feat(shader): refactor and enhance shader compilation

Refactored shader compilation and resource management systems:
- Introduced `DXCShaderCompiler` for HLSL compilation and reflection.
- Added `BuildFinalShaderCode` method for robust shader code generation.
- Replaced raw strings with `ShaderEntryPoint` struct for shader paths.
- Updated `RenderContext` and `RenderGraphContext` for new pipeline methods.
- Added thread-safe resource management methods in `ResourceManager`.
- Introduced `DXCShaderReflectionData` for shader reflection handling.
- Removed redundant code and simplified `ShaderPropertiesRegistry`.

BREAKING CHANGE: Updated shader and resource APIs to use new structures and methods.
This commit is contained in:
2026-04-11 00:45:46 +09:00
parent 4ed5572ce7
commit f9a6e9cbbe
131 changed files with 13135 additions and 1002 deletions

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@@ -1,3 +1,4 @@
using Ghost.Core.Graphics;
using Misaki.HighPerformance.Mathematics;
using System.Numerics;
using System.Reflection;
@@ -7,25 +8,6 @@ using System.Text.RegularExpressions;
namespace Ghost.DSL.Generator;
public enum PackingRules
{
Exact,
Aligned,
}
[AttributeUsage(AttributeTargets.Struct | AttributeTargets.Enum)]
public class GenerateHLSLAttribute : Attribute
{
private readonly PackingRules _packingRules;
private readonly string? _outputSource;
public GenerateHLSLAttribute(PackingRules packingRules, string? outputSource)
{
_packingRules = packingRules;
_outputSource = outputSource;
}
}
internal static partial class ShaderStructGenerator
{
private struct ShaderFieldInfo

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@@ -1,6 +1,7 @@
using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.DSL.ShaderParser;
using Misaki.HighPerformance.Utilities;
using System.IO.Hashing;
using System.Runtime.InteropServices;
using System.Text;
@@ -43,51 +44,121 @@ internal static class DSLShaderCompiler
};
}
private static Result<string> BuildFinalShaderCode(string shaderPath, ReadOnlySpan<string> includes, string? injectedCode, string? properties)
{
string shaderCode;
if (shaderPath == "hlsl_block")
{
if (string.IsNullOrEmpty(injectedCode))
{
return Result.Failure("Shader code is empty. Either provide a valid shader path or inject shader code directly.");
}
shaderCode = string.Empty;
}
else
{
if (!File.Exists(shaderPath))
{
return Result.Failure("Shader file not found: " + shaderPath);
}
shaderCode = File.ReadAllText(shaderPath);
}
var sb = new StringBuilder();
foreach (var includePath in includes)
{
sb.AppendLine($"#include \"{includePath}\"");
}
if (!string.IsNullOrEmpty(properties))
{
sb.AppendLine($"#line 0 \"properties\"");
sb.AppendLine(properties);
}
if (!string.IsNullOrEmpty(injectedCode))
{
sb.AppendLine($"#line 0 \"injected_code\"");
sb.AppendLine(injectedCode);
}
if (!string.IsNullOrEmpty(shaderCode))
{
sb.AppendLine($"#line 0 \"{shaderPath}\"");
sb.AppendLine(shaderCode);
}
return sb.ToString();
}
// TODO: Implement shader inheritance resolution, including property and pass merging.
// Currently, we just ignore inheritance.
