Files
GhostEngine/Ghost.Graphics/Contracts/IShaderCompiler.cs
Misaki bd97d233cb Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming.
- Replaced bindless texture types with non-bindless equivalents.
- Refactored `ShaderDescriptor` and `ShaderPass` for better modularity.
- Introduced `ShaderDescriptorExtensions` for property size calculations.
- Simplified constant buffer handling in `Material.cs`.
- Improved resource management in `D3D12` components.
- Added support for static meshes and optimized resource barriers.
- Refactored shader code generation and property merging in `SDLCompiler`.
- Removed unused or redundant code (e.g., `IncludesBlock` parser).
- Updated comments, documentation, and error handling for clarity.
2025-11-28 18:58:50 +09:00

150 lines
2.6 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Graphics.Contracts;
public struct ShaderCompileResult : IDisposable
{
public UnsafeArray<byte> bytecode;
public ShaderReflectionData reflectionData;
public readonly bool IsCreated => bytecode.IsCreated;
public void Dispose()
{
bytecode.Dispose();
}
}
public struct GraphicsCompiledResult : IDisposable
{
public ShaderCompileResult tsResult;
public ShaderCompileResult msResult;
public ShaderCompileResult psResult;
public void Dispose()
{
tsResult.Dispose();
msResult.Dispose();
psResult.Dispose();
}
}
public ref struct CompilerConfig
{
public ReadOnlySpan<string> defines;
public string? include;
public string shaderPath;
public string entryPoint;
public ShaderStage stage;
public CompilerTier tier;
public CompilerOptimizeLevel optimizeLevel;
public CompilerOption options;
}
public enum CompilerTier
{
Tier0,
Tier1,
Tier2
}
public enum CompilerOptimizeLevel
{
O0,
O1,
O2,
O3
}
[Flags]
public enum CompilerOption
{
None = 0,
KeepDebugInfo = 1 << 0,
KeepReflections = 1 << 1,
WarnAsError = 1 << 2,
SpirvCrossCompile = 1 << 3
}
public enum ShaderStage
{
TaskShader,
MeshShader,
PixelShader,
ComputeShader
}
public enum ShaderInputType
{
ConstantBuffer,
Texture,
Sampler,
UAV,
StructuredBuffer,
ByteAddressBuffer,
RWStructuredBuffer,
RWByteAddressBuffer
}
public struct ResourceBindingInfo
{
public string Name
{
get; set;
}
public ShaderInputType Type
{
get; set;
}
public uint BindPoint
{
get; set;
}
public uint BindCount
{
get; set;
}
public uint Space
{
get; set;
}
public uint Size
{
get; set;
}
public IReadOnlyList<CBufferPropertyInfo>? Properties
{
get; set;
}
}
public readonly struct ShaderReflectionData
{
public List<ResourceBindingInfo> ResourcesBindings
{
get;
}
public ShaderReflectionData()
{
ResourcesBindings = new List<ResourceBindingInfo>();
}
}
public interface IShaderCompiler : IDisposable
{
Result<ShaderCompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator);
Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor, string? generatedCodePath);
Result<GraphicsCompiledResult> LoadCompiledCache(ShaderPassKey key);
}