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

@@ -150,7 +150,7 @@ internal sealed class RenderGraphExecutor
: AttachmentStoreOp.NoAccess,
};
commandBuffer.BeginRenderPass(new Span<PassRenderTargetDesc>(pPassRTDescs, nativePass.colorAttachmentCount), depthDesc);
commandBuffer.BeginRenderPass(new Span<PassRenderTargetDesc>(pPassRTDescs, nativePass.colorAttachmentCount), in depthDesc);
for (var i = 0; i < nativePass.colorAttachmentCount; i++)
{