public static Result<GraphicsShaderDescriptor> ResolveShader(DSLShaderSemantics semantics)
{
if (!ShaderPropertiesRegistry.TryGetInfo(semantics.name, out var propertyInfo))
{
propertyInfo = default;
}
var passes = semantics.passes == null ? Array.Empty<PassDescriptor>() : new PassDescriptor[semantics.passes.Count];
for (var i = 0; i < passes.Length; i++)
{
var pass = semantics.passes![i];
var localPipeline = MeragePipeline(pass.localPipeline, PipelineState.Default);
var result = BuildFinalShaderCode(pass.amplificationShader.shaderPath, pass.includes.AsSpan(), pass.hlsl, propertyInfo.code);
if (result.IsFailure)
{
return Result.Failure($"Failed to build shader code for pass '{pass.name}': {result.Message}");
}
var amplificationShaderCode = new ShaderCode { code = result.Value, entryPoint = pass.amplificationShader.entry };
result = BuildFinalShaderCode(pass.meshShader.shaderPath, pass.includes.AsSpan(), pass.hlsl, propertyInfo.code);
if (result.IsFailure)
{
return Result.Failure($"Failed to build shader code for pass '{pass.name}': {result.Message}");
}
var meshShaderCode = new ShaderCode { code = result.Value, entryPoint = pass.meshShader.entry };
result = BuildFinalShaderCode(pass.pixelShader.shaderPath, pass.includes.AsSpan(), pass.hlsl, propertyInfo.code);
if (result.IsFailure)
{
return Result.Failure($"Failed to build shader code for pass '{pass.name}': {result.Message}");
}
var pixelShaderCode = new ShaderCode { code = result.Value, entryPoint = pass.pixelShader.entry };
passes[i] = new PassDescriptor
{
identifier = GetPassUniqueId(semantics, pass),
name = pass.name,
amplificationShaderCode = amplificationShaderCode,
meshShaderCode = meshShaderCode,
pixelShaderCode = pixelShaderCode,
localPipeline = localPipeline,
defines = pass.defines?.ToArray() ?? Array.Empty<string>(),
keywords = pass.keywords?.ToArray() ?? Array.Empty<KeywordsGroup>()
};
}
var descriptor = new GraphicsShaderDescriptor
{
name = semantics.name,
propertyBufferSize = propertyInfo.size,
shaderModel = semantics.shaderModel,
passes = passes
};
if (!ShaderPropertiesRegistry.TryGetInfo(semantics.name, out var info))
for (int i = 0; i < descriptor.passes.Length; i++)
{
info = default;
}
descriptor.propertiesCode = info.code ?? string.Empty;
descriptor.propertyBufferSize = info.size;
descriptor.shaderModel = semantics.shaderModel;
if (semantics.passes != null)
{
descriptor.passes = new PassDescriptor[semantics.passes.Count];
for (var i = 0; i < semantics.passes.Count; i++)
{
var pass = semantics.passes[i];
var localPipeline = MeragePipeline(pass.localPipeline, PipelineState.Default);
descriptor.passes[i] = new PassDescriptor
{
shader = descriptor,
identifier = GetPassUniqueId(semantics, pass),
name = pass.name,
taskShader = pass.taskShader,
meshShader = pass.meshShader,
pixelShader = pass.pixelShader,
localPipeline = localPipeline,
defines = pass.defines?.ToArray() ?? Array.Empty<string>(),
includes = pass.includes?.ToArray() ?? Array.Empty<string>(),
keywords = pass.keywords?.ToArray() ?? Array.Empty<KeywordsGroup>(),
hlsl = pass.hlsl
};
}
}
else
{
descriptor.passes = Array.Empty<PassDescriptor>();
descriptor.passes[i].shader = descriptor;
}
return descriptor;
@@ -199,28 +270,32 @@ internal static class DSLShaderCompiler
public static Result<ComputeShaderDescriptor> ResolveComputeShader(DSLComputeShaderSemantics semantics)
{
var descriptor = new ComputeShaderDescriptor
if (!ShaderPropertiesRegistry.TryGetInfo(semantics.name, out var propertyInfo))
{
propertyInfo = default;
}
var shaderCodes = new ShaderCode[semantics.entryPoints.Count];
for (int i = 0; i < shaderCodes.Length; i++)
{
var result = BuildFinalShaderCode(semantics.entryPoints[i].shaderPath, semantics.includes.AsSpan(), semantics.hlsl, propertyInfo.code);
if (result.IsFailure)
{
return Result.Failure($"Failed to build shader code for entry point '{semantics.entryPoints[i].entry}': {result.Message}");
}
shaderCodes[i] = new ShaderCode { code = result.Value, entryPoint = semantics.entryPoints[i].entry };
