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,