Refactor and enhance graphics and audio systems

Updated target frameworks to .NET 10.0 across multiple projects for compatibility with the latest features. Refactored namespaces and introduced new classes for shader descriptors, FMOD integration, and DirectX 12 utilities using TerraFX. Replaced `Win32` bindings with TerraFX equivalents for DirectX 12. Added a C# wrapper for FMOD Studio API, including DSP and error handling. Enhanced entity queries, component storage, and query filters for better performance and type safety. Introduced new test projects and updated the solution structure. Added `meshoptimizer` bindings and integrated `meshoptimizer_native.dll`. Improved code readability, maintainability, and performance.
This commit is contained in:
2025-10-09 05:16:28 +09:00
parent 01a850ff94
commit 682200cbf1
126 changed files with 25587 additions and 3247 deletions

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using Ghost.Shader.Compiler.Parser;
using Misaki.HighPerformance.Mathematics;
using System.Globalization;
namespace Ghost.Shader.Compiler.Parser;
internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySemantic>>
{
private delegate object? PropertyValueBuilder(List<Token> tokens, List<ShaderError> errors);
private sealed record PropTypeInfo(int ArgCount, TokenType ArgTokenType, PropertyValueBuilder? Builder);
private static readonly Dictionary<ShaderPropertyType, PropTypeInfo> s_propTypeInfo = new()
{
// Floats
[ShaderPropertyType.Float] = new(1, TokenType.Number, (syntax, errors) => ParseFloatValue(syntax[0], errors)),
[ShaderPropertyType.Float2] = new(2, TokenType.Number, (syntax, errors) => new float2(
ParseFloatValue(syntax[0], errors),
ParseFloatValue(syntax[1], errors))),
[ShaderPropertyType.Float3] = new(3, TokenType.Number, (syntax, errors) => new float3(
ParseFloatValue(syntax[0], errors),
ParseFloatValue(syntax[1], errors),
ParseFloatValue(syntax[2], errors))),
[ShaderPropertyType.Float4] = new(4, TokenType.Number, (syntax, errors) => new float4(
ParseFloatValue(syntax[0], errors),
ParseFloatValue(syntax[1], errors),
ParseFloatValue(syntax[2], errors),
ParseFloatValue(syntax[3], errors))),
// Ints
[ShaderPropertyType.Int] = new(1, TokenType.Number, (syntax, errors) => ParseIntValue(syntax[0], errors)),
[ShaderPropertyType.Int2] = new(2, TokenType.Number, (syntax, errors) => new int2(
ParseIntValue(syntax[0], errors),
ParseIntValue(syntax[1], errors))),
[ShaderPropertyType.Int3] = new(3, TokenType.Number, (syntax, errors) => new int3(
ParseIntValue(syntax[0], errors),
ParseIntValue(syntax[1], errors),
ParseIntValue(syntax[2], errors))),
[ShaderPropertyType.Int4] = new(4, TokenType.Number, (syntax, errors) => new int4(
ParseIntValue(syntax[0], errors),
ParseIntValue(syntax[1], errors),
ParseIntValue(syntax[2], errors),
ParseIntValue(syntax[3], errors))),
// UInts
[ShaderPropertyType.UInt] = new(1, TokenType.Number, (syntax, errors) => ParseUIntValue(syntax[0], errors)),
[ShaderPropertyType.UInt2] = new(2, TokenType.Number, (syntax, errors) => new uint2(
ParseUIntValue(syntax[0], errors),
ParseUIntValue(syntax[1], errors))),
[ShaderPropertyType.UInt3] = new(3, TokenType.Number, (syntax, errors) => new uint3(
ParseUIntValue(syntax[0], errors),
ParseUIntValue(syntax[1], errors),
ParseUIntValue(syntax[2], errors))),
[ShaderPropertyType.UInt4] = new(4, TokenType.Number, (syntax, errors) => new uint4(
ParseUIntValue(syntax[0], errors),
ParseUIntValue(syntax[1], errors),
ParseUIntValue(syntax[2], errors),
ParseUIntValue(syntax[3], errors))),
// Bools (numbers 0/1)
[ShaderPropertyType.Bool] = new(1, TokenType.Number, (syntax, errors) => ParseBoolValue(syntax[0], errors)),
[ShaderPropertyType.Bool2] = new(2, TokenType.Number, (syntax, errors) => new bool2(
ParseBoolValue(syntax[0], errors),
ParseBoolValue(syntax[1], errors))),
[ShaderPropertyType.Bool3] = new(3, TokenType.Number, (syntax, errors) => new bool3(
ParseBoolValue(syntax[0], errors),
ParseBoolValue(syntax[1], errors),
ParseBoolValue(syntax[2], errors))),
[ShaderPropertyType.Bool4] = new(4, TokenType.Number, (syntax, errors) => new bool4(
ParseBoolValue(syntax[0], errors),
ParseBoolValue(syntax[1], errors),
ParseBoolValue(syntax[2], errors),
ParseBoolValue(syntax[3], errors))),
// Textures (single identifier argument)
[ShaderPropertyType.Texture2D] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
[ShaderPropertyType.Texture3D] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
[ShaderPropertyType.TextureCube] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
};
private static float ParseFloatValue(Token token, List<ShaderError> errors)
{
if (!float.TryParse(token.lexeme, CultureInfo.InvariantCulture, out var result))
{
errors.Add(new ShaderError
{
message = $"Failed to parse float value '{token.lexeme}'.",
line = token.line,
column = token.column
});
}
return result;
}
private static int ParseIntValue(Token token, List<ShaderError> errors)
{
if (!int.TryParse(token.lexeme, CultureInfo.InvariantCulture, out var result))
