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

@@ -24,7 +24,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
private readonly RenderSystem _renderSystem;
private readonly RenderGraph _renderGraph;
private Identifier<Shader> _meshletShader;
private Handle<Shader> _meshletShader;
private Handle<Material> _meshletMaterial;
private bool _disposed;
@@ -57,7 +57,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
var emptyKeywords = new LocalKeywordSet();
var compiled = renderSystem.GraphicsEngine.ShaderCompiler.CompilePass(in pass, in config, in emptyKeywords).GetValueOrThrow();
_meshletShader = renderSystem.ResourceManager.CreateGraphicsShader(shaderDescriptor, in compiled);
_meshletShader = renderSystem.ResourceManager.CreateGraphicsShader(shaderDescriptor, [compiled]);
_meshletMaterial = renderSystem.ResourceManager.CreateMaterial(_meshletShader);
}
@@ -236,7 +236,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
instanceDataArray[instanceIdx++] = new InstanceData
{
localToWorld = record.localToWorld,
meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().ObjectDataBuffer.AsResource()),
meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().MeshDataBuffer.AsResource()),
materialBuffer = resourceDatabase.GetBindlessIndex(mat.Get()._cBufferCache.GpuResource.AsResource())
};
}

View File

@@ -110,7 +110,7 @@ public sealed partial class GraphicsTestWindow : Window
// TODO: Put this to the beginning of the frame without creating another command buffer?
using var directCmd = _renderSystem.GraphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
var ctx = new RenderContext(_renderSystem.GraphicsEngine, _renderSystem.ResourceManager, directCmd);
var ctx = new RenderContext(_renderSystem.ResourceManager, _renderSystem.GraphicsEngine, directCmd);
using var cmdAllocator = _renderSystem.GraphicsEngine.CreateCommandAllocator(CommandBufferType.Graphics);
directCmd.Begin(cmdAllocator);