}
return new ComputeShaderDescriptor
{
identifier = XxHash64.HashToUInt64(MemoryMarshal.AsBytes(semantics.name.AsSpan())),
name = semantics.name,
propertyBufferSize = propertyInfo.size,
shaderModel = semantics.shaderModel,
shaderCodes = shaderCodes,
defines = semantics.defines?.ToArray() ?? Array.Empty<string>(),
keywords = semantics.keywords?.ToArray() ?? Array.Empty<KeywordsGroup>()
};
if (!ShaderPropertiesRegistry.TryGetInfo(semantics.name, out var info))
{
info = default;
}
descriptor.propertiesCode = info.code ?? string.Empty;
descriptor.propertyBufferSize = info.size;
descriptor.shaderModel = semantics.shaderModel;
descriptor.hlsl = semantics.hlsl;
descriptor.defines = semantics.defines?.ToArray() ?? Array.Empty<string>();
descriptor.includes = semantics.includes?.ToArray() ?? Array.Empty<string>();
descriptor.keywords = semantics.keywords?.ToArray() ?? Array.Empty<KeywordsGroup>();
descriptor.entryPoints = semantics.entryPoints?.ToArray() ?? Array.Empty<ShaderEntryPoint>();
return descriptor;
}
}

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@@ -8,6 +8,14 @@ public enum PropertyScope
Local,
}
public struct ShaderEntryPoint
{
public string entry;
public string shaderPath;
public readonly bool IsCreated => !string.IsNullOrEmpty(entry) && !string.IsNullOrEmpty(shaderPath);
}
public class PipelineSemantic
{
public ZTest? zTest;
@@ -20,7 +28,7 @@ public class PipelineSemantic
public class PassSemantic
{
public string name = string.Empty;
public ShaderEntryPoint taskShader;
public ShaderEntryPoint amplificationShader;
public ShaderEntryPoint meshShader;
public ShaderEntryPoint pixelShader;
public string? hlsl;
@@ -46,5 +54,5 @@ public class DSLComputeShaderSemantics
public List<string>? defines;
public List<string>? includes;
public List<KeywordsGroup>? keywords;
public List<ShaderEntryPoint>? entryPoints;
public List<ShaderEntryPoint> entryPoints = null!;
}

View File

@@ -169,7 +169,7 @@ public class AntlrShaderCompiler
semantics.entryPoints ??= new List<ShaderEntryPoint>();
semantics.entryPoints.Add(new ShaderEntryPoint
{
shader = entry.ShaderPath,
shaderPath = entry.ShaderPath,
entry = entry.EntryPoint
});
}
@@ -355,7 +355,7 @@ public class AntlrShaderCompiler
var entryType = entry.EntryType.ToLower();
var shaderEntry = new ShaderEntryPoint
{
shader = entry.ShaderPath,
shaderPath = entry.ShaderPath,
entry = entry.EntryPoint
};
@@ -368,7 +368,7 @@ public class AntlrShaderCompiler
semantic.pixelShader = shaderEntry;
break;
case "as":
semantic.taskShader = shaderEntry;
semantic.amplificationShader = shaderEntry;
break;
default:
errors.Add(new DSLShaderError
@@ -381,7 +381,7 @@ public class AntlrShaderCompiler
}
}
if (semantic.meshShader.shader == null || semantic.pixelShader.shader == null)
if (semantic.meshShader.shaderPath == null || semantic.pixelShader.shaderPath == null)
{
errors.Add(new DSLShaderError
{

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@@ -0,0 +1,23 @@
namespace Ghost.DSL;
public struct ShaderPropertyInfo
{
public string shaderName;
public string code;
public uint size;
}
public static class ShaderPropertiesRegistry
{
private static readonly Dictionary<string, ShaderPropertyInfo> s_nameToCode = new Dictionary<string, ShaderPropertyInfo>(StringComparer.Ordinal);
public static void Register(string name, string code, uint size)
{
s_nameToCode[name] = new ShaderPropertyInfo { shaderName = name, code = code, size = size };
}
public static bool TryGetInfo(string name, out ShaderPropertyInfo info)
{
return s_nameToCode.TryGetValue(name, out info);
}
}

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@@ -23,6 +23,7 @@
<ItemGroup>
<ProjectReference Include="..\..\Runtime\Ghost.Core\Ghost.Core.csproj" />
<ProjectReference Include="..\..\Runtime\Ghost.Engine\Ghost.Engine.csproj" />
<ProjectReference Include="..\..\ThridParty\Ghost.DXC\Ghost.DXC.csproj" />
<ProjectReference Include="..\..\ThridParty\Ghost.Nvtt\Ghost.Nvtt.csproj" />
