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

View File

@@ -50,10 +50,10 @@ public interface IGraphicsEngine : IDisposable
void ClearRenderers();
/// <summary>
/// Creates a new command allocator for the specified command buffer type.
/// Creates a new command allocator for the specified command buffer space.
/// </summary>
/// <param name="type">The type of command buffer for which to create the allocator. The default is CommandBufferType.Graphics.</param>
/// <returns>An <see cref="ICommandAllocator"/> instance configured for the specified command buffer type.</returns>
/// <param name="type">The space of command buffer for which to create the allocator. The default is CommandBufferType.Graphics.</param>
/// <returns>An <see cref="ICommandAllocator"/> instance configured for the specified command buffer space.</returns>
ICommandAllocator CreateCommandAllocator(CommandBufferType type = CommandBufferType.Graphics);
/// <summary>