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

@@ -56,7 +56,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
ref readonly var pass = ref shaderDescriptor.passes[0];
var emptyKeywords = new LocalKeywordSet();
var compiled = renderSystem.GraphicsEngine.ShaderCompiler.CompilePass(in pass, in config, in emptyKeywords).GetValueOrThrow();
_meshletShader = renderSystem.ResourceManager.CreateGraphicsShader(shaderDescriptor, [compiled]);
_meshletMaterial = renderSystem.ResourceManager.CreateMaterial(_meshletShader);
}