forked from Misaki/GhostEngine
Refactor shader system: arrays, keywords, property syntax
Major refactor of shader compiler and related systems:
- Switch ShaderDescriptor/PassDescriptor to arrays; remove IPassDescriptor
- Rewrite keywords block parser/semantic analysis for flexible syntax
- Change property initializers to brace syntax `{ ... }`
- Simplify TokenStream API (remove ref index params)
- Make GetBindlessIndex return uint (~0u for not found)
- Update shader compilation and variant logic for new descriptors
- Update test shader syntax to match new property/keyword formats
- Add AGENTS.md agent development guide
- Add Antlr4 dependency to Ghost.DSL
- Miscellaneous code style and error handling improvements
This commit is contained in:
@@ -33,19 +33,6 @@ public struct KeywordsGroup
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public List<string> keywords;
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}
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public interface IPassDescriptor
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{
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public string Identifier
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{
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get;
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}
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public string Name
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{
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get;
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}
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}
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public struct PropertyDescriptor
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{
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public ShaderPropertyType type;
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@@ -53,30 +40,27 @@ public struct PropertyDescriptor
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public object? defaultValue;
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}
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public class PassDescriptor : IPassDescriptor
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public struct PassDescriptor
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{
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public string uniqueIdentifier = string.Empty;
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public string name = string.Empty;
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public string identifier;
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public string name;
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public ShaderEntryPoint taskShader;
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public ShaderEntryPoint meshShader;
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public ShaderEntryPoint pixelShader;
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public List<string>? defines;
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public List<string>? includes;
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public List<KeywordsGroup>? keywords;
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public string[] defines;
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public string[] includes;
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public KeywordsGroup[] keywords;
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public PipelineState localPipeline;
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public string Identifier => uniqueIdentifier;
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public string Name => name;
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}
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public class ShaderDescriptor
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{
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public string name = string.Empty;
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public uint cbufferSize;
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public List<PropertyDescriptor> globalProperties = new();
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public List<PropertyDescriptor> properties = new();
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public List<IPassDescriptor> passes = new();
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public PropertyDescriptor[] globalProperties = null!;
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public PropertyDescriptor[] properties = null!;
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public PassDescriptor[] passes = null!;
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}
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public static class ShaderDescriptorExtensions
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