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

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