Refactor: variant-aware shader/material pipeline overhaul

Major architectural update to graphics/material/shader system:
- Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types.
- Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching.
- Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists.
- Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly.
- Refactored Material, Shader, and Pass data structures for cache efficiency and variant support.
- Pipeline library and PSO management now use 128-bit keys and variant-specific caching.
- Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management.
- Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls.
- Updated all HLSL and codegen for new buffer/push constant layouts and macros.
- Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
This commit is contained in:
2026-01-09 22:25:37 +09:00
parent c9be05fc60
commit 6a041f75ba
93 changed files with 1926 additions and 1390 deletions

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using Ghost.Core.Graphics;
namespace Ghost.DSL.ShaderCompiler.Parser;
// TODO: Add pass template support.
// Pass templates let user to inject their own custom code into the generated HLSL code.
// This is useful for adding custom lighting models, custom shadowing techniques, or other advanced effects without touching the core shader code.
internal class PassBlock : IBlockParser<PassSyntax, PassSemantic>
{
public static bool ShouldEnter(Token token)
{
return token.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.PASS);
}
public static PassSyntax Parse(TokenStreamSlice stream)
{
var pass = new PassSyntax();
stream.Expect(TokenType.Keyword);
pass.name = stream.Expect(TokenType.StringLiteral);
stream.Expect(TokenType.LBrace);
var bodyStream = stream.Slice(stream.Remaining - 1);
while (bodyStream.TryPeek(out var nextToken))
{
if (DefinesBlock.ShouldEnter(nextToken))
{
pass.defines = DefinesBlock.Parse(bodyStream.SliceNextBlock());
}
else if (KeywordsBlock.ShouldEnter(nextToken))
{
pass.keywords = KeywordsBlock.Parse(bodyStream.SliceNextBlock());
}
else if (PipelineBlock.ShouldEnter(nextToken))
{
pass.localPipeline = PipelineBlock.Parse(bodyStream.SliceNextBlock());
}
else if (IncludesBlock.ShouldEnter(nextToken))
{
pass.includes = IncludesBlock.Parse(bodyStream.SliceNextBlock());
}
else if (nextToken.Match(TokenType.Identifier))
{
var func = ParseUtility.ParseFunction(ref bodyStream, TokenType.StringLiteral);
pass.functionCalls ??= new();
pass.functionCalls.Add(func);
}
else
{
throw new Exception($"Unexpected token '{nextToken}' in pass body.");
}
}
stream.Expect(TokenType.RBrace);
return pass;
}
public static PassSemantic? SemanticAnalysis(PassSyntax? syntax, List<DSLShaderError> errors)
{
if (syntax == null)
{
return null;
}
var semantic = new PassSemantic
{
name = syntax.name.lexeme,
defines = DefinesBlock.SemanticAnalysis(syntax.defines, errors),
keywords = KeywordsBlock.SemanticAnalysis(syntax.keywords, errors),
localPipeline = PipelineBlock.SemanticAnalysis(syntax.localPipeline, errors),
};
if (syntax.functionCalls != null)
{
foreach (var func in syntax.functionCalls)
{
switch (func.name.lexeme)
{
case TokenLexicon.KnownFunctions.TASK_SHADER:
AnalysisShaderEntry(errors, func, ref semantic.taskShader);
break;
case TokenLexicon.KnownFunctions.MESH_SHADER:
AnalysisShaderEntry(errors, func, ref semantic.meshShader);
break;
case TokenLexicon.KnownFunctions.PIXEL_SHADER:
AnalysisShaderEntry(errors, func, ref semantic.pixelShader);
break;
default:
errors.Add(new DSLShaderError
{
message = $"Unknown function '{func.name.lexeme}' in pass {syntax.name.lexeme}.",
line = func.name.line,
column = func.name.column
});
break;
}
}
}
if (semantic.meshShader.shader == null || semantic.pixelShader.shader == null)
{
// TODO: Inheritance from base pass.
// TODO: Add mesh shader support.
errors.Add(new DSLShaderError
{
message = $"Pass {syntax.name.lexeme} must contain a mesh shader (ms) and a pixel shader (ps) declaration.",
line = syntax.name.line,
column = syntax.name.column
});
}
return semantic;
}
private static void AnalysisShaderEntry(List<DSLShaderError> errors, FunctionCallDeclaration func, ref ShaderEntryPoint shaderEntryPoint)
{
if (func.arguments?.Count != 2)
{
errors.Add(new DSLShaderError
{
message = "Shader declaration requires exactly two arguments: (shaderPath, entryPoint).",
line = func.name.line,
column = func.name.column
});
}
else
{
shaderEntryPoint = new ShaderEntryPoint
{
shader = func.arguments[0].lexeme,
entry = func.arguments[1].lexeme
};
}
}
}