Files
GhostEngine/src/Editor/Ghost.DSL/ShaderParser/AntlrShaderCompiler.cs
2026-02-18 00:52:18 +09:00

384 lines
14 KiB
C#

using Antlr4.Runtime;
using Ghost.Core.Graphics;
using Ghost.DSL.ShaderCompiler;
using Ghost.DSL.ShaderParser.Model;
namespace Ghost.DSL.ShaderParser;
public class AntlrShaderCompiler
{
public static List<ShaderModel> ParseShaders(string source, out List<DSLShaderError> errors)
{
errors = new List<DSLShaderError>();
try
{
var inputStream = new AntlrInputStream(source);
var lexer = new GhostShaderLexer(inputStream);
// Capture lexer errors
lexer.RemoveErrorListeners();
var lexerErrorListener = new ErrorListener(errors);
lexer.AddErrorListener(lexerErrorListener);
var tokenStream = new CommonTokenStream(lexer);
var parser = new GhostShaderParser(tokenStream);
// Capture parser errors
parser.RemoveErrorListeners();
var parserErrorListener = new ErrorListener(errors);
parser.AddErrorListener(parserErrorListener);
var tree = parser.shaderFile();
if (errors.Count > 0)
{
return new List<ShaderModel>();
}
var visitor = new ShaderVisitor();
visitor.Visit(tree);
return visitor.Shaders;
}
catch (Exception ex)
{
errors.Add(new DSLShaderError
{
message = $"Unexpected error during parsing: {ex.Message}",
line = -1,
column = -1
});
return new List<ShaderModel>();
}
}
public static DSLShaderSemantics? ConvertToSemantics(ShaderModel model, out List<DSLShaderError> errors)
{
errors = new List<DSLShaderError>();
if (string.IsNullOrWhiteSpace(model.Name))
{
errors.Add(new DSLShaderError
{
message = "Shader name cannot be empty.",
line = 0,
column = 0
});
return null;
}
var semantics = new DSLShaderSemantics
{
name = model.Name,
properties = ConvertProperties(model.Properties, errors),
pipeline = ConvertPipeline(model.Pipeline, errors)
};
foreach (var pass in model.Passes)
{
var passSemantic = ConvertPass(pass, errors);
if (passSemantic != null)
{
semantics.passes ??= new List<PassSemantic>();
semantics.passes.Add(passSemantic);
}
}
return semantics;
}
private static List<PropertySemantic>? ConvertProperties(PropertiesBlockModel? properties, List<DSLShaderError> errors)
{
if (properties == null || properties.Properties.Count == 0)
{
return null;
}
var result = new List<PropertySemantic>();
var usedNames = new HashSet<string>();
foreach (var prop in properties.Properties)
{
if (usedNames.Contains(prop.Name))
{
errors.Add(new DSLShaderError
{
message = $"Duplicate property name '{prop.Name}'.",
line = 0,
column = 0
});
continue;
}
var semantic = new PropertySemantic
{
name = prop.Name,
scope = prop.Scope?.ToLower() == "global" ? PropertyScope.Global : PropertyScope.Local,
type = ParsePropertyType(prop.Type, errors)
};
if (prop.Initializer.Count > 0)
{
semantic.defaultValue = ParsePropertyValue(semantic.type, prop.Initializer, errors);
}
usedNames.Add(prop.Name);
result.Add(semantic);
}
return result;
}
private static ShaderPropertyType ParsePropertyType(string type, List<DSLShaderError> errors)
{
return type.ToLower() switch
{
"float" => ShaderPropertyType.Float,
"float2" => ShaderPropertyType.Float2,
"float3" => ShaderPropertyType.Float3,
"float4" => ShaderPropertyType.Float4,
"float4x4" => ShaderPropertyType.Float4x4,
"int" => ShaderPropertyType.Int,
"int2" => ShaderPropertyType.Int2,
"int3" => ShaderPropertyType.Int3,
"int4" => ShaderPropertyType.Int4,
"uint" => ShaderPropertyType.UInt,
"uint2" => ShaderPropertyType.UInt2,
"uint3" => ShaderPropertyType.UInt3,
"uint4" => ShaderPropertyType.UInt4,
"bool" => ShaderPropertyType.Bool,
"bool2" => ShaderPropertyType.Bool2,
"bool3" => ShaderPropertyType.Bool3,
"bool4" => ShaderPropertyType.Bool4,
"tex2d" => ShaderPropertyType.Texture2D,
"tex3d" => ShaderPropertyType.Texture3D,
"texcube" => ShaderPropertyType.TextureCube,
"texcube_arr" => ShaderPropertyType.TextureCubeArray,
"tex2d_arr" => ShaderPropertyType.Texture2DArray,
"sampler" => ShaderPropertyType.Sampler,
_ => ShaderPropertyType.None
};
}
private static object? ParsePropertyValue(ShaderPropertyType type, List<string> values, List<DSLShaderError> errors)
{
// For textures, the value is an identifier (e.g., "white", "black")
if (type is ShaderPropertyType.Texture2D or ShaderPropertyType.Texture3D or ShaderPropertyType.TextureCube)
{
return values.Count > 0 ? values[0] : null;
}
// For samplers, no default value
if (type == ShaderPropertyType.Sampler)
{
return null;
}
// For numeric types, parse the values
try
{
return type switch
{
ShaderPropertyType.Float => values.Count > 0 ? float.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture) : 0f,