</ItemGroup>

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@@ -0,0 +1,453 @@
using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Utilities;
using System.IO.Hashing;
using System.Runtime.InteropServices;
using System.Text;
using Ghost.DXC;
using static Ghost.DXC.UUID;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Core;
internal sealed partial class DXCShaderCompiler
{
private static string GetProfileString(ShaderStage stage, ShaderModel version)
{
return (stage, version) switch
{
(ShaderStage.TaskShader, ShaderModel.SM_6_6) => "as_6_6",
(ShaderStage.PixelShader, ShaderModel.SM_6_6) => "ps_6_6",
(ShaderStage.MeshShader, ShaderModel.SM_6_6) => "ms_6_6",
(ShaderStage.ComputeShader, ShaderModel.SM_6_6) => "cs_6_6",
(ShaderStage.TaskShader, ShaderModel.SM_6_7) => "as_6_7",
(ShaderStage.PixelShader, ShaderModel.SM_6_7) => "ps_6_7",
(ShaderStage.MeshShader, ShaderModel.SM_6_7) => "ms_6_7",
(ShaderStage.ComputeShader, ShaderModel.SM_6_7) => "cs_6_7",
(ShaderStage.TaskShader, ShaderModel.SM_6_8) => "as_6_8",
(ShaderStage.PixelShader, ShaderModel.SM_6_8) => "ps_6_8",
(ShaderStage.MeshShader, ShaderModel.SM_6_8) => "ms_6_8",
(ShaderStage.ComputeShader, ShaderModel.SM_6_8) => "cs_6_8",
_ => throw new ArgumentOutOfRangeException(nameof(stage), "Unsupported shader stage or compiler version")
};
}
private static string GetOptimizeLevelString(CompilerOptimizeLevel level)
{
return level switch
{
CompilerOptimizeLevel.O0 => "-O0",
CompilerOptimizeLevel.O1 => "-O1",
CompilerOptimizeLevel.O2 => "-O2",
CompilerOptimizeLevel.O3 => "-O3",
_ => throw new ArgumentOutOfRangeException(nameof(level), "Unsupported optimization level")
};
}
private static List<string> GetCompilerArguments(ref readonly ShaderCompilationConfig config)
{
var argsArray = new List<string>
{
"-T", GetProfileString(config.stage, config.model), // Target profile (ms_6_6, ps_6_6)
"-E", config.entryPoint, // Entry point
"-HV", "2021", // HLSL version 2021
"-enable-16bit-types", // Enable 16-bit types
GetOptimizeLevelString(config.optimizeLevel), // Optimization level
};
foreach (var define in config.defines)
{
argsArray.Add("-D");
argsArray.Add(define);
}
if (config.stage == ShaderStage.TaskShader
|| config.stage == ShaderStage.MeshShader
|| config.stage == ShaderStage.PixelShader)
{
argsArray.Add("-D");
argsArray.Add("__GRAPHICS__");
}
else if (config.stage == ShaderStage.ComputeShader)
{
argsArray.Add("-D");
argsArray.Add("__COMPUTE__");
}
if (!config.options.HasFlag(CompilerOption.KeepDebugInfo))
{
argsArray.Add("-Qstrip_debug");
}
if (!config.options.HasFlag(CompilerOption.KeepReflections))
{
argsArray.Add("-Qstrip_reflect");
}
if (config.options.HasFlag(CompilerOption.WarnAsError))
{
argsArray.Add("-WX");
}
if (config.options.HasFlag(CompilerOption.SpirvCrossCompile))
{
argsArray.Add("-spirv");
}
argsArray.Add("-rootsig-define");
argsArray.Add("GLOBAL_BINDLESS_SIG");
return argsArray;
}
private static Result<string, Error> BuildFinalShaderCode(string shaderPath, ReadOnlySpan<string> includes, string? injectedCode)
{
string shaderCode;
if (shaderPath == "hlsl_block")
{
if (string.IsNullOrEmpty(injectedCode))
{
return Error.InvalidArgument;
}
shaderCode = string.Empty;
}
else
{
if (!File.Exists(shaderPath))
{
return Error.NotFound;
}
shaderCode = File.ReadAllText(shaderPath);
}
var sb = new StringBuilder();
foreach (var includePath in includes)
{
sb.AppendLine($"#include \"{includePath}\"");
}
if (!string.IsNullOrEmpty(injectedCode))
{
sb.AppendLine($"#line 0 \"injected_code\"");
sb.AppendLine(injectedCode);
}
if (!string.IsNullOrEmpty(shaderCode))
{
sb.AppendLine($"#line 0 \"{shaderPath}\"");
sb.AppendLine(shaderCode);
}
return sb.ToString();
}
}
internal sealed unsafe partial class DXCShaderCompiler : IShaderCompiler
{
private UniquePtr<IDxcCompiler3> _compiler;
private UniquePtr<IDxcUtils> _utils;
// NOTE: This is just a temporary cache for compiled shader code. We will implement a proper disk cache later.
