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:
2026-01-10 18:36:18 +09:00
parent 6a041f75ba
commit d71bdb3fc9
18 changed files with 548 additions and 246 deletions

View File

@@ -2,11 +2,11 @@ shader "MyShader/Standard"
{
properties
{
float4 color = float4(1, 1, 1, 1);
tex2d texture1 = tex2d(black);
tex2d texture2 = tex2d(white);
tex2d texture3 = tex2d(grey);
tex2d texture4 = tex2d(normal);
float4 color = { 1, 1, 1, 1 };
tex2d texture1 = { black };
tex2d texture2 = { white };
tex2d texture3 = { grey };
tex2d texture4 = { normal };
sampler tex_sampler;
}
@@ -21,7 +21,21 @@ shader "MyShader/Standard"
color_mask = all;
}
ms("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "MSMain");
ps("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "PSMain");
keywords
{
local TEST_KEYWORD, TEST_KEYWORD2;
local TEST_KEYWORD3;
}
hlsl
{
float Test()
{
return 1.0;
}
}
mesh "F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl" : "MSMain";
pixel "F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl" : "PSMain";
}
}