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

View File

@@ -191,7 +191,7 @@ struct {info.Name}
codeBuilder.Clear();
var typeFullName = info.TypeSymbol.ToDisplayString(SymbolDisplayFormat.FullyQualifiedFormat);
registerBuilder.AppendLine($@" global::Ghost.Core.Graphics.ShaderPropertiesRegistry.Register(""{info.ShaderName}"", {typeFullName}.HLSL_SOURCE, (uint)sizeof({typeFullName}));");
registerBuilder.AppendLine($@" global::Ghost.DSL.ShaderPropertiesRegistry.Register(""{info.ShaderName}"", {typeFullName}.HLSL_SOURCE, (uint)sizeof({typeFullName}));");
}
var registerTypeName = "g_shaderproperty_registeration";