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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@@ -3,56 +3,56 @@ namespace Ghost.RenderGraph.Concept;
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// Pass data structure for GBuffer outputs
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public class GBufferData
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{
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public RenderGraphTextureHandle Albedo = null!;
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public RenderGraphTextureHandle Normal = null!;
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public RenderGraphTextureHandle Depth = null!;
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public RenderGraphTextureHandle Albedo;
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public RenderGraphTextureHandle Normal;
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public RenderGraphTextureHandle Depth;
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}
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public class LightingPassData
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{
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public RenderGraphTextureHandle GBufferAlbedo = null!;
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public RenderGraphTextureHandle GBufferNormal = null!;
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public RenderGraphTextureHandle GBufferDepth = null!;
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public RenderGraphTextureHandle OutputLighting = null!;
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public RenderGraphTextureHandle GBufferAlbedo;
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public RenderGraphTextureHandle GBufferNormal;
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public RenderGraphTextureHandle GBufferDepth;
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public RenderGraphTextureHandle OutputLighting;
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}
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public class SSAOPassData
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{
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public RenderGraphTextureHandle GBufferDepth = null!;
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public RenderGraphTextureHandle GBufferNormal = null!;
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public RenderGraphTextureHandle OutputSSAO = null!;
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public RenderGraphTextureHandle GBufferDepth;
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public RenderGraphTextureHandle GBufferNormal;
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public RenderGraphTextureHandle OutputSSAO;
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}
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public class TAAPassData
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{
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public RenderGraphTextureHandle InputLighting = null!;
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public RenderGraphTextureHandle OutputTAA = null!;
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public RenderGraphTextureHandle InputLighting;
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public RenderGraphTextureHandle OutputTAA;
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}
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public class PostProcessingPassData
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{
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public RenderGraphTextureHandle InputTAA = null!;
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public RenderGraphTextureHandle InputSSAO = null!;
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public RenderGraphTextureHandle OutputBackbuffer = null!;
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public RenderGraphTextureHandle InputTAA;
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public RenderGraphTextureHandle InputSSAO;
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public RenderGraphTextureHandle OutputBackbuffer;
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}
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public class DebugPassData
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{
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public RenderGraphTextureHandle DebugTexture = null!;
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public RenderGraphTextureHandle DebugTexture;
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}
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public class ProfilerMarkerData { }
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public class BloomDownsampleData
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{
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public RenderGraphTextureHandle Input = null!;
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public RenderGraphTextureHandle Output = null!;
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public RenderGraphTextureHandle Input;
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public RenderGraphTextureHandle Output;
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}
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public class PostProcessingPassDataV2
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{
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public RenderGraphTextureHandle InputTAA = null!;
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public RenderGraphTextureHandle InputSSAO = null!;
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public RenderGraphTextureHandle InputBloom = null!;
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public RenderGraphTextureHandle OutputBackbuffer = null!;
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public RenderGraphTextureHandle InputTAA;
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public RenderGraphTextureHandle InputSSAO;
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public RenderGraphTextureHandle InputBloom;
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public RenderGraphTextureHandle OutputBackbuffer;
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}
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