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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@@ -51,29 +51,29 @@ internal class MeshRenderPass : IRenderPass
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public void Initialize(ref readonly RenderingContext ctx)
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{
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var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
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var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gsdef", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
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_compileResults = new GraphicsCompiledResult[shaderDescriptor.passes.Count];
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for (var i = 0; i < shaderDescriptor.passes.Count; i++)
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{
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var pass = shaderDescriptor.passes[i];
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var compiled = ctx.ShaderCompiler.CompilePass(pass, shaderDescriptor.generatedCodePath).GetValueOrThrow();
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if (pass is not FullPassDescriptor fullPass)
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{
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continue;
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}
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//if (pass is not FullPassDescriptor fullPass)
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//{
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// continue;
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//}
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var psoDes = new GraphicsPSODescriptor
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{
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PassId = new ShaderPassKey(fullPass.Identifier),
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PipelineOption = fullPass.localPipeline,
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//var psoDes = new GraphicsPSODescriptor
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//{
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// PassId = new ShaderPassKey(fullPass.Identifier),
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// PipelineOption = fullPass.localPipeline,
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RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
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DsvFormat = TextureFormat.Unknown,
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};
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// RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
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// DsvFormat = TextureFormat.Unknown,
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//};
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_compileResults[i] = compiled;
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ctx.PipelineLibrary.CompilePSO(in psoDes, in _compileResults[i]).GetValueOrThrow();
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//_compileResults[i] = compiled;
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//ctx.PipelineLibrary.CompilePSO(in psoDes, in _compileResults[i]).GetValueOrThrow();
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}
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MeshBuilder.CreateCube(0.75f, default, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent, out var vertices, out var indices);
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@@ -129,6 +129,10 @@ internal class MeshRenderPass : IRenderPass
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Debug.Assert(matRef.SetPropertyCache(in matProps) == ErrorStatus.None);
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matRef.UploadData(ctx.DirectCommandBuffer);
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var pso = matRef.GetPassPipelineOverride(0);
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pso.Cull = Cull.Back;
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matRef.SetPassPipelineOverride(0, in pso);
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_forwardPassID = Shader.GetPassID("Forward");
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}
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