{
errors.Add(new ShaderError
{
message = $"Failed to parse int value '{token.lexeme}'.",
line = token.line,
column = token.column
});
}
return result;
}
private static uint ParseUIntValue(Token token, List<ShaderError> errors)
{
if (!uint.TryParse(token.lexeme, CultureInfo.InvariantCulture, out var result))
{
errors.Add(new ShaderError
{
message = $"Failed to parse uint value '{token.lexeme}'.",
line = token.line,
column = token.column
});
}
return result;
}
private static bool ParseBoolValue(Token token, List<ShaderError> errors)
{
if (!bool.TryParse(token.lexeme, out var result))
{
errors.Add(new ShaderError
{
message = $"Failed to parse bool value '{token.lexeme}'.",
line = token.line,
column = token.column
});
}
return result;
}
private static string ParseTextureDefault(Token token, List<ShaderError> errors)
{
if (!TokenLexicon.IsTextureDefaultValue(token.lexeme))
{
errors.Add(new ShaderError
{
message = $"Texture default value '{token.lexeme}' is not valid.",
line = token.line,
column = token.column
});
}
return token.lexeme;
}
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 PropertiesSyntax Parse(TokenStreamSlice stream)
{
stream.Expect(TokenType.Keyword);
stream.Expect(TokenType.LBrace);
var syntax = new PropertiesSyntax();
var bodyStream = stream.Slice(stream.Remaining - 1);
while (bodyStream.HasMore)
{
var shaderProperty = new PropertyDeclaration();
if (bodyStream.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.GLOBAL)
|| bodyStream.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.LOCAL))
{
var scopeToken = bodyStream.Consume();
shaderProperty.scope = scopeToken;
}
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 FunctionCallDeclaration
{
name = constructorTypeToken,
arguments = args
};
bodyStream.Expect(TokenType.Semicolon);
break;
}
case TokenType.Semicolon:
break;
default:
throw new Exception($"Unexpected token '{nextToken.lexeme}' in property declaration.");
}
syntax.properties ??= new();
syntax.properties.Add(shaderProperty);
}
stream.Expect(TokenType.RBrace);
return syntax;
}
public static List<PropertySemantic>? SemanticAnalysis(PropertiesSyntax? syntax, List<ShaderError> errors)
{
if (syntax == null)
{
return null;
}
var models = new List<PropertySemantic>();
var usedPropertyNames = new HashSet<string>();
if (syntax.properties != null)
{
foreach (var property in syntax.properties)
{
var model = new PropertySemantic
{
scope = property.scope.lexeme switch
{
TokenLexicon.KnownKeywords.GLOBAL => PropertyScope.Global,
TokenLexicon.KnownKeywords.LOCAL => PropertyScope.Local,
_ => PropertyScope.Local,
}
};
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, PropertyDeclaration property, PropertySemantic 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, PropertyDeclaration property, PropertySemantic 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, PropertyDeclaration property, PropertySemantic model)
{
var constructor = property.propertyConstructor;
if (!constructor.HasValue)
{
errors.Add(new ShaderError
{
message = "Shader property constructor is null.",
line = property.name.line,
column = property.name.column
});
return false;
}
var constructorValue = constructor.Value;
if (string.IsNullOrWhiteSpace(constructorValue.name.lexeme))
{
errors.Add(new ShaderError
{
message = "Shader property constructor has an empty name.",
line = constructorValue.name.line,
column = constructorValue.name.column
});
return false;
}
if (constructorValue.name.lexeme != property.type.lexeme)
{
errors.Add(new ShaderError
{
message = $"Shader property constructor name '{constructorValue.name.lexeme}' does not match property type '{property.type.lexeme}'.",
line = constructorValue.name.line,
column = constructorValue.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 = constructorValue.name.line,
column = constructorValue.name.column
});
return false;
}
// Count check
if (constructorValue.arguments == null)
{
errors.Add(new ShaderError
{
message = "Shader property constructor arguments are null.",
line = constructorValue.name.line,
column = constructorValue.name.column
});
return false;
}
if (constructorValue.arguments.Count != info.ArgCount)
{
errors.Add(new ShaderError
{
message = $"Shader property constructor for type '{property.type.lexeme}' expects {info.ArgCount} argument(s), but got {constructorValue.arguments.Count}.",
line = constructorValue.name.line,
column = constructorValue.name.column
});
return false;
}
// Type check (uniform requirement for all args)
var hasError = false;
for (var i = 0; i < constructorValue.arguments.Count; i++)
{
var arg = constructorValue.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(constructorValue.arguments, errors);
}
catch (Exception ex)
{
errors.Add(new ShaderError
{
message = $"Failed to construct default value for property '{property.name.lexeme}': {ex.Message}",
line = constructorValue.name.line,
column = constructorValue.name.column
});
return false;
}
}
return true;
}
}