feat(render): refactor pipeline & shader system for DX12 WG

Major refactor of render pipeline and shader system:
- Replaced legacy shader properties with source generator and attribute-based HLSL struct generation.
- Introduced ShaderPropertiesRegistry for runtime property layout/code registration.
- Added modular IRenderPipeline, IRenderPipelineSettings, and IRenderPayload interfaces.
- Implemented GhostRenderPipeline and ECS-driven GPUScene management.
- Added experimental DirectX 12 Work Graph support.
- Refactored shader compilation, variant hashing, and caching.
- Updated APIs for consistency and improved codegen for registration.

These changes modernize the rendering infrastructure for advanced features like work graphs and dynamic pipelines.

BREAKING CHANGE: Shader DSL, pipeline, and property APIs have changed. Existing shaders and pipeline integrations must be updated.
This commit is contained in:
2026-04-08 23:08:02 +09:00
parent 0fc449bc78
commit 68fda03aa9
54 changed files with 1414 additions and 540 deletions

View File

@@ -71,7 +71,6 @@ public class AntlrShaderCompiler
var semantics = new DSLShaderSemantics
{
name = model.Name,
properties = ConvertProperties(model.Properties, errors),
pipeline = ConvertPipeline(model.Pipeline, errors)
};
@@ -88,48 +87,6 @@ public class AntlrShaderCompiler
return semantics;
}
private static List<PropertySemantic>? ConvertProperties(PropertiesBlockModel? properties, List<DSLShaderError> errors)
{
if (properties == null || properties.Properties.Count == 0)
{
return null;
}
var result = new List<PropertySemantic>();
var usedNames = new HashSet<string>();
foreach (var prop in properties.Properties)
{
if (usedNames.Contains(prop.Name))
{
errors.Add(new DSLShaderError
{
message = $"Duplicate property name '{prop.Name}'.",
line = 0,
column = 0
});
continue;
}
var semantic = new PropertySemantic
{
name = prop.Name,
scope = prop.Scope?.ToLower() == "global" ? PropertyScope.Global : PropertyScope.Local,
type = ParsePropertyType(prop.Type, errors)
};
if (prop.Initializer.Count > 0)
{
semantic.defaultValue = ParsePropertyValue(semantic.type, prop.Initializer, errors);
}
usedNames.Add(prop.Name);
result.Add(semantic);
}
return result;
}
private static ShaderPropertyType ParsePropertyType(string type, List<DSLShaderError> errors)
{
return type.ToLower() switch