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.
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@@ -10,22 +10,21 @@ namespace Ghost.Graphics.Core;
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// 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.
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public readonly unsafe ref struct RenderContext
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{
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private readonly IGraphicsEngine _engine;
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private readonly ResourceManager _resourceManager;
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private readonly IGraphicsEngine _engine;
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private readonly ICommandBuffer _cmd;
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public ICommandBuffer CommandBuffer => _cmd;
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public IShaderCompiler ShaderCompiler => _engine.ShaderCompiler;
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public ResourceManager ResourceManager => _resourceManager;
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public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
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public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
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public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
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internal RenderContext(IGraphicsEngine engine, ResourceManager resourceManager, ICommandBuffer cmd)
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internal RenderContext(ResourceManager resourceManager, IGraphicsEngine engine, ICommandBuffer cmd)
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{
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_engine = engine;
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_resourceManager = resourceManager;
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_engine = engine;
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_cmd = cmd;
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}
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@@ -242,10 +241,10 @@ public readonly unsafe ref struct RenderContext
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meshletTrianglesBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.MeshletTrianglesBuffer.AsResource()),
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};
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var bufferHandle = meshData.ObjectDataBuffer.AsResource();
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var bufferHandle = meshData.MeshDataBuffer.AsResource();
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TransitionBarrier(bufferHandle, false, BarrierLayout.Undefined, BarrierAccess.CopyDest, BarrierSync.Copy);
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UploadBuffer(meshData.ObjectDataBuffer, data);
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UploadBuffer(meshData.MeshDataBuffer, data);
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TransitionBarrier(bufferHandle, false, BarrierLayout.Undefined, BarrierAccess.ShaderResource, BarrierSync.PixelShading | BarrierSync.NonPixelShading);
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}
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