Refactoring Rendering backend

This commit is contained in:
2025-10-05 16:26:37 +09:00
parent a39f377533
commit 01a850ff94
99 changed files with 5056 additions and 5136 deletions

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using Misaki.HighPerformance.Mathematics;
using System.Globalization;
namespace Ghost.Shader.ParserBlock;
internal class PropertiesBlock : IBlockParser<List<PropertySyntax>, List<PropertyModel>>
{
private sealed record PropTypeInfo(int ArgCount, TokenType ArgTokenType, Func<List<Token>, object?>? Builder);
private static readonly Dictionary<ShaderPropertyType, PropTypeInfo> s_propTypeInfo = new()
{
// Floats
[ShaderPropertyType.Float] = new(1, TokenType.Number, a => float.Parse(a[0].lexeme, CultureInfo.InvariantCulture)),
[ShaderPropertyType.Float2] = new(2, TokenType.Number, a => new float2(
float.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
float.Parse(a[1].lexeme, CultureInfo.InvariantCulture))),
[ShaderPropertyType.Float3] = new(3, TokenType.Number, a => new float3(
float.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
float.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
float.Parse(a[2].lexeme, CultureInfo.InvariantCulture))),
[ShaderPropertyType.Float4] = new(4, TokenType.Number, a => new float4(
float.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
float.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
float.Parse(a[2].lexeme, CultureInfo.InvariantCulture),
float.Parse(a[3].lexeme, CultureInfo.InvariantCulture))),
// Ints
[ShaderPropertyType.Int] = new(1, TokenType.Number, a => int.Parse(a[0].lexeme, CultureInfo.InvariantCulture)),
[ShaderPropertyType.Int2] = new(2, TokenType.Number, a => new int2(
int.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
int.Parse(a[1].lexeme, CultureInfo.InvariantCulture))),
[ShaderPropertyType.Int3] = new(3, TokenType.Number, a => new int3(
int.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
int.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
int.Parse(a[2].lexeme, CultureInfo.InvariantCulture))),
[ShaderPropertyType.Int4] = new(4, TokenType.Number, a => new int4(
int.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
int.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
int.Parse(a[2].lexeme, CultureInfo.InvariantCulture),
int.Parse(a[3].lexeme, CultureInfo.InvariantCulture))),
// UInts
[ShaderPropertyType.UInt] = new(1, TokenType.Number, a => uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture)),
[ShaderPropertyType.UInt2] = new(2, TokenType.Number, a => new uint2(
uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
uint.Parse(a[1].lexeme, CultureInfo.InvariantCulture))),
[ShaderPropertyType.UInt3] = new(3, TokenType.Number, a => new uint3(
uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
uint.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
uint.Parse(a[2].lexeme, CultureInfo.InvariantCulture))),
[ShaderPropertyType.UInt4] = new(4, TokenType.Number, a => new uint4(
uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
uint.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
uint.Parse(a[2].lexeme, CultureInfo.InvariantCulture),
uint.Parse(a[3].lexeme, CultureInfo.InvariantCulture))),
// Bools (numbers 0/1)
[ShaderPropertyType.Bool] = new(1, TokenType.Number, a => a[0].lexeme != "0"),
[ShaderPropertyType.Bool2] = new(2, TokenType.Number, a => new bool2(a[0].lexeme != "0", a[1].lexeme != "0")),
[ShaderPropertyType.Bool3] = new(3, TokenType.Number, a => new bool3(a[0].lexeme != "0", a[1].lexeme != "0", a[2].lexeme != "0")),
[ShaderPropertyType.Bool4] = new(4, TokenType.Number, a => new bool4(a[0].lexeme != "0", a[1].lexeme != "0", a[2].lexeme != "0", a[3].lexeme != "0")),
// Textures (single identifier argument currently no default object built)
[ShaderPropertyType.Texture2D] = new(1, TokenType.Identifier, null),
[ShaderPropertyType.Texture3D] = new(1, TokenType.Identifier, null),
[ShaderPropertyType.TextureCube] = new(1, TokenType.Identifier, null),
};
public static bool ShouldEnter(Token token)
{
return token.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.PROPERTIES);
}
private static ShaderPropertyType FromString(string type)
{
return type.ToLower() switch
{
"float" => ShaderPropertyType.Float,
"float2" => ShaderPropertyType.Float2,
"float3" => ShaderPropertyType.Float3,
"float4" => ShaderPropertyType.Float4,
"int" => ShaderPropertyType.Int,
"int2" => ShaderPropertyType.Int2,
"int3" => ShaderPropertyType.Int3,
"int4" => ShaderPropertyType.Int4,
"uint" => ShaderPropertyType.UInt,
"uint2" => ShaderPropertyType.UInt2,
"uint3" => ShaderPropertyType.UInt3,
"uint4" => ShaderPropertyType.UInt4,
"bool" => ShaderPropertyType.Bool,
"bool2" => ShaderPropertyType.Bool2,
"bool3" => ShaderPropertyType.Bool3,
"bool4" => ShaderPropertyType.Bool4,
"texture2d" => ShaderPropertyType.Texture2D,
"texture3d" => ShaderPropertyType.Texture3D,
"texturecube" => ShaderPropertyType.TextureCube,
_ => ShaderPropertyType.None,
};
}
public static List<PropertySyntax> Parse(TokenStreamSlice stream)
{
stream.Expect(TokenType.Keyword);
stream.Expect(TokenType.LBrace);
