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

@@ -367,26 +367,23 @@ internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
// TODO: This should be shader variant specific compile instead of pass specific.
// TODO: Build final shader code in memory before compiling.
public Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, Key64<ShaderVariant> key)
public Result<GraphicsCompiledResult> CompilePass(ref readonly PassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, Key64<ShaderVariant> key)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (descriptor is not PassDescriptor fullDescriptor)
{
return Result.Failure("FullPassDescriptor expected.");
}
var fullDefines = fullDescriptor.defines ?? new List<string>();
fullDefines.AddRange(additionalConfig.defines);
var defineCountInDescriptor = descriptor.defines?.Length ?? 0;
var fullDefines = new string[defineCountInDescriptor + additionalConfig.defines.Length];
descriptor.defines?.CopyTo(fullDefines);
additionalConfig.defines.CopyTo(fullDefines.AsSpan(defineCountInDescriptor));
ShaderCompileResult tsResult = default;
var tsEntry = fullDescriptor.taskShader;
var tsEntry = descriptor.taskShader;
if (tsEntry.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines.AsSpan(),
includes = fullDescriptor.includes.AsSpan(),
includes = descriptor.includes.AsSpan(),
shaderPath = tsEntry.shader,
entryPoint = tsEntry.entry,
stage = ShaderStage.TaskShader,
@@ -405,13 +402,13 @@ internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
}
ShaderCompileResult msResult;
var msEntry = fullDescriptor.meshShader;
var msEntry = descriptor.meshShader;
if (msEntry.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines.AsSpan(),
includes = fullDescriptor.includes.AsSpan(),
includes = descriptor.includes.AsSpan(),
shaderPath = msEntry.shader,
entryPoint = msEntry.entry,
stage = ShaderStage.MeshShader,
@@ -434,13 +431,13 @@ internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
}
ShaderCompileResult psResult;
var psEntry = fullDescriptor.pixelShader;
var psEntry = descriptor.pixelShader;
if (psEntry.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines.AsSpan(),
includes = fullDescriptor.includes.AsSpan(),
includes = descriptor.includes.AsSpan(),
shaderPath = psEntry.shader,
entryPoint = psEntry.entry,
stage = ShaderStage.PixelShader,

View File

@@ -116,8 +116,8 @@ public readonly unsafe ref struct RenderingContext
localToWorld = localToWorld,
worldBoundsMin = meshData.BoundingBox.Min,
worldBoundsMax = meshData.BoundingBox.Max,
vertexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()).GetValueOrThrow(),
indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()).GetValueOrThrow(),
vertexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()),
indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()),
};
var bufferHandle = meshData.ObjectDataBuffer.AsResource();
@@ -214,8 +214,8 @@ public readonly unsafe ref struct RenderingContext
var data = new PushConstantsData
{
objectIndex = _engine.ResourceDatabase.GetBindlessIndex(meshRef.ObjectDataBuffer.AsResource()).GetValueOrThrow(),
materialIndex = _engine.ResourceDatabase.GetBindlessIndex(materialRef._cBufferCache.GpuResource.AsResource()).GetValueOrThrow(),
objectIndex = _engine.ResourceDatabase.GetBindlessIndex(meshRef.ObjectDataBuffer.AsResource()),
materialIndex = _engine.ResourceDatabase.GetBindlessIndex(materialRef._cBufferCache.GpuResource.AsResource()),
};
var pushConstantSpan = new ReadOnlySpan<uint>(&data, sizeof(PushConstantsData) / sizeof(uint));

View File

@@ -102,30 +102,23 @@ public partial struct Shader : IResourceReleasable
internal Shader(ShaderDescriptor descriptor)
{
_cbufferSize = descriptor.cbufferSize;
_shaderPasses = new UnsafeArray<ShaderPass>(descriptor.passes.Count, Allocator.Persistent);
_passIDToLocal = new UnsafeHashMap<int, int>(descriptor.passes.Count, Allocator.Persistent);
_shaderPasses = new UnsafeArray<ShaderPass>(descriptor.passes.Length, Allocator.Persistent);
_passIDToLocal = new UnsafeHashMap<int, int>(descriptor.passes.Length, Allocator.Persistent);
_keywordIDToLocal = new UnsafeHashMap<int, int>(32, Allocator.Persistent);
for (var i = 0; i < descriptor.passes.Count; i++)
for (var i = 0; i < descriptor.passes.Length; i++)
{
var pass = descriptor.passes[i];
// TODO: Handle inherited passes
if (pass is not PassDescriptor fullPass)
{
continue;
}
var passKey = RHIUtility.CreateShaderPassKey(pass.Identifier);
var passKey = RHIUtility.CreateShaderPassKey(pass.identifier);
var keywords = default(LocalKeywordSet);
if (fullPass.keywords != null && fullPass.keywords.Count > 0)
if (pass.keywords.Length > 0)
{
var localKeywordIndex = 0;
for (var j = 0; j < fullPass.keywords.Count; j++)
for (var j = 0; j < pass.keywords.Length; j++)
{
var group = fullPass.keywords[j];
var group = pass.keywords[j];
if (group.keywords == null)
{
continue;
@@ -150,11 +143,11 @@ public partial struct Shader : IResourceReleasable
_shaderPasses[i] = new ShaderPass
{
Key = passKey,
DeafaultState = fullPass.localPipeline,
DeafaultState = pass.localPipeline,
KeywordIDs = keywords,
};
_passIDToLocal[GetPassID(pass.Name)] = (ushort)i;
_passIDToLocal[GetPassID(pass.name)] = (ushort)i;
}
}