ShaderPropertyType.Float2 => values.Count >= 2 ? new Misaki.HighPerformance.Mathematics.float2(
float.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture),
float.Parse(values[1], System.Globalization.CultureInfo.InvariantCulture)) : default,
ShaderPropertyType.Float3 => values.Count >= 3 ? new Misaki.HighPerformance.Mathematics.float3(
float.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture),
float.Parse(values[1], System.Globalization.CultureInfo.InvariantCulture),
float.Parse(values[2], System.Globalization.CultureInfo.InvariantCulture)) : default,
ShaderPropertyType.Float4 => values.Count >= 4 ? new Misaki.HighPerformance.Mathematics.float4(
float.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture),
float.Parse(values[1], System.Globalization.CultureInfo.InvariantCulture),
float.Parse(values[2], System.Globalization.CultureInfo.InvariantCulture),
float.Parse(values[3], System.Globalization.CultureInfo.InvariantCulture)) : default,
ShaderPropertyType.Int => values.Count > 0 ? int.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture) : 0,
ShaderPropertyType.Int2 => values.Count >= 2 ? new Misaki.HighPerformance.Mathematics.int2(
int.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture),
int.Parse(values[1], System.Globalization.CultureInfo.InvariantCulture)) : default,
ShaderPropertyType.Int3 => values.Count >= 3 ? new Misaki.HighPerformance.Mathematics.int3(
int.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture),
int.Parse(values[1], System.Globalization.CultureInfo.InvariantCulture),
int.Parse(values[2], System.Globalization.CultureInfo.InvariantCulture)) : default,
ShaderPropertyType.Int4 => values.Count >= 4 ? new Misaki.HighPerformance.Mathematics.int4(
int.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture),
int.Parse(values[1], System.Globalization.CultureInfo.InvariantCulture),
int.Parse(values[2], System.Globalization.CultureInfo.InvariantCulture),
int.Parse(values[3], System.Globalization.CultureInfo.InvariantCulture)) : default,
ShaderPropertyType.UInt => values.Count > 0 ? uint.Parse(values[0], System.Globalization.CultureInfo.InvariantCulture) : 0u,
ShaderPropertyType.Bool => values.Count > 0 && (values[0] == "1" || values[0].ToLower() == "true"),
_ => null
};
}
catch (Exception ex)
{
errors.Add(new DSLShaderError
{
message = $"Failed to parse property value: {ex.Message}",
line = 0,
column = 0
});
return null;
}
}
private static PipelineSemantic? ConvertPipeline(PipelineBlockModel? pipeline, List<DSLShaderError> errors)
{
if (pipeline == null || pipeline.Statements.Count == 0)
{
return null;
}
var semantic = new PipelineSemantic();
foreach (var (key, value) in pipeline.Statements)
{
switch (key.ToLower())
{
case "ztest":
semantic.zTest = value.ToLower() switch
{
"disabled" => ZTest.Disabled,
"less" => ZTest.Less,
"lessequal" => ZTest.LessEqual,
"equal" => ZTest.Equal,
"greaterequal" => ZTest.GreaterEqual,
"greater" => ZTest.Greater,
"notequal" => ZTest.NotEqual,
"always" => ZTest.Always,
_ => ZTest.Disabled
};
break;
case "zwrite":
semantic.zWrite = value.ToLower() == "on" ? ZWrite.On : ZWrite.Off;
break;
case "cull":
semantic.cull = value.ToLower() switch
{
"off" => Cull.Off,
"front" => Cull.Front,
"back" => Cull.Back,
_ => Cull.Off
};
break;
case "blend":
semantic.blend = value.ToLower() switch
{
"opaque" => Blend.Opaque,
"alpha" => Blend.Alpha,
"additive" => Blend.Additive,
"multiply" => Blend.Multiply,
"premultipliedalpha" => Blend.PremultipliedAlpha,
_ => Blend.Opaque
};
break;
case "color_mask":
semantic.colorMask = value.ToLower() == "all" ? ColorWriteMask.All : ColorWriteMask.None;
break;
}
}
return semantic;
}
private static PassSemantic? ConvertPass(PassBlockModel pass, List<DSLShaderError> errors)
{
var semantic = new PassSemantic
{
name = pass.Name,
hlsl = pass.Hlsl?.Code,
defines = pass.Defines?.Defines,
includes = pass.Includes?.Includes,
localPipeline = ConvertPipeline(pass.LocalPipeline, errors)
};
if (pass.Keywords != null)
{
semantic.keywords = new List<KeywordsGroup>();
foreach (var group in pass.Keywords.Groups)
{
var keywordGroup = new KeywordsGroup
{
space = group.Scope?.ToLower() == "global" ? KeywordSpace.Global : KeywordSpace.Local,
keywords = group.Keywords
};
semantic.keywords.Add(keywordGroup);
}
}
foreach (var entry in pass.ShaderEntries)
{
var entryType = entry.EntryType.ToLower();
var shaderEntry = new ShaderEntryPoint
{
shader = entry.ShaderPath,
entry = entry.EntryPoint
};
switch (entryType)
{
case "mesh" or "ms":
semantic.meshShader = shaