Refactor: variant-aware shader/material pipeline overhaul
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
This commit is contained in:
143
Ghost.DSL/ShaderCompiler/Parser/PipelineBlock.cs
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143
Ghost.DSL/ShaderCompiler/Parser/PipelineBlock.cs
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using Ghost.Core.Graphics;
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namespace Ghost.DSL.ShaderCompiler.Parser;
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internal class PipelineBlock : IBlockParser<PipelineSyntax, PipelineSemantic>
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{
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public static bool ShouldEnter(Token token)
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{
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return token.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.PIPELINE);
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}
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public static PipelineSyntax Parse(TokenStreamSlice stream)
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{
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stream.Expect(TokenType.Keyword);
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stream.Expect(TokenType.LBrace);
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var pipeline = new PipelineSyntax();
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var bodyStream = stream.Slice(stream.Remaining - 1);
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while (bodyStream.HasMore)
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{
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var stateToken = bodyStream.Expect(TokenType.Identifier);
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bodyStream.Expect(TokenType.Equals);
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var valueToken = bodyStream.Expect(TokenType.Identifier | TokenType.Number);
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pipeline.values ??= new();
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pipeline.values.Add(new ValueDeclaration
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{
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name = stateToken,
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value = valueToken
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});
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bodyStream.Expect(TokenType.Semicolon);
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}
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stream.Expect(TokenType.RBrace);
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return pipeline;
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}
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public static PipelineSemantic? SemanticAnalysis(PipelineSyntax? syntax, List<DSLShaderError> errors)
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{
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if (syntax == null)
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{
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return null;
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}
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var semantic = new PipelineSemantic();
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if (syntax.values != null)
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{
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foreach (var valueDecl in syntax.values)
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{
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switch (valueDecl.name.lexeme)
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{
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case TokenLexicon.KnownPipelineProperties.ZTEST:
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if (Enum.TryParse<ZTest>(valueDecl.value.lexeme, true, out var zTest))
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{
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semantic.zTest = zTest;
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}
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else
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{
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errors.Add(new DSLShaderError
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{
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message = $"Invalid ZTest option: {valueDecl.value.lexeme}",
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line = valueDecl.value.line,
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column = valueDecl.value.column
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});
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}
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break;
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case TokenLexicon.KnownPipelineProperties.ZWRITE:
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if (Enum.TryParse<ZWrite>(valueDecl.value.lexeme, true, out var zWrite))
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{
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semantic.zWrite = zWrite;
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}
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else
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{
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errors.Add(new DSLShaderError
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{
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message = $"Invalid ZWrite option: {valueDecl.value.lexeme}",
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line = valueDecl.value.line,
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column = valueDecl.value.column
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});
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}
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break;
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case TokenLexicon.KnownPipelineProperties.CULL:
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if (Enum.TryParse<Cull>(valueDecl.value.lexeme, true, out var cull))
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{
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semantic.cull = cull;
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}
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else
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{
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errors.Add(new DSLShaderError
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{
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message = $"Invalid Cull option: {valueDecl.value.lexeme}",
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line = valueDecl.value.line,
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column = valueDecl.value.column
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});
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}
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break;
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case TokenLexicon.KnownPipelineProperties.BLEND:
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if (Enum.TryParse<Blend>(valueDecl.value.lexeme, true, out var blend))
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{
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semantic.blend = blend;
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}
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else
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{
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errors.Add(new DSLShaderError
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{
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message = $"Invalid Blend option: {valueDecl.value.lexeme}",
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line = valueDecl.value.line,
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column = valueDecl.value.column
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});
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}
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break;
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case TokenLexicon.KnownPipelineProperties.COLORMASK:
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if (Enum.TryParse<ColorWriteMask>(valueDecl.value.lexeme, true, out var colorMask))
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{
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semantic.colorMask = colorMask;
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}
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else
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{
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errors.Add(new DSLShaderError
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{
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message = $"Invalid Color Mask value: {valueDecl.value.lexeme}",
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line = valueDecl.value.line,
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column = valueDecl.value.column
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});
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}
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break;
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default:
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break;
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}
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}
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}
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return semantic;
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}
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}
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