private readonly Dictionary<Key64<ShaderCompileResult>, ShaderCompileResult> _compiledResults;
private bool _disposed;
public DXCShaderCompiler()
{
IDxcCompiler3* pCompiler = default;
IDxcUtils* pUtils = default;
var hr = Api.DxcCreateInstance((Guid*)Unsafe.AsPointer(in Api.CLSID_DxcCompiler), __uuidof(pCompiler), (void**)&pCompiler);
if (hr < 0)
{
throw new InvalidOperationException($"Failed to create DXC compiler instance. HRESULT: 0x{hr:X8}");
}
hr = Api.DxcCreateInstance((Guid*)Unsafe.AsPointer(in Api.CLSID_DxcUtils), __uuidof(pUtils), (void**)&pUtils);
if (hr < 0)
{
pCompiler->Release();
throw new InvalidOperationException($"Failed to create DXC utils instance. HRESULT: 0x{hr:X8}");
}
_compiler.Attach(pCompiler);
_utils.Attach(pUtils);
_compiledResults = new Dictionary<Key64<ShaderCompileResult>, ShaderCompileResult>();
}
~DXCShaderCompiler()
{
Dispose();
}
public Result<Key64<ShaderCompileResult>> Compile(ref readonly ShaderCompilationConfig config)
{
ObjectDisposedException.ThrowIf(_disposed, this);
IDxcIncludeHandler* includeHandler = default;
IDxcBlobEncoding* sourceBlob = default;
try
{
var hr = _utils.Get()->CreateDefaultIncludeHandler(&includeHandler);
if (hr < 0)
{
return Result.Failure($"Failed to create default include handler. HRESULT: 0x{hr:X8}");
}
fixed (byte* pCode = Encoding.UTF8.GetBytes(config.shaderCode))
{
var sizeInBytes = Encoding.UTF8.GetByteCount(config.shaderCode);
hr = _utils.Get()->CreateBlobFromPinned(pCode, (uint)sizeInBytes, Api.DXC_CP_UTF8, &sourceBlob);
if (hr < 0)
{
return Result.Failure($"Failed to create blob from shader code. HRESULT: 0x{hr:X8}");
}
}
var argsArray = GetCompilerArguments(in config);
var argPtrs = stackalloc char*[argsArray.Count];
for (var i = 0; i < argsArray.Count; i++)
{
argPtrs[i] = (char*)Marshal.StringToHGlobalUni(argsArray[i]);
}
IDxcResult* result = default;
IDxcBlob* bytecodeBlob = default;
try
{
// Compile shader
var buffer = new DxcBuffer
{
Ptr = sourceBlob->GetBufferPointer(),
Size = sourceBlob->GetBufferSize(),
Encoding = Api.DXC_CP_UTF8
};
hr = _compiler.Get()->Compile(&buffer, argPtrs, (uint)argsArray.Count, includeHandler, __uuidof(result), (void**)&result);
if (hr < 0)
{
return Result.Failure($"Failed to compile shader. HRESULT: 0x{hr:X8}");
}
// Check compilation result
int hrStatus;
result->GetStatus(&hrStatus);
if (hrStatus < 0)
{
// Get error messages
IDxcBlobEncoding* pErrorBlob = default;
result->GetErrorBuffer(&pErrorBlob);
if (pErrorBlob != null)
{
var errorMessage = Marshal.PtrToStringUTF8((IntPtr)pErrorBlob->GetBufferPointer());
pErrorBlob->Release();
return Result.Failure($"DXC shader compilation failed:\n{errorMessage}");
}
else
{
return Result.Failure("DXC shader compilation failed with unknown error.");
}
}
// Get compiled bytecode
hr = result->GetResult(&bytecodeBlob);
if (hr < 0)
{
return Result.Failure($"Failed to get compiled shader bytecode. HRESULT: 0x{hr:X8}");
}
var bytecodeSize = bytecodeBlob->GetBufferSize();
var bytecode = new UnsafeArray<byte>((int)bytecodeSize, Allocator.Persistent);
NativeMemory.Copy(bytecodeBlob->GetBufferPointer(), bytecode.GetUnsafePtr(), (nuint)bytecodeSize);
var compileResult = new ShaderCompileResult
{
bytecode = bytecode,
hashCode = XxHash64.HashToUInt64(bytecode)
