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

@@ -10,22 +10,21 @@ namespace Ghost.Graphics.Core;
// TODO: Temporary rendering context for heap creation and data upload. We will refactor it later when we have a better understanding of the engine architecture.
public readonly unsafe ref struct RenderContext
{
private readonly IGraphicsEngine _engine;
private readonly ResourceManager _resourceManager;
private readonly IGraphicsEngine _engine;
private readonly ICommandBuffer _cmd;
public ICommandBuffer CommandBuffer => _cmd;
public IShaderCompiler ShaderCompiler => _engine.ShaderCompiler;
public ResourceManager ResourceManager => _resourceManager;
public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
internal RenderContext(IGraphicsEngine engine, ResourceManager resourceManager, ICommandBuffer cmd)
internal RenderContext(ResourceManager resourceManager, IGraphicsEngine engine, ICommandBuffer cmd)
{
_engine = engine;
_resourceManager = resourceManager;
_engine = engine;
_cmd = cmd;
}
@@ -242,10 +241,10 @@ public readonly unsafe ref struct RenderContext
meshletTrianglesBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.MeshletTrianglesBuffer.AsResource()),
};
var bufferHandle = meshData.ObjectDataBuffer.AsResource();
var bufferHandle = meshData.MeshDataBuffer.AsResource();
TransitionBarrier(bufferHandle, false, BarrierLayout.Undefined, BarrierAccess.CopyDest, BarrierSync.Copy);
UploadBuffer(meshData.ObjectDataBuffer, data);
UploadBuffer(meshData.MeshDataBuffer, data);
TransitionBarrier(bufferHandle, false, BarrierLayout.Undefined, BarrierAccess.ShaderResource, BarrierSync.PixelShading | BarrierSync.NonPixelShading);
}