Major overhaul of asset system: - Split assets into source, .gmeta (JSON), and cooked .imported binaries - Replaced Asset base class; added TextureAsset, TextureLoader - AssetManager now uses job-based, dependency-aware loading - Unified IAssetHandler API; removed legacy handler interfaces - Updated D3D12 allocator and graphics code for new resource model - Improved error handling, memory management, and GPU upload logic - Updated docs and removed obsolete code/interfaces
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Shader Pipeline Architecture — Proposed Design
Presented as a design walkthrough. Take what's useful, ignore what doesn't fit your vision.
1. System Topology
The first decision: where does each responsibility live?
graph TB
subgraph EditorProcess["Ghost.Editor Process"]
FW["FileWatcher<br/>(monitors .ghost DSL files)"]
AR["AssetRegistry<br/>(GUID ↔ file path mapping)"]
EP["Editor UI<br/>(status bar, material inspector)"]
end
subgraph CompilerProcess["GhostShaderServer Process"]
DSL["DSL Compiler<br/>(Ghost DSL → HLSL)"]
DXC["DXC Compiler<br/>(HLSL → DXIL bytecode)"]
MW["Manifest Writer<br/>(updates variant → hash mapping)"]
end
subgraph RuntimeGraphics["Ghost.Graphics (Runtime)"]
SL["ShaderLibrary<br/>(reads bytecode from cache)"]
PL["PipelineLibrary<br/>(PSO creation + double-buffer)"]
RGC["RenderGraphContext<br/>(binds PSO per draw call)"]
BR["IShaderCompilationBridge<br/>(interface, 2 methods)"]
end
subgraph SharedDisk["Shared Disk (ShaderCache/)"]
MF["ShaderManifest.bin<br/>(GUID+variant → content hash)"]
BC["Bytecode Files<br/>(content-addressed .bin blobs)"]
end
FW -- "file changed event" --> AR
AR -- "GUID + file path<br/>(named pipe)" --> CompilerProcess
DSL --> DXC
DXC -- "bytecode bytes" --> MW
MW -- "write blob" --> BC
MW -- "update entry" --> MF
SL -- "read blob" --> BC
SL -- "read mapping" --> MF
BR -- "status query<br/>(named pipe)" --> CompilerProcess
EP -- "poll status" --> BR
style CompilerProcess fill:#1a1a2e,stroke:#e94560,color:#eee
style EditorProcess fill:#1a1a2e,stroke:#0f3460,color:#eee
style RuntimeGraphics fill:#1a1a2e,stroke:#16213e,color:#eee
style SharedDisk fill:#0f3460,stroke:#533483,color:#eee
Why a Separate Process?
| Concern | In-process compiler | Separate process |
|---|---|---|
| DXC crash | Editor dies | Server restarts, editor lives |
| DXC memory leak | Editor bloats over time | Kill & restart server periodically |
| Parallelism | Threads compete with editor UI | Fully independent CPU budget |
| Build pipeline reuse | Need separate build-time path | Same server binary, different mode |
| Complexity | Lower (one process) | Higher (IPC needed) |
Tip
If the separate process feels like overkill for your current stage, start with in-process behind the
IShaderCompilationBridgeinterface, then swap the implementation to out-of-process later. The interface is the same either way.
2. Data Model — The Manifest
This is the most important data structure in the entire system. It decouples identity from content.
graph LR
subgraph ShaderAsset["Shader Asset (on disk)"]
GUID["Asset GUID<br/><i>e.g. 7f3a-...-c82b</i><br/>stable forever"]
SRC["Source Code<br/><i>.ghost DSL file</i><br/>changes on edit"]
end
subgraph Manifest["ShaderManifest"]
E1["Entry:<br/>GUID=7f3a | Pass=0 | Variant=0x00<br/>→ ContentHash=0xABCD"]
E2["Entry:<br/>GUID=7f3a | Pass=0 | Variant=0x01<br/>→ ContentHash=0x1234"]
E3["Entry:<br/>GUID=7f3a | Pass=1 | Variant=0x00<br/>→ ContentHash=0x5678"]
end
subgraph Cache["ShaderCache/ (content addressed)"]
B1["AB/shader_cache_ABCD...bin"]
B2["12/shader_cache_1234...bin"]
B3["56/shader_cache_5678...bin"]
end
GUID --> E1
GUID --> E2
GUID --> E3
E1 --> B1
E2 --> B2
E3 --> B3
style ShaderAsset fill:#16213e,stroke:#0f3460,color:#eee
style Manifest fill:#1a1a2e,stroke:#e94560,color:#eee
style Cache fill:#0f3460,stroke:#533483,color:#eee
Manifest Entry Structure
ManifestKey = Hash(AssetGUID + PassIndex + VariantKeywordMask)
ManifestValue = ContentHash (= Hash of compiled bytecode)
- ManifestKey is structurally derived — same shader, same pass, same keywords = same key, regardless of source changes.
