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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@@ -24,7 +24,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
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private readonly RenderSystem _renderSystem;
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private readonly RenderGraph _renderGraph;
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private Identifier<Shader> _meshletShader;
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private Handle<Shader> _meshletShader;
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private Handle<Material> _meshletMaterial;
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private bool _disposed;
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@@ -57,7 +57,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
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var emptyKeywords = new LocalKeywordSet();
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var compiled = renderSystem.GraphicsEngine.ShaderCompiler.CompilePass(in pass, in config, in emptyKeywords).GetValueOrThrow();
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_meshletShader = renderSystem.ResourceManager.CreateGraphicsShader(shaderDescriptor, in compiled);
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_meshletShader = renderSystem.ResourceManager.CreateGraphicsShader(shaderDescriptor, [compiled]);
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_meshletMaterial = renderSystem.ResourceManager.CreateMaterial(_meshletShader);
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}
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@@ -236,7 +236,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
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instanceDataArray[instanceIdx++] = new InstanceData
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{
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localToWorld = record.localToWorld,
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meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().ObjectDataBuffer.AsResource()),
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meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().MeshDataBuffer.AsResource()),
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materialBuffer = resourceDatabase.GetBindlessIndex(mat.Get()._cBufferCache.GpuResource.AsResource())
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};
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}
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@@ -110,7 +110,7 @@ public sealed partial class GraphicsTestWindow : Window
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// TODO: Put this to the beginning of the frame without creating another command buffer?
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using var directCmd = _renderSystem.GraphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
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var ctx = new RenderContext(_renderSystem.GraphicsEngine, _renderSystem.ResourceManager, directCmd);
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var ctx = new RenderContext(_renderSystem.ResourceManager, _renderSystem.GraphicsEngine, directCmd);
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using var cmdAllocator = _renderSystem.GraphicsEngine.CreateCommandAllocator(CommandBufferType.Graphics);
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directCmd.Begin(cmdAllocator);
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