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