << 1,
Blue = 1 << 2,
Alpha = 1 << 3,
All = Red | Green | Blue | Alpha
}
public struct PipelineState
{
public ZTest ZTest
{
get; set;
}
public ZWrite ZWrite
{
get; set;
}
public Cull Cull
{
get; set;
}
public Blend Blend
{
get; set;
}
public ColorWriteMask ColorMask
{
get; set;
}
public static PipelineState Default => new PipelineState
{
ZTest = ZTest.LessEqual,
ZWrite = ZWrite.On,
Cull = Cull.Back,
Blend = Blend.Opaque,
ColorMask = ColorWriteMask.All
};
}