};
_compiledResults[compileResult.hashCode] = compileResult;
return new Key64<ShaderCompileResult>(compileResult.hashCode);
}
finally
{
if (result != null)
{
result->Release();
}
if (bytecodeBlob != null)
{
bytecodeBlob->Release();
}
for (var i = 0; i < argsArray.Count; i++)
{
Marshal.FreeHGlobal((nint)argPtrs[i]);
}
}
}
finally
{
if (includeHandler != null)
{
includeHandler->Release();
}
if (sourceBlob != null)
{
sourceBlob->Release();
}
}
}
public Result<GraphicsCompiledResult> CompilePass(ref readonly PassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, ref readonly LocalKeywordSet keywords)
{
ObjectDisposedException.ThrowIf(_disposed, this);
string[] fullDefines;
var totalDefineCount = descriptor.defines.Length + additionalConfig.defines.Length;
if (totalDefineCount == 0)
{
fullDefines = Array.Empty<string>();
}
else
{
fullDefines = new string[totalDefineCount];
descriptor.defines.CopyTo(fullDefines);
additionalConfig.defines.CopyTo(fullDefines.AsSpan(descriptor.defines.Length));
}
Key64<ShaderCompileResult> tsResult = default;
var asCode = descriptor.amplificationShaderCode;
if (asCode.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines,
shaderCode = asCode.code,
entryPoint = asCode.entryPoint,
stage = ShaderStage.TaskShader,
model = additionalConfig.model,
optimizeLevel = additionalConfig.optimizeLevel,
options = additionalConfig.options,
};
var result = Compile(ref config);
if (result.IsFailure)
{
return Result.Failure(result.Message);
}
tsResult = result.Value;
}
Key64<ShaderCompileResult> msResult;
var msCode = descriptor.meshShaderCode;
if (msCode.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines,
shaderCode = msCode.code,
entryPoint = msCode.entryPoint,
stage = ShaderStage.MeshShader,
model = additionalConfig.model,
optimizeLevel = additionalConfig.optimizeLevel,
options = additionalConfig.options,
};
var result = Compile(ref config);
if (result.IsFailure)
{
return Result.Failure(result.Message);
}
msResult = result.Value;
}
else
{
return Result.Failure("Mesh shader expected.");
}
Key64<ShaderCompileResult> psResult;
var psCode = descriptor.pixelShaderCode;
if (psCode.IsCreated)
{
var config = new ShaderCompilationConfig
{
defines = fullDefines,
shaderCode = psCode.code,
entryPoint = psCode.entryPoint,
stage = ShaderStage.PixelShader,
model = additionalConfig.model,
optimizeLevel = additionalConfig.optimizeLevel,
options = additionalConfig.options,
};
var result = Compile(ref config);
if (result.IsFailure)
{
return Result.Failure(result.Message);
}
psResult = result.Value;
}
else
{
return Result.Failure("Pixel shader expected.");
}
var compiled = new GraphicsCompiledResult
{
tsResultHash = tsResult,
msResultHash = msResult,
psResultHash = psResult,
};
return compiled;
}
public Result<ShaderCompileResult, Error> GetCompiledCache(Key64<ShaderCompileResult> key)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (_compiledResults.TryGetValue(key, out var compiledResult))
{
return compiledResult;
}
return Error.NotFound;
}
public void Dispose()
{
if (_disposed)
{
return;
}
foreach (var kvp in _compiledResults)
{
kvp.Value.Dispose();
}
_compiler.Get()->Release();
_utils.Get()->Release();
_disposed = true;
GC.SuppressFinalize(this);
}
}