Refactor material palette system with GPU indirection

Major overhaul of material palette management:
- Added two-buffer indirection (PaletteOffsetBuffer, MaterialIndexBuffer) for GPU material lookup, with incremental upload and resizing.
- MaterialPaletteStore now tracks dirty ranges, supports deferred slot reclamation, and exposes CPU-side arrays for upload.
- ResourceManager manages persistent GPU buffers and uploads only dirty subranges per frame.
- Updated HLSL and C# structs to use palette indices.
- Refactored systems/components to use new palette index and release logic.
- Added RenderContext.UploadBufferRange for partial uploads.
Minor: Fixed StbIApi interop signatures, updated test namespaces, and performed code cleanups.
This commit is contained in:
2026-04-28 18:22:09 +09:00
parent 631638f3fb
commit 0eaf7cd51d
19 changed files with 390 additions and 30 deletions

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using Ghost.Editor.Core.AssetHandler;
using Ghost.Editor.Core.Assets;
using Ghost.Editor.Core.Contracts;
using Ghost.Editor.Core.Services;

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using Ghost.Editor.Core.AssetHandler;
using Ghost.Editor.Core.Assets;
using Ghost.Editor.Core.Services;
using Microsoft.Data.Sqlite;

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using Ghost.Editor.Core.AssetHandler;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using Ghost.Editor.Core.Assets;
namespace Ghost.UnitTest.AssetSystem;

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using Ghost.Editor.Core.AssetHandler;
using Ghost.Editor.Core.Assets;
using Ghost.Editor.Core.Services;
using Microsoft.Data.Sqlite;