feat: add full GLSL, HLSL, and shader build support#1352
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…port # Conflicts: # CHANGELOG.md # src/extraction/grammars.ts # src/extraction/tree-sitter.ts # src/mcp/tools.ts # src/resolution/callback-synthesizer.ts # src/resolution/import-resolver.ts # src/resolution/index.ts
Hungbocluaqua
marked this pull request as ready for review
July 18, 2026 05:35
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What changed
Adds first-class shader and shader-build intelligence across the CodeGraph pipeline:
Why
Shader-heavy C++ projects currently lose their dependency graph at the CPU/GPU and build-system boundaries. This makes source lookup useful but leaves callers, impact, affected tests, descriptor ownership, compilation targets, and application-specific shader bridge implementations incomplete or ambiguous.
The implementation was developed against a Vulkan ray-tracing engine and NVIDIA RTXDI, with repeated regression testing for overloads, conditional macros, include contexts, application bridges, shader entry points, PowerShell modules, CMake variants, and C++ pipeline ownership.
References the language roadmap in #648 and the original GLSL request in #685. The closed #688 PR was used only as a regression reference; this implementation is based directly on current
main.Validation
npm run buildTHIRD_PARTY_NOTICES.mdpresentEBUSYcleanup of a temporary uninitialized-submodule directorymain -> trace_pathandmain -> RTXDI_DITemporalResamplingFlow, Relationships, caller source, and callee sourceThe full Windows pre-push suite also exposed existing Windows file-lock/global-hook-path failures in temporary MCP, worktree, SQLite, ArkTS, and git-hook tests. One genuine dynamic-dispatch labeling regression found in that run was fixed in the final commit and covered by the 58-test post-fix sweep. Docker Desktop's Linux daemon was unavailable locally, so this draft relies on GitHub CI for the authoritative clean Linux full-suite result.
Review notes
This is intentionally a draft because the implementation spans language extraction, resolution, graph traversal, retrieval, and build integration. The commits are organized as implementation/tests, documentation/evaluation assets, and a final dynamic-dispatch precision fix. I am happy to split the draft into a staged PR series if that is easier to review.