Refactor shader system: arrays, keywords, property syntax

Major refactor of shader compiler and related systems:
- Switch ShaderDescriptor/PassDescriptor to arrays; remove IPassDescriptor
- Rewrite keywords block parser/semantic analysis for flexible syntax
- Change property initializers to brace syntax `{ ... }`
- Simplify TokenStream API (remove ref index params)
- Make GetBindlessIndex return uint (~0u for not found)
- Update shader compilation and variant logic for new descriptors
- Update test shader syntax to match new property/keyword formats
- Add AGENTS.md agent development guide
- Add Antlr4 dependency to Ghost.DSL
- Miscellaneous code style and error handling improvements
This commit is contained in:
2026-01-10 18:36:18 +09:00
parent 6a041f75ba
commit d71bdb3fc9
18 changed files with 548 additions and 246 deletions

View File

@@ -144,6 +144,6 @@ public readonly struct ShaderReflectionData
public interface IShaderCompiler : IDisposable
{
Result<ShaderCompileResult> Compile(ref readonly ShaderCompilationConfig config, Allocator allocator);
Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, Key64<ShaderVariant> key);
Result<GraphicsCompiledResult> CompilePass(ref readonly PassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, Key64<ShaderVariant> key);
Result<GraphicsCompiledResult, ErrorStatus> LoadCompiledCache(Key64<ShaderVariant> key);
}