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.
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@@ -38,7 +38,7 @@ internal class ComputeShaderVisitor : GhostComputeShaderParserBaseVisitor<object
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var computeBody = context.computeBody();
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if (computeBody != null)
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{
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compute.SM = computeBody.shaderModel()?.GetText() ?? string.Empty;
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compute.ShaderModel = computeBody.shaderModel()?.GetText() ?? string.Empty;
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foreach (var definesBlock in computeBody.definesBlock())
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{
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