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.
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@@ -8,7 +8,7 @@ public enum PropertyScope
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Local,
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}
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internal class PropertySemantic
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public class PropertySemantic
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{
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public PropertyScope scope;
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public ShaderPropertyType type;
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@@ -16,7 +16,7 @@ internal class PropertySemantic
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public object? defaultValue;
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}
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internal class PipelineSemantic
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public class PipelineSemantic
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{
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public ZTest? zTest;
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public ZWrite? zWrite;
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@@ -25,22 +25,23 @@ internal class PipelineSemantic
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public ColorWriteMask? colorMask;
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}
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internal class PassSemantic
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public class PassSemantic
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{
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public string name = string.Empty;
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public ShaderEntryPoint taskShader;
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public ShaderEntryPoint meshShader;
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public ShaderEntryPoint pixelShader;
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public string? hlsl;
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public List<string>? defines;
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public List<string>? includes;
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public List<KeywordsGroup>? keywords;
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public PipelineSemantic? localPipeline;
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}
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internal class DSLShaderSemantics
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public class DSLShaderSemantics
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{
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public string name = string.Empty;
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public string fallback = string.Empty;
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public string? hlsl;
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public List<PropertySemantic>? properties;
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public PipelineSemantic? pipeline;
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public List<PassSemantic>? passes;
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