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:
2026-04-11 23:10:39 +09:00
parent f9a6e9cbbe
commit c66fda5332
30 changed files with 630 additions and 500 deletions

View File

@@ -6,7 +6,7 @@ using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Diagnostics;
namespace Ghost.Graphics;
namespace Ghost.Graphics.Services;
public sealed partial class ResourceManager : IDisposable
{
@@ -182,7 +182,7 @@ public sealed partial class ResourceManager : IDisposable
/// </summary>
/// <returns>An <see cref="Handle{Shader}"/> representing the newly created shader.</returns>
/// <param name="descriptor">The viewGroup containing the shader's properties and passes.</param>
public Handle<Shader> CreateGraphicsShader(GraphicsShaderDescriptor descriptor, ReadOnlySpan<GraphicsCompiledResult> compiledResults)
public Handle<Shader> CreateGraphicsShader(GraphicsShaderDescriptor descriptor)
{
Debug.Assert(!_disposed);
@@ -194,7 +194,7 @@ public sealed partial class ResourceManager : IDisposable
try
{
var shader = new Shader(descriptor, compiledResults);
var shader = new Shader(descriptor);
var id = _shaders.Add(shader, out var generation);
return new Handle<Shader>(id, generation);
@@ -205,7 +205,7 @@ public sealed partial class ResourceManager : IDisposable
}
}
public Handle<ComputeShader> CreateComputeShader(ComputeShaderDescriptor descriptor, ReadOnlySpan<ShaderCompileResult> compiledResults)
public Handle<ComputeShader> CreateComputeShader(ComputeShaderDescriptor descriptor)
{
Debug.Assert(!_disposed);
var spinner = new SpinWait();
@@ -216,7 +216,7 @@ public sealed partial class ResourceManager : IDisposable
try
{
var computeShader = new ComputeShader(descriptor, compiledResults);
var computeShader = new ComputeShader(descriptor);
var id = _computeShaders.Add(computeShader, out var generation);
return new Handle<ComputeShader>(id, generation);
}