Files
GhostEngine/Ghost.Graphics/Core/Keyword.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

133 lines
3.7 KiB
C#

using System.Runtime.Intrinsics;
using ElementType = uint;
namespace Ghost.Graphics.Core;
public unsafe struct LocalKeywordSet
{
public struct ReadOnly
{
private LocalKeywordSet _set;
internal ReadOnly(LocalKeywordSet set)
{
_set = set;
}
public bool IsKeywordEnabled(int id)
{
return _set.IsKeywordEnabled(id);
}
public static ReadOnly operator |(in ReadOnly a, in ReadOnly b)
{
var resultSet = a._set | b._set;
return new ReadOnly(resultSet);
}
public static ReadOnly operator &(in ReadOnly a, in ReadOnly b)
{
var resultSet = a._set & b._set;
return new ReadOnly(resultSet);
}
}
private const int _DATA_ARRAY_LENGTH = 4; // 4 * 32 = 128 bits
private const int _SIZE_OF_ELEMENT = sizeof(ElementType);
private fixed ElementType _data[_DATA_ARRAY_LENGTH];
public void SetKeyword(int localIndex, bool enabled)
{
var index = localIndex / _SIZE_OF_ELEMENT;
var bit = localIndex % _SIZE_OF_ELEMENT;
if (enabled)
{
_data[index] |= (uint)(1 << bit);
}
else
{
_data[index] &= ~(uint)(1 << bit);
}
}
public bool IsKeywordEnabled(int localIndex)
{
var index = localIndex / _SIZE_OF_ELEMENT;
var bit = localIndex % _SIZE_OF_ELEMENT;
return (_data[index] & (uint)(1 << bit)) != 0;
}
public void Clear()
{
for (var i = 0; i < _DATA_ARRAY_LENGTH; i++)
{
_data[i] = 0;
}
}
public readonly ReadOnly AsReadOnly()
{
return new ReadOnly(this);
}
public static LocalKeywordSet operator |(in LocalKeywordSet a, in LocalKeywordSet b)
{
var result = default(LocalKeywordSet);
if (Vector128<ElementType>.IsSupported)
{
fixed (ElementType* pDataA = a._data)
fixed (ElementType* pDataB = b._data)
{
for (var i = 0; i < _DATA_ARRAY_LENGTH; i += Vector128<ElementType>.Count)
{
var vecA = Vector128.LoadUnsafe(ref *pDataA, (uint)(i * _SIZE_OF_ELEMENT));
var vecB = Vector128.LoadUnsafe(ref *pDataB, (uint)(i * _SIZE_OF_ELEMENT));
var vecResult = Vector128.BitwiseOr(vecA, vecB);
vecResult.StoreUnsafe(ref result._data[0], (uint)(i * _SIZE_OF_ELEMENT));
}
}
}
else
{
for (var i = 0; i < _DATA_ARRAY_LENGTH; i++)
{
result._data[i] = a._data[i] | b._data[i];
}
}
return result;
}
public static LocalKeywordSet operator &(in LocalKeywordSet a, in LocalKeywordSet b)
{
var result = default(LocalKeywordSet);
if (Vector128<ElementType>.IsSupported)
{
fixed (ElementType* pDataA = a._data)
fixed (ElementType* pDataB = b._data)
{
for (var i = 0; i < _DATA_ARRAY_LENGTH; i += Vector128<ElementType>.Count)
{
var vecA = Vector128.LoadUnsafe(ref *pDataA, (uint)(i * _SIZE_OF_ELEMENT));
var vecB = Vector128.LoadUnsafe(ref *pDataB, (uint)(i * _SIZE_OF_ELEMENT));
var vecResult = Vector128.BitwiseAnd(vecA, vecB);
vecResult.StoreUnsafe(ref result._data[0], (uint)(i * _SIZE_OF_ELEMENT));
}
}
}
else
{
for (var i = 0; i < _DATA_ARRAY_LENGTH; i++)
{
result._data[i] = a._data[i] & b._data[i];
}
}
return result;
}
}