Refactor shader pipeline and improve modularity

- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization.
- Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference.
- Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling.
- Renamed command buffer variables in `RenderingContext` for consistency.
- Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`.
- Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle.
- Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info.
- Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling.
- Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation.
- Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes.
- Improved error handling in `SDLCompiler` with try-catch blocks and better messages.
- Refactored `test.gshader` to use dynamically generated includes.
- Fixed typos, improved code readability, and removed unused code.
This commit is contained in:
2025-11-14 19:41:36 +09:00
parent 708b8cd065
commit d91d6f6e57
20 changed files with 325 additions and 321 deletions

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@@ -1,4 +1,4 @@
#ifndef COMMON_HLSL
#ifndef COMMON_HLSL
#define COMMON_HLSL
#undef USE_TRADITIONAL_BINDLESS // Just for testing, this should be handled by engine feature level.
@@ -43,11 +43,11 @@
#define STRUCT_BUFFER_BINDLESS uint
#define BYTE_ADDRESS_BUFFER_BINDLESS uint
#define TEXTURE2D Texture2D<float4>
#define TEXTURE3D Texture3D<float4>
#define TEXTURECUBE TextureCube<float4>
#define TEXTURE2D_ARRAY Texture2DArray<float4>
#define TEXTURECUBE_ARRAY TextureCubeArray<float4>
#define TEXTURE2D Texture2D
#define TEXTURE3D Texture3D
#define TEXTURECUBE TextureCube
#define TEXTURE2D_ARRAY Texture2DArray
#define TEXTURECUBE_ARRAY TextureCubeArray
#define SAMPLER SamplerState
@@ -69,11 +69,26 @@
#define SAMPLE_TEXTURE2D(tex, samp, uv) tex.Sample(samp, uv)
#define SAMPLE_TEXTURE2D_LEVEL(tex, samp, uv, level) tex.SampleLevel(samp, uv, level)
#define SAMPLE_TEXTURE2D_BINDLESS(texId, sampId, uv) GET_TEXTURE2D_BINDLESS(texId).Sample(GET_BINDLESS_SAMPLER(sampId), uv)
#define SAMPLE_TEXTURE2D_LEVEL_BINDLESS(texId, sampId, uv, level) GET_TEXTURE2D_BINDLESS(texId).SampleLevel(GET_BINDLESS_SAMPLER(sampId), uv, level)
#define SAMPLE_TEXTURE2D_BINDLESS(texId, sampId, uv) SampleTexture2DBindless(texId, sampId, uv)
#define SAMPLE_TEXTURE2D_LEVEL_BINDLESS(texId, sampId, uv, level) SampleTexture2DLevelBindless(texId, sampId, uv, level)
#define SAMPLE_TEXTURE2D_ARRAY(tex, samp, uv, index) tex.Sample(samp, uv, index)
#define SAMPLE_TEXTURE2D_ARRAY_BINDLESS(texId, sampId, uv, index) GET_TEXTURE2D_ARRAY_BINDLESS(texId).Sample(GET_BINDLESS_SAMPLER(sampId), uv, index)
#define SAMPLE_TEXTURE2D_ARRAY_BINDLESS(texId, sampId, uv, index) GET_TEXTURE2D_ARRAY_BINDLESS(texId).Sample(GET_SAMPLER_BINDLESS(sampId), uv, index)
static inline float4 SampleTexture2DBindless(uint texId, uint sampId, float2 uv)
{
Texture2D tex = GET_TEXTURE2D_BINDLESS(texId);
SamplerState samp = GET_SAMPLER_BINDLESS(sampId);
return tex.Sample(samp, uv);
}
static inline float4 SampleTexture2DLevelBindless(uint texId, uint sampId, float2 uv, float level)
{
Texture2D tex = GET_TEXTURE2D_BINDLESS(texId);
SamplerState samp = GET_SAMPLER_BINDLESS(sampId);
return tex.SampleLevel(samp, uv, level);
}

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@@ -1,4 +1,4 @@
#ifndef PROPERTIES_HLSL
#ifndef PROPERTIES_HLSL
#define PROPERTIES_HLSL
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"