Refactor shader system: arrays, keywords, property syntax
Major refactor of shader compiler and related systems:
- Switch ShaderDescriptor/PassDescriptor to arrays; remove IPassDescriptor
- Rewrite keywords block parser/semantic analysis for flexible syntax
- Change property initializers to brace syntax `{ ... }`
- Simplify TokenStream API (remove ref index params)
- Make GetBindlessIndex return uint (~0u for not found)
- Update shader compilation and variant logic for new descriptors
- Update test shader syntax to match new property/keyword formats
- Add AGENTS.md agent development guide
- Add Antlr4 dependency to Ghost.DSL
- Miscellaneous code style and error handling improvements
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@@ -116,8 +116,8 @@ public readonly unsafe ref struct RenderingContext
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localToWorld = localToWorld,
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worldBoundsMin = meshData.BoundingBox.Min,
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worldBoundsMax = meshData.BoundingBox.Max,
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vertexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()).GetValueOrThrow(),
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indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()).GetValueOrThrow(),
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vertexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()),
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indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()),
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};
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var bufferHandle = meshData.ObjectDataBuffer.AsResource();
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@@ -214,8 +214,8 @@ public readonly unsafe ref struct RenderingContext
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var data = new PushConstantsData
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{
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objectIndex = _engine.ResourceDatabase.GetBindlessIndex(meshRef.ObjectDataBuffer.AsResource()).GetValueOrThrow(),
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materialIndex = _engine.ResourceDatabase.GetBindlessIndex(materialRef._cBufferCache.GpuResource.AsResource()).GetValueOrThrow(),
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objectIndex = _engine.ResourceDatabase.GetBindlessIndex(meshRef.ObjectDataBuffer.AsResource()),
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materialIndex = _engine.ResourceDatabase.GetBindlessIndex(materialRef._cBufferCache.GpuResource.AsResource()),
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};
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var pushConstantSpan = new ReadOnlySpan<uint>(&data, sizeof(PushConstantsData) / sizeof(uint));
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