Files
GhostEngine/Ghost.Graphics/RHI/IPipelineLibrary.cs
Misaki f988c34b3d 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.
2025-12-26 19:19:30 +09:00

28 lines
713 B
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
public interface IShaderPipeline
{
/// <summary>
/// Pipeline space
/// </summary>
PipelineType Type
{
get;
}
}
public interface IPipelineLibrary : IDisposable
{
/// <summary>
/// Load pipeline library from disk.
/// </summary>
/// <param name="filePath">File path. If null, load default library.</param>
void InitializeLibrary(string? filePath);
void SaveLibraryToDisk(string filePath);
bool HasPipeline(GraphicsPipelineKey key);
Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
}