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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@@ -102,30 +102,23 @@ public partial struct Shader : IResourceReleasable
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internal Shader(ShaderDescriptor descriptor)
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{
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_cbufferSize = descriptor.cbufferSize;
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_shaderPasses = new UnsafeArray<ShaderPass>(descriptor.passes.Count, Allocator.Persistent);
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_passIDToLocal = new UnsafeHashMap<int, int>(descriptor.passes.Count, Allocator.Persistent);
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_shaderPasses = new UnsafeArray<ShaderPass>(descriptor.passes.Length, Allocator.Persistent);
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_passIDToLocal = new UnsafeHashMap<int, int>(descriptor.passes.Length, Allocator.Persistent);
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_keywordIDToLocal = new UnsafeHashMap<int, int>(32, Allocator.Persistent);
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for (var i = 0; i < descriptor.passes.Count; i++)
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for (var i = 0; i < descriptor.passes.Length; i++)
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{
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var pass = descriptor.passes[i];
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// TODO: Handle inherited passes
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if (pass is not PassDescriptor fullPass)
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{
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continue;
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}
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var passKey = RHIUtility.CreateShaderPassKey(pass.Identifier);
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var passKey = RHIUtility.CreateShaderPassKey(pass.identifier);
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var keywords = default(LocalKeywordSet);
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if (fullPass.keywords != null && fullPass.keywords.Count > 0)
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if (pass.keywords.Length > 0)
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{
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var localKeywordIndex = 0;
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for (var j = 0; j < fullPass.keywords.Count; j++)
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for (var j = 0; j < pass.keywords.Length; j++)
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{
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var group = fullPass.keywords[j];
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var group = pass.keywords[j];
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if (group.keywords == null)
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{
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continue;
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@@ -150,11 +143,11 @@ public partial struct Shader : IResourceReleasable
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_shaderPasses[i] = new ShaderPass
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{
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Key = passKey,
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DeafaultState = fullPass.localPipeline,
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DeafaultState = pass.localPipeline,
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KeywordIDs = keywords,
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};
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_passIDToLocal[GetPassID(pass.Name)] = (ushort)i;
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_passIDToLocal[GetPassID(pass.name)] = (ushort)i;
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}
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}
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