feat(shader): refactor and enhance shader pipeline
Refactored the shader compilation pipeline to introduce modularity, improve performance, and enhance maintainability. Key changes include: - Added `ShaderCompilationConfig`, `CompilerOptimizeLevel`, and `ShaderStage` enums. - Replaced `SM` property with `ShaderModel` in shader models. - Introduced `ShaderLibrary` for in-memory and disk-based shader caching. - Refactored `DSLShaderCompiler` and `AntlrShaderCompiler` for better hashing and error handling. - Centralized shader compilation logic in `ShaderCompilerUtility`. - Removed legacy shader compilation logic from `IShaderCompiler`. - Updated `RenderGraph`, `ResourceManager`, and `Material` to integrate with the new caching system. - Improved memory management with `NativeMemoryManager<T>`. BREAKING CHANGE: Removed legacy shader compilation methods and replaced them with a new caching and compilation system.
This commit is contained in:
@@ -99,6 +99,40 @@ public class AntlrShaderCompiler
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}
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}
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private static bool TryGetShaderModel(string model, List<DSLShaderError> errors, out ShaderModel shaderModel)
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{
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if (string.IsNullOrEmpty(model))
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{
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shaderModel = ShaderModel.SM_6_6; // Default to lowest supported shader model for compute shaders
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}
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else
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{
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switch (model)
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{
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case "6_6":
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shaderModel = ShaderModel.SM_6_6;
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break;
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case "6_7":
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shaderModel = ShaderModel.SM_6_7;
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break;
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case "6_8":
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shaderModel = ShaderModel.SM_6_8;
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break;
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default:
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shaderModel = default;
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errors.Add(new DSLShaderError
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{
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message = $"Unknown shader model '{model}'.",
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line = 0,
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column = 0
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});
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return false;
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}
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}
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return true;
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}
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public static DSLComputeShaderSemantics? ConvertToComputeSemantics(ComputeShaderModel model, out List<DSLShaderError> errors)
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{
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errors = new List<DSLShaderError>();
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@@ -122,29 +156,9 @@ public class AntlrShaderCompiler
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hlsl = model.Hlsl?.Code
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};
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if (string.IsNullOrEmpty(model.SM))
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if (TryGetShaderModel(model.ShaderModel, errors, out var shaderModel))
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{
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semantics.shaderModel = ShaderModel.SM_6_8; // Default to highest supported shader model
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}
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else
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{
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semantics.shaderModel = model.SM.ToLower() switch
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{
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"6_6" => ShaderModel.SM_6_6,
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"6_7" => ShaderModel.SM_6_7,
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"6_8" => ShaderModel.SM_6_8,
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_ => ShaderModel.Invalid
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};
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if (semantics.shaderModel == ShaderModel.Invalid)
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{
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errors.Add(new DSLShaderError
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{
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message = $"Unknown shader model '{model.SM}'.",
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line = 0,
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column = 0
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});
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}
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semantics.shaderModel = shaderModel;
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}
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if (model.Keywords != null)
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@@ -207,65 +221,6 @@ public class AntlrShaderCompiler
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return semantics;
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}
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public static DSLShaderSemantics? ConvertToSemantics(GraphicsShaderModel model, out List<DSLShaderError> errors)
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{
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errors = new List<DSLShaderError>();
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if (string.IsNullOrWhiteSpace(model.Name))
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{
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errors.Add(new DSLShaderError
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{
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message = "Shader name cannot be empty.",
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line = 0,
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column = 0
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});
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return null;
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}
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var semantics = new DSLShaderSemantics
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{
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name = model.Name,
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pipeline = ConvertPipeline(model.Pipeline, errors)
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};
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if (string.IsNullOrEmpty(model.SM))
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{
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semantics.shaderModel = ShaderModel.SM_6_8; // Default to highest supported shader model
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}
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else
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{
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semantics.shaderModel = model.SM.ToLower() switch
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{
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"6_6" => ShaderModel.SM_6_6,
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"6_7" => ShaderModel.SM_6_7,
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"6_8" => ShaderModel.SM_6_8,
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_ => ShaderModel.Invalid
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};
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if (semantics.shaderModel == ShaderModel.Invalid)
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{
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errors.Add(new DSLShaderError
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{
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message = $"Unknown shader model '{model.SM}'.",
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line = 0,
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column = 0
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});
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}
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}
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foreach (var pass in model.Passes)
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{
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var passSemantic = ConvertPass(pass, errors);
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if (passSemantic != null)
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{
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semantics.passes ??= new List<PassSemantic>();
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semantics.passes.Add(passSemantic);
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}
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}
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return semantics;
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}
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private static PipelineSemantic? ConvertPipeline(PipelineBlockModel? pipeline, List<DSLShaderError> errors)
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{
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if (pipeline == null || pipeline.Statements.Count == 0)
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@@ -394,6 +349,45 @@ public class AntlrShaderCompiler
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return semantic;
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}
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public static DSLShaderSemantics? ConvertToSemantics(GraphicsShaderModel model, out List<DSLShaderError> errors)
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{
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errors = new List<DSLShaderError>();
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if (string.IsNullOrWhiteSpace(model.Name))
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{
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errors.Add(new DSLShaderError
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{
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message = "Shader name cannot be empty.",
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line = 0,
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column = 0
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});
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return null;
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}
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var semantics = new DSLShaderSemantics
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{
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name = model.Name,
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pipeline = ConvertPipeline(model.Pipeline, errors)
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};
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if (TryGetShaderModel(model.ShaderModel, errors, out var shaderModel))
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{
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semantics.shaderModel = shaderModel;
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}
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foreach (var pass in model.Passes)
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{
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var passSemantic = ConvertPass(pass, errors);
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if (passSemantic != null)
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{
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semantics.passes ??= new List<PassSemantic>();
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semantics.passes.Add(passSemantic);
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}
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}
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return semantics;
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}
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private class ErrorListener : BaseErrorListener, IAntlrErrorListener<int>, IAntlrErrorListener<IToken>
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{
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private readonly List<DSLShaderError> _errors;
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