Add high-performance material/shader system (Ghost.Shader.Concept)
Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with: - Global/local keyword bitsets (fast O(1) ops, 64 bytes) - Multi-pass shader program and per-pass render state overrides - Thread-safe, 16-byte aligned material property blocks - Material pooling to reduce GC pressure - Batch renderer for efficient PSO grouping and async variant warmup - Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md) - Minor integration: new enums, doc updates, and keyword handling in existing code No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
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@@ -83,9 +83,9 @@ public struct ComponentSet : IDisposable, IEquatable<ComponentSet>
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}
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/// <summary>
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/// Provides a unique identifier for the specified unmanaged component type.
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/// Provides a unique identifier for the specified unmanaged component space.
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/// </summary>
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/// <typeparam name="T">The component type for which to obtain an identifier. Must be unmanaged and implement <see cref="IComponent"/>.</typeparam>
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/// <typeparam name="T">The component space for which to obtain an identifier. Must be unmanaged and implement <see cref="IComponent"/>.</typeparam>
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public static class ComponentTypeID<T>
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where T : unmanaged, IComponent
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{
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@@ -122,7 +122,7 @@ internal static class ComponentRegistry
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size = sizeof(T),
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alignment = (int)MemoryUtility.AlignOf<T>(),
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isEnableable = typeof(IEnableableComponent).IsAssignableFrom(type),
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// isManaged = typeof(IManagedWrapper).IsAssignableFrom(type),
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// isManaged = typeof(IManagedWrapper).IsAssignableFrom(space),
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};
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s_registeredComponents.Add(info);
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