- ContentHash is content-derived — changes every time the source code changes.
- When source changes: the ManifestKey stays the same, but the ContentHash it points to gets updated.
Important
The
Shaderstruct in runtime only needs to know the AssetGUID. It never stores or cares about content hashes. TheShaderLibraryuses the manifest to translate(GUID, Pass, Variant) → ContentHash → File.
3. Compilation Flow — What Happens When You Save a Shader
sequenceDiagram
participant User
participant FileSystem
participant Editor as Ghost.Editor
participant Server as ShaderServer
participant Cache as ShaderCache/
User->>FileSystem: Save "water.ghost"
FileSystem-->>Editor: FileWatcher event
Editor->>Editor: Lookup GUID for "water.ghost"<br/>via AssetRegistry
Editor->>Server: CompileRequest {<br/> guid: 7f3a-...,<br/> filePath: "water.ghost",<br/> defines: [...],<br/> platform: D3D12<br/>}
Note over Server: Mark status = Compiling<br/>for this GUID
Server->>Server: Read .ghost DSL file
Server->>Server: DSL Compiler: DSL → HLSL
alt DSL has syntax errors
Server->>Server: Mark status = Error
Server-->>Editor: CompileResult {<br/> status: Error,<br/> errors: [...]<br/>}
Editor->>Editor: Show errors in<br/>console/inspector
else DSL is valid
Server->>Server: For each (pass, variant):<br/>DXC Compile HLSL → DXIL
alt Any DXC error
Server->>Server: Mark status = Error
Server-->>Editor: CompileResult {<br/> status: Error,<br/> errors: [...]<br/>}
else All variants compiled
Server->>Cache: Write bytecode blobs<br/>(content-addressed)
Server->>Cache: Update manifest entries:<br/>(GUID+pass+variant) → new hash
Server->>Server: Mark status = Ready
Server-->>Editor: CompileResult {<br/> status: Ready,<br/> variantCount: N<br/>}
Editor->>Editor: Show ✓ in status bar
end
end
Key Design Decision: Compile All Variants Upfront?
No. Only compile variants that are currently referenced by materials in the scene. The editor knows which materials reference which shader (via AssetRegistry), and which keyword combinations those materials use. Ship only what's needed.
For the edit-time hot-reload, you really only need the specific variants the viewport is currently rendering. The full permutation set is a build-time concern.
4. Runtime PSO Resolution — The Frame-by-Frame Flow
This is where most of the complexity lives. Here's what SetActiveMaterial does every frame:
flowchart TD
A["SetActiveMaterial(material)"] --> B["Compute ManifestKey<br/>= f(shader.GUID, passIndex, variantMask)"]
B --> C{"PipelineLibrary<br/>has PSO for<br/>ManifestKey?"}
C -- "Yes (cache hit)" --> D["Bind existing PSO<br/>to command buffer"]
D --> Z["Done ✓"]
C -- "No (cache miss)" --> E{"ShaderLibrary<br/>has bytecode for<br/>ManifestKey?"}
E -- "Yes (manifest hit)" --> F["Read bytecode<br/>from cache file"]
F --> G["Create PSO from bytecode"]
G --> H["Store in PipelineLibrary"]
H --> D
E -- "No (manifest miss)" --> I{"Is this Editor<br/>or Runtime?"}
I -- "Runtime<br/>(shipped game)" --> J["Bind Fallback<br/>ERROR PSO ⚠️"]
J --> K["Log error:<br/>missing shader"]
K --> Z
I -- "Editor" --> L{"Query Bridge:<br/>IsCompiling?"}
L -- "Status = Compiling" --> M["Bind OLD PSO<br/>(keep previous frame's shader)"]
M --> Z
L -- "Status = Error" --> N["Bind ERROR PSO<br/>(magenta)"]
N --> Z
L -- "Status = Ready" --> O["The manifest was just updated.<br/>Re-read manifest entry."]
