Add sampler support and refactor resource handling

Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
This commit is contained in:
2025-11-29 18:27:47 +09:00
parent bd97d233cb
commit 0ec318a9ab
30 changed files with 463 additions and 166 deletions

View File

@@ -182,6 +182,9 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
TokenLexicon.KnownTypes.TEXTURE2D => ShaderPropertyType.Texture2D,
TokenLexicon.KnownTypes.TEXTURE3D => ShaderPropertyType.Texture3D,
TokenLexicon.KnownTypes.TEXTURECUBE => ShaderPropertyType.TextureCube,
TokenLexicon.KnownTypes.TEXTURECUBE_ARRAY => ShaderPropertyType.TextureCubeArray,
TokenLexicon.KnownTypes.TEXTURE2D_ARRAY => ShaderPropertyType.Texture2DArray,
TokenLexicon.KnownTypes.SAMPLER => ShaderPropertyType.Sampler,
_ => ShaderPropertyType.None,
};
}

View File

@@ -257,7 +257,7 @@ internal static class SDLCompiler
return Result.Failure("Failed to generate global properties: " + globalPropResult.Message);
}
var generatedResult = GenerateShaderCode(desc, generatedOutputDirectory);
var generatedResult = GenerateShaderCode(desc, generatedOutputDirectory, globalPropResult.Value);
if (generatedResult.IsFailure)
{
return Result.Failure("Failed to generate pass files: " + generatedResult.Message);
@@ -269,7 +269,7 @@ internal static class SDLCompiler
}
catch (Exception ex)
{
return Result.Failure("Failed to generate shader files: " + ex.Message);
return Result.Failure("Failed to compile shader: " + ex.Message);
}
}
@@ -294,16 +294,17 @@ internal static class SDLCompiler
ShaderPropertyType.Bool3 => "bool3",
ShaderPropertyType.Bool4 => "bool4",
// NOTE: Textures here are bindless, represented as uint (descriptor index).
ShaderPropertyType.Texture2D => "TEXTURE2D_BINDLESS",
ShaderPropertyType.Texture3D => "TEXTURE3D_BINDLESS",
ShaderPropertyType.TextureCube => "TEXTURECUBE_BINDLESS",
ShaderPropertyType.Texture2DArray => "TEXTURE2D_ARRAY_BINDLESS",
ShaderPropertyType.TextureCubeArray => "TEXTURECUBE_ARRAY_BINDLESS",
ShaderPropertyType.Texture2D => "TEXTURE2D",
ShaderPropertyType.Texture3D => "TEXTURE3D",
ShaderPropertyType.TextureCube => "TEXTURECUBE",
ShaderPropertyType.Texture2DArray => "TEXTURE2D_ARRAY",
ShaderPropertyType.TextureCubeArray => "TEXTURECUBE_ARRAY",
ShaderPropertyType.Sampler => "SAMPLER",
_ => throw new ArgumentOutOfRangeException(nameof(type), $"Unsupported shader property type: {type}")
};
}
public static Result<string> GenerateShaderCode(ShaderDescriptor descriptor, string targetDirectory)
public static Result<string> GenerateShaderCode(ShaderDescriptor descriptor, string targetDirectory, string globalDataPath)
{
if (!Directory.Exists(targetDirectory))
{
@@ -329,7 +330,8 @@ internal static class SDLCompiler
#ifndef {fileDefine}
#define {fileDefine}
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""");
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""
#include ""{globalDataPath}""");
sb.Append(@"
struct PerMaterialData

View File

@@ -176,6 +176,8 @@ internal static class TokenLexicon
public const string TEXTURE3D = "tex3d";
public const string TEXTURECUBE = "texcube";
public const string TEXTURECUBE_ARRAY = "texcube_arr";
public const string SAMPLER = "sampler";
}
public static class KnownTextureValue
@@ -218,6 +220,7 @@ internal static class TokenLexicon
KnownTypes.BOOL, KnownTypes.BOOL2, KnownTypes.BOOL3, KnownTypes.BOOL4,
KnownTypes.TEXTURE2D, KnownTypes.TEXTURE2D_ARRAY, KnownTypes.TEXTURE3D,
KnownTypes.TEXTURECUBE, KnownTypes.TEXTURECUBE_ARRAY,
KnownTypes.SAMPLER,
};
private static readonly HashSet<string> s_textureDefaultValues = new()