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.
This commit is contained in:
2025-12-26 19:19:30 +09:00
parent a89719bfc9
commit f988c34b3d
48 changed files with 3067 additions and 201 deletions

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@@ -5,7 +5,7 @@
using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using Ghost.Graphics.Core;
using System.Collections.Immutable;
using System.Runtime.CompilerServices;

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@@ -931,7 +931,10 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
ObjectDisposedException.ThrowIf(_disposed, this);
var material = new Material();
material.SetShader(shader, this, _resourceDatabase);
if (material.SetShader(shader, this, _resourceDatabase) != ErrorStatus.None)
{
return Handle<Material>.Invalid;
}
return _resourceDatabase.AddMaterial(in material);
}

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@@ -464,7 +464,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
ThrowMemoryLeakException("materials", _materials.Count);
}
// SDL are reference type, it will be managed by GC, so we don't throw exception here.
// SDL are reference space, it will be managed by GC, so we don't throw exception here.
for (var i = 0; i < _shaders.Count; i++)
{
ref var shader = ref _shaders[i];