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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@@ -48,7 +48,7 @@ public partial class EntityQueryTest : ITest
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_world.EntityManager.CreateEntities(entities, set);
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var queryID = new QueryBuilder().WithAllRW<Transform>().Build(_world);
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ref var query = ref _world.GetEntityQueryReference(queryID);
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ref var query = ref _world.ComponentManager.GetEntityQueryReference(queryID);
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_world.AdvanceVersion();
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@@ -40,9 +40,9 @@ public class SerializationTest : ITest
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writer.WriteString("Name", "world 1");
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writer.WriteStartArray("Entities");
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for (var i = 0; i < _world.ArchetypeCount; i++)
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for (var i = 0; i < _world.ComponentManager.ArchetypeCount; i++)
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{
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ref var archetype = ref _world.GetArchetypeReference(i);
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ref var archetype = ref _world.ComponentManager.GetArchetypeReference(i);
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for (var j = 0; j < archetype.ChunkCount; j++)
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{
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