feat(shader): add compute shader support and refactor pipeline

Refactored shader system to support both graphics and compute shaders.
- Updated ANTLR grammars and parser logic for explicit shader model and compute shader entry points.
- Split shader models and descriptors for graphics and compute.
- Refactored pipeline key generation and D3D12 pipeline library for compute support.
- Updated push constant layouts and HLSL includes for both shader types.
- Improved error handling and test coverage with new example files.

BREAKING CHANGE: Shader model, descriptor, and pipeline APIs have changed. Existing shader and pipeline code must be updated to use the new types and conventions.
This commit is contained in:
2026-04-10 02:53:40 +09:00
parent 68fda03aa9
commit 4ed5572ce7
29 changed files with 742 additions and 290 deletions

View File

@@ -5,13 +5,13 @@ namespace Ghost.DSL.ShaderParser;
public class ShaderVisitor : GhostShaderParserBaseVisitor<object>
{
public List<ShaderModel> Shaders { get; } = new();
public List<GraphicsShaderModel> Shaders { get; } = new();
public override object VisitShaderFile([NotNull] GhostShaderParser.ShaderFileContext context)
{
foreach (var shaderContext in context.shader())
{
var shader = (ShaderModel)VisitShader(shaderContext);
var shader = (GraphicsShaderModel)VisitShader(shaderContext);
Shaders.Add(shader);
}
return Shaders;
@@ -19,7 +19,7 @@ public class ShaderVisitor : GhostShaderParserBaseVisitor<object>
public override object VisitShader([NotNull] GhostShaderParser.ShaderContext context)
{
var shader = new ShaderModel
var shader = new GraphicsShaderModel
{
Name = StripQuotes(context.STRING_LITERAL().GetText())
};
@@ -27,6 +27,8 @@ public class ShaderVisitor : GhostShaderParserBaseVisitor<object>
var shaderBody = context.shaderBody();
if (shaderBody != null)
{
shader.SM = shaderBody.shaderModel()?.GetText() ?? string.Empty;
foreach (var pipelineBlock in shaderBody.pipelineBlock())
{
shader.Pipeline = (PipelineBlockModel)VisitPipelineBlock(pipelineBlock);