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.
This commit is contained in:
2026-01-11 13:28:17 +09:00
parent d71bdb3fc9
commit 87e315a588
63 changed files with 1841 additions and 6085 deletions

View File

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