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
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@@ -11,7 +11,7 @@ internal struct PropertyDeclaration
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public Token scope;
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public Token type;
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public Token name;
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public FunctionCallDeclaration? propertyConstructor;
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public List<Token>? propertyInitializer;
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}
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internal struct ValueDeclaration
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@@ -44,7 +44,7 @@ internal class PassSyntax
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public HlslDeclaration? hlsl;
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public List<Token>? defines;
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public List<Token>? includes;
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public List<FunctionCallDeclaration>? keywords;
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public List<List<Token>>? keywords;
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public List<FunctionCallDeclaration>? functionCalls;
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}
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