Files
GhostEngine/Ghost.DSL/ShaderParser/Model/ShaderModel.cs
Misaki 87e315a588 Refactor render graph & DSL; remove material system
- Major optimization of Ghost.RenderGraph.Concept: pooled resources, zero-allocation hot paths, explicit queue types, and batch barrier APIs.
- Migrated Ghost.DSL shader compiler to ANTLR4-based parser; removed hand-written parser, added grammar files and semantic model conversion.
- Added CollectionPool/ListPool for pooled list management.
- Updated documentation for new architecture and performance.
- Removed Ghost.Shader.Concept (material/material system) from repo and solution.
- README.md replaced with a brief project statement.
2026-01-11 13:28:17 +09:00

79 lines
2.1 KiB
C#

namespace Ghost.DSL.ShaderParser.Model;
public class ShaderModel
{
public string Name { get; set; } = string.Empty;
public PropertiesBlockModel? Properties { get; set; }
public PipelineBlockModel? Pipeline { get; set; }
public List<PassBlockModel> Passes { get; set; } = new();
public List<FunctionCallModel> FunctionCalls { get; set; } = new();
}
public class PropertiesBlockModel
{
public List<PropertyDeclarationModel> Properties { get; set; } = new();
}
public class PropertyDeclarationModel
{
public string? Scope { get; set; }
public string Type { get; set; } = string.Empty;
public string Name { get; set; } = string.Empty;
public List<string> Initializer { get; set; } = new();
}
public class PipelineBlockModel
{
public Dictionary<string, string> Statements { get; set; } = new();
}
public class PassBlockModel
{
public string Name { get; set; } = string.Empty;
public PipelineBlockModel? LocalPipeline { get; set; }
public DefinesBlockModel? Defines { get; set; }
public IncludesBlockModel? Includes { get; set; }
public KeywordsBlockModel? Keywords { get; set; }
public HlslBlockModel? Hlsl { get; set; }
public List<ShaderEntryModel> ShaderEntries { get; set; } = new();
}
public class DefinesBlockModel
{
public List<string> Defines { get; set; } = new();
}
public class IncludesBlockModel
{
public List<string> Includes { get; set; } = new();
}
public class KeywordsBlockModel
{
public List<KeywordGroupModel> Groups { get; set; } = new();
}
public class KeywordGroupModel
{
public string? Scope { get; set; }
public List<string> Keywords { get; set; } = new();
}
public class HlslBlockModel
{
public string Code { get; set; } = string.Empty;
}
public class ShaderEntryModel
{
public string EntryType { get; set; } = string.Empty; // "mesh", "pixel", "task", etc.
public string ShaderPath { get; set; } = string.Empty;
public string EntryPoint { get; set; } = string.Empty;
}
public class FunctionCallModel
{
public string Name { get; set; } = string.Empty;
public List<string> Arguments { get; set; } = new();
}