var properties = new List<PropertySyntax>();
var bodyStream = stream.Slice(stream.Remaining - 1);
while (bodyStream.HasMore)
{
var shaderProperty = new PropertySyntax();
var typeToken = bodyStream.Expect(TokenType.Identifier);
var nameToken = bodyStream.Expect(TokenType.Identifier);
shaderProperty.type = typeToken;
shaderProperty.name = nameToken;
var nextToken = bodyStream.Consume();
switch (nextToken.type)
{
case TokenType.Equals:
{
var constructorTypeToken = bodyStream.Expect(TokenType.Identifier);
var args = ParseUtility.ParseFunctionArguments(ref bodyStream, TokenType.Identifier | TokenType.Number);
shaderProperty.propertyConstructor = new FunctionCall
{
name = constructorTypeToken,
arguments = args
};
bodyStream.Expect(TokenType.Semicolon);
break;
}
case TokenType.Semicolon:
break;
default:
throw new Exception($"Unexpected token '{nextToken.lexeme}' in property declaration.");
}
properties.Add(shaderProperty);
}
stream.Expect(TokenType.RBrace);
return properties;
}
public List<PropertyModel> SemanticAnalysis(List<PropertySyntax> syntax, List<ShaderError> errors)
{
var models = new List<PropertyModel>();
var usedPropertyNames = new HashSet<string>();
foreach (var property in syntax)
{
var model = new PropertyModel();
var flowControl = ValidatePropertyType(errors, property, model);
if (!flowControl)
{
continue;
}
flowControl = ValidatePropertyName(errors, usedPropertyNames, property, model);
if (!flowControl)
{
continue;
}
if (property.propertyConstructor != null)
{
flowControl = ValidatePropertyConstructor(errors, property, model);
if (!flowControl)
{
continue;
}
}
usedPropertyNames.Add(property.name.lexeme);
models.Add(model);
}
return models;
}
private static bool ValidatePropertyType(List<ShaderError> errors, PropertySyntax property, PropertyModel model)
{
if (!TokenLexicon.IsType(property.type.lexeme))
{
errors.Add(new ShaderError
{
message = $"Shader property type '{property.type.lexeme}' is not a valid type.",
line = property.type.line,
column = property.type.column
});
return false;
}
model.type = FromString(property.type.lexeme);
return true;
}
private static bool ValidatePropertyName(List<ShaderError> errors, HashSet<string> usedPropertyNames, PropertySyntax property, PropertyModel model)
{
if (string.IsNullOrWhiteSpace(property.name.lexeme))
{
errors.Add(new ShaderError
{
message = "Shader property has an empty name.",
line = property.name.line,
column = property.name.column
});
return false;
}
else if (usedPropertyNames.Contains(property.name.lexeme))
{
errors.Add(new ShaderError
{
message = $"Shader property name '{property.name.lexeme}' is duplicated.",
line = property.name.line,
column = property.name.column
});
return false;
}
model.name = property.name.lexeme;
return true;
}
private static bool ValidatePropertyConstructor(List<ShaderError> errors, PropertySyntax property, PropertyModel model)
{
var constructor = property.propertyConstructor;
if (constructor == null)
{
errors.Add(new ShaderError
{
message = "Shader property constructor is null.",
line = property.name.line,
column = property.name.column
});
return false;
}
if (string.IsNullOrWhiteSpace(constructor.name.lexeme))
{
errors.Add(new ShaderError
{
message = "Shader property constructor has an empty name.",
line = constructor.name.line,
column = constructor.name.column
});
return false;
}
if (constructor.name.lexeme != property.type.lexeme)
{
errors.Add(new ShaderError
{
message = $"Shader property constructor name '{constructor.name.lexeme}' does not match property type '{property.type.lexeme}'.",
line = constructor.name.line,
column = constructor.name.column
});
return false;
}
if (!s_propTypeInfo.TryGetValue(model.type, out var info))
{
errors.Add(new ShaderError
{
message = $"No constructor metadata registered for property type '{model.type}'.",
line = constructor.name.line,
column = constructor.name.column
});
return false;
}
// Count check
if (constructor.arguments.Count != info.ArgCount)
{
errors.Add(new ShaderError
{
message = $"Shader property constructor for type '{property.type.lexeme}' expects {info.ArgCount} argument(s), but got {constructor.arguments.Count}.",
line = constructor.name.line,
column = constructor.name.column
});
return false;
}
// Type check (uniform requirement for all args)
var hasError = false;
for (var i = 0; i < constructor.arguments.Count; i++)
{
var arg = constructor.arguments[i];
if (!arg.Match(info.ArgTokenType))
{
errors.Add(new ShaderError
{
message = $"Shader property constructor argument {i} expects token kind '{info.ArgTokenType}', but got '{arg.type}'.",
line = arg.line,
column = arg.column
});
hasError = true;
}
}
if (hasError)
{
return false;
}
// Build default value if we have a builder (textures currently null / TODO)
if (info.Builder != null)
{
try
{
model.defaultValue = info.Builder(constructor.arguments);
}
catch (Exception ex)
{
errors.Add(new ShaderError
{
message = $"Failed to construct default value for property '{property.name.lexeme}': {ex.Message}",
line = constructor.name.line,
column = constructor.name.column
});
return false;
}
}
return true;
}
}