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

@@ -5,16 +5,23 @@
// TODO: This should be auto generated to match the c# side.
struct PushConstantData
struct GraphicsPushConstantData
{
BYTE_ADDRESS_BUFFER frameBuffer;
BYTE_ADDRESS_BUFFER viewBuffer;
BYTE_ADDRESS_BUFFER instanceBuffer;
uint instanceIndex;
};
struct ComputePushConstantData
{
BYTE_ADDRESS_BUFFER frameBuffer;
BYTE_ADDRESS_BUFFER viewBuffer;
BYTE_ADDRESS_BUFFER propertiesBuffer;
};
struct FrameData
{
BYTE_ADDRESS_BUFFER instanceBuffer;
BYTE_ADDRESS_BUFFER userBuffer;
};
@@ -48,6 +55,10 @@ struct MeshData
BYTE_ADDRESS_BUFFER meshletTrianglesBuffer;
};
PushConstantData g_PushConstantData : register(b0);
#if define(__GRAPHICS__)
GraphicsPushConstantData g_PushConstantData : register(b0);
#elif defined(__COMPUTE__)
ComputePushConstantData g_PushConstantData : register(b0);
#endif
#endif // GHOST_PROPERTIES_HLSL