O --> F
L -- "Status = NotAvailable" --> J
style A fill:#533483,stroke:#e94560,color:#eee
style D fill:#16213e,stroke:#0f3460,color:#eee
style J fill:#e94560,stroke:#1a1a2e,color:#eee
style M fill:#0f3460,stroke:#533483,color:#eee
style N fill:#e94560,stroke:#1a1a2e,color:#eee
style Z fill:#16213e,stroke:#16213e,color:#eee
The "Keep Old PSO" Strategy — How It Works Mechanically
This is the part that makes the UX feel seamless. The trick:
graph LR
subgraph PipelineLibrary
direction TB
K["ManifestKey 0xAABB"]
K --> CURRENT["current: PSO_v2 ✓<br/>(what we render with)"]
K --> PENDING["pending: null<br/>(set during recompilation)"]
end
style CURRENT fill:#16213e,stroke:#0f3460,color:#eee
style PENDING fill:#1a1a2e,stroke:#e94560,color:#eee
When shader source changes and recompilation starts:
graph LR
subgraph PipelineLibrary_During["During Recompilation"]
direction TB
K2["ManifestKey 0xAABB"]
K2 --> CURRENT2["current: PSO_v2 ✓<br/>(still rendering with this)"]
K2 --> PENDING2["pending: COMPILING<br/>(server is working...)"]
end
style CURRENT2 fill:#16213e,stroke:#0f3460,color:#eee
style PENDING2 fill:#e94560,stroke:#1a1a2e,color:#eee
When recompilation finishes successfully:
graph LR
subgraph PipelineLibrary_After["After Swap"]
direction TB
K3["ManifestKey 0xAABB"]
K3 --> CURRENT3["current: PSO_v3 ✓<br/>(new shader, rendering now)"]
K3 --> PENDING3["pending: null<br/>(swap complete)"]
end
style CURRENT3 fill:#16213e,stroke:#0f3460,color:#eee
style PENDING3 fill:#1a1a2e,stroke:#533483,color:#eee
Note
The old
PSO_v2is not immediately destroyed. It stays alive until the GPU is done with any in-flight frames referencing it (tracked by fence value). This prevents use-after-free on the GPU timeline.
5. Hot-Reload Sequence — The Complete Picture
Everything combined into one timeline:
sequenceDiagram
participant User
participant Editor
participant Server as ShaderServer
participant Cache as Disk Cache
participant Runtime as RenderGraphContext
participant GPU
Note over Runtime,GPU: Frame N: Rendering with PSO_v2
User->>Editor: Edit & save "water.ghost"
Editor->>Server: CompileRequest(guid=7f3a)
Server->>Server: status[7f3a] = Compiling
Note over Runtime,GPU: Frame N+1
Runtime->>Runtime: SetActiveMaterial()
Runtime->>Runtime: ManifestKey lookup → old hash still there
Runtime->>Runtime: PipelineLibrary has PSO → use it
Note over Runtime: Still rendering with PSO_v2<br/>(user sees no flicker)
Note over Server: Background: DSL→HLSL→DXC...
Note over Runtime,GPU: Frame N+2, N+3, ...
Runtime->>Runtime: Same as N+1, no visible change
Server->>Cache: Write new bytecode files
Server->>Cache: Update manifest:<br/>key(7f3a,0,0) → new_hash
Server->>Server: status[7f3a] = Ready
Note over Runtime,GPU: Frame N+K (compilation done)
Runtime->>Runtime: SetActiveMaterial()
Runtime->>Runtime: Manifest read → NEW content hash
Runtime->>Runtime: PipelineLibrary miss for new hash
Runtime->>Cache: Read new bytecode
Runtime->>GPU: Create PSO_v3
Runtime->>Runtime: PipelineLibrary: current=PSO_v3
Runtime->>Runtime: Bind PSO_v3
Note over Runtime,GPU: Frame N+K+1: Rendering with PSO_v3 ✓
Runtime->>Runtime: Defer release PSO_v2<br/>(after GPU fence)
What the User Sees
| Frame | Viewport | Status Bar |
|---|---|---|
| N | Water renders normally | — |
| N+1 | Water renders normally (old shader) | 🔄 Compiling water.ghost... |
| N+2 | Water renders normally (old shader) | 🔄 Compiling water.ghost... |
| N+K | Water renders with new shader | ✅ water.ghost compiled (2 variants) |
Zero flicker. Zero blocking. Zero pink frames.
