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