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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@@ -68,6 +68,7 @@ internal class PassBlock : IBlockParser<PassSyntax, PassSemantic>
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{
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name = syntax.name.lexeme,
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defines = DefinesBlock.SemanticAnalysis(syntax.defines, errors),
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includes = IncludesBlock.SemanticAnalysis(syntax.includes, errors),
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keywords = KeywordsBlock.SemanticAnalysis(syntax.keywords, errors),
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localPipeline = PipelineBlock.SemanticAnalysis(syntax.localPipeline, errors),
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};
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