6. How the Manifest Key Replaces Your Current Hash Problem
Here's a before/after of your Shader struct:
Current Design (problematic)
graph TD
subgraph Current["Current: Hash = f(source code)"]
S1["Shader struct"] --> P1["Pass[0].Key = 0xABCD<br/><i>derived from source hash</i>"]
P1 --> V1["ShaderVariantKey = f(0xABCD, keywords)"]
V1 --> PK1["PipelineKey = f(variant, rtv, dsv)"]
PK1 --> PSO1["PSO lookup in PipelineLibrary"]
EDIT["User edits source"] -.-> STALE["Pass[0].Key is now STALE ❌<br/>Still 0xABCD, but source changed"]
STALE -.-> WRONG["Looks up OLD bytecode<br/>or worse, the old PSO"]
end
style STALE fill:#e94560,stroke:#1a1a2e,color:#eee
style WRONG fill:#e94560,stroke:#1a1a2e,color:#eee
Proposed Design (stable)
graph TD
subgraph Proposed["Proposed: Key = f(GUID, pass index)"]
S2["Shader struct<br/>assetGUID = 7f3a-..."] --> P2["Pass[0]: index=0<br/><i>no source hash stored</i>"]
P2 --> MK["ManifestKey = f(7f3a, 0, keywords)"]
MK --> MANIFEST["Manifest Lookup<br/>→ ContentHash = 0x9999"]
MANIFEST --> SL2["ShaderLibrary<br/>→ read 99/shader_cache_9999.bin"]
SL2 --> PSO2["Create or get PSO"]
EDIT2["User edits source"] -.-> RECOMP["Server recompiles<br/>→ new ContentHash = 0xBBBB"]
RECOMP -.-> MUPD["Manifest updated:<br/>same key → 0xBBBB"]
MUPD -.-> NEXT["Next frame: manifest read<br/>picks up 0xBBBB automatically"]
end
style RECOMP fill:#0f3460,stroke:#533483,color:#eee
style MUPD fill:#0f3460,stroke:#533483,color:#eee
style NEXT fill:#16213e,stroke:#0f3460,color:#eee
Important
The
Shaderstruct never changes. No unload, no recreate, no generation counter bump. The manifest is the only mutable state, and it lives on disk, outside the runtime's object graph. The runtime just reads it.
7. The Two Interfaces That Make This Work
Only two abstractions are needed in Ghost.Graphics to support the full pipeline:
classDiagram
class IShaderCompilationBridge {
<<interface>>
+TryGetBytecode(manifestKey: ulong, out bytecode: ReadOnlyMemory~byte~) bool
+IsCompiling(manifestKey: ulong) bool
}
class RuntimeStub {
+TryGetBytecode() → always from ShaderLibrary cache
+IsCompiling() → always false
}
class EditorImplementation {
-NamedPipeClient _serverConnection
+TryGetBytecode() → check manifest, read cache
+IsCompiling() → query server status
}
IShaderCompilationBridge <|.. RuntimeStub : "Shipped game"
IShaderCompilationBridge <|.. EditorImplementation : "Editor mode"
class ShaderLibrary {
-string _cacheDirectory
+GetCache(contentHash: ulong) Result~bytes~
+GetFromManifest(manifestKey: ulong) Result~bytes~
}
EditorImplementation --> ShaderLibrary : reads cache
RuntimeStub --> ShaderLibrary : reads cache
Tip
RenderGraphContextdoesn't talk to the bridge directly. It talks toShaderLibrary, which internally consults the bridge on cache miss. This keeps the rendering code clean — it never sees compilation status. It just gets bytecode or it doesn't.
8. Build Pipeline — How Shipped Games Work
For completeness, here's how the same architecture handles builds:
flowchart LR
subgraph BuildTime["Build Pipeline"]
SCAN["Scan all materials<br/>in scenes/assets"] --> COLLECT["Collect all referenced<br/>(GUID, pass, variant) tuples"]
COLLECT --> COMPILE["Compile all variants<br/>via ShaderServer"]
COMPILE --> PACK["Package manifest +<br/>bytecode blobs into<br/>game data archive"]
end
subgraph ShippedGame["Runtime (shipped game)"]
LOAD["Load manifest +<br/>bytecode from archive"] --> LIB["ShaderLibrary<br/>(read-only, all variants pre-cached)"]
LIB --> MISS{"Cache miss?"}
MISS -- "Never<br/>(if build is correct)" --> OK["Create PSO normally"]
MISS -- "Somehow yes<br/>(bug or modding)" --> ERR["Error PSO<br/>+ log warning"]
end
BuildTime --> ShippedGame
style BuildTime fill:#1a1a2e,stroke:#0f3460,color:#eee
style ShippedGame fill:#16213e,stroke:#533483,color:#eee
The beauty: the same ShaderLibrary and PipelineLibrary code runs in both editor and shipped game. The only difference is whether IShaderCompilationBridge is the editor implementation or the runtime stub.
Summary of Key Design Decisions
| # | Decision | Rationale |
|---|---|---|
| 1 | Stable GUID identity, not content hash | Shader struct never needs recreation on edit |
| 2 | Content-addressed cache | Deduplication, easy invalidation, git-friendly |
| 3 | Manifest as the bridge | Decouples identity from compiled output cleanly |
| 4 | Keep old PSO during recompile | Zero flicker, seamless UX |
| 5 | Separate compiler process | Crash isolation, independent resource budget |
| 6 | Two-method interface in runtime | Minimal coupling, easy to stub for shipped game |
| 7 | Deferred PSO release via fence | Prevents GPU use-after-free |
| 8 | Same code path for editor + shipped | Fewer bugs, one pipeline to maintain |