forked from Misaki/GhostEngine
Update RenderingContext and D3D12Renderer to use new API.
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@@ -73,9 +73,9 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
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ParseBoolValue(syntax[3], errors))),
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// Textures (single identifier argument)
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[ShaderPropertyType.Texture2D] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
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[ShaderPropertyType.Texture3D] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
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[ShaderPropertyType.TextureCube] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
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[ShaderPropertyType.Texture2DBindless] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
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[ShaderPropertyType.Texture3DBindless] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
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[ShaderPropertyType.TextureCubeBindless] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
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};
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private static float ParseFloatValue(Token token, List<SDLError> errors)
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@@ -162,25 +162,25 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
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{
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return type.ToLower() switch
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{
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"float" => ShaderPropertyType.Float,
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"float2" => ShaderPropertyType.Float2,
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"float3" => ShaderPropertyType.Float3,
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"float4" => ShaderPropertyType.Float4,
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"int" => ShaderPropertyType.Int,
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"int2" => ShaderPropertyType.Int2,
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"int3" => ShaderPropertyType.Int3,
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"int4" => ShaderPropertyType.Int4,
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"uint" => ShaderPropertyType.UInt,
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"uint2" => ShaderPropertyType.UInt2,
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"uint3" => ShaderPropertyType.UInt3,
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"uint4" => ShaderPropertyType.UInt4,
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"bool" => ShaderPropertyType.Bool,
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"bool2" => ShaderPropertyType.Bool2,
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"bool3" => ShaderPropertyType.Bool3,
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"bool4" => ShaderPropertyType.Bool4,
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"texture2d" => ShaderPropertyType.Texture2D,
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"texture3d" => ShaderPropertyType.Texture3D,
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"texturecube" => ShaderPropertyType.TextureCube,
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TokenLexicon.KnownTypes.FLOAT => ShaderPropertyType.Float,
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TokenLexicon.KnownTypes.FLOAT2 => ShaderPropertyType.Float2,
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TokenLexicon.KnownTypes.FLOAT3 => ShaderPropertyType.Float3,
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TokenLexicon.KnownTypes.FLOAT4 => ShaderPropertyType.Float4,
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TokenLexicon.KnownTypes.INT => ShaderPropertyType.Int,
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TokenLexicon.KnownTypes.INT2 => ShaderPropertyType.Int2,
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TokenLexicon.KnownTypes.INT3 => ShaderPropertyType.Int3,
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TokenLexicon.KnownTypes.INT4 => ShaderPropertyType.Int4,
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TokenLexicon.KnownTypes.UINT => ShaderPropertyType.UInt,
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TokenLexicon.KnownTypes.UINT2 => ShaderPropertyType.UInt2,
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TokenLexicon.KnownTypes.UINT3 => ShaderPropertyType.UInt3,
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TokenLexicon.KnownTypes.UINT4 => ShaderPropertyType.UInt4,
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TokenLexicon.KnownTypes.BOOL => ShaderPropertyType.Bool,
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TokenLexicon.KnownTypes.BOOL2 => ShaderPropertyType.Bool2,
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TokenLexicon.KnownTypes.BOOL3 => ShaderPropertyType.Bool3,
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TokenLexicon.KnownTypes.BOOL4 => ShaderPropertyType.Bool4,
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TokenLexicon.KnownTypes.TEXTURE2D_BINDLESS => ShaderPropertyType.Texture2DBindless,
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TokenLexicon.KnownTypes.TEXTURE3D_BINDLESS => ShaderPropertyType.Texture3DBindless,
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TokenLexicon.KnownTypes.TEXTURECUBE_BINDLESS => ShaderPropertyType.TextureCubeBindless,
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_ => ShaderPropertyType.None,
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};
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}
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@@ -464,4 +464,4 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
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return true;
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}
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}
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}
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