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