forked from Misaki/GhostEngine
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
59 lines
1.2 KiB
C#
59 lines
1.2 KiB
C#
using Ghost.DSL.ShaderCompiler;
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using Misaki.HighPerformance.Mathematics;
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using System.Numerics;
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//ShaderStructGenerator.GenerateHLSL([typeof(TestStruct), typeof(TestEnum), typeof(TestEnumFlags)], PackingRules.Exact, "C:/Users/Misaki/Downloads/Archive/Test.cs.hlsl");
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//return;
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#if false
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var source = File.ReadAllText("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader");
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var lexer = new Lexer(source);
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var stream = new TokenStream(lexer.Tokenize());
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var shaderInfo = SDLCompiler.ParseShaders(stream);
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var model = SDLCompiler.SemanticAnalysis(shaderInfo[0], out var errors);
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foreach (var error in errors)
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{
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Console.WriteLine(error);
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}
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if (errors.Count != 0)
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{
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return;
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}
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if (model == null)
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{
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Console.WriteLine("Failed to compile shader due to errors.");
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return;
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}
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var descriptor = SDLCompiler.ResolveShader(model);
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SDLCompiler.GenerateShaderCode(descriptor, "C:/Users/Misaki/Downloads/Archive");
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Console.WriteLine("Shader compiled successfully:");
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#endif
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public struct TestStruct
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{
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public int A;
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public float B;
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public Vector3 C;
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public float3x4 D;
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}
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public enum TestEnum
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{
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First,
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Second,
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Third
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}
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public enum TestEnumFlags
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{
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None = 0,
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First = 1 << 0,
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Second = 1 << 1,
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Third = 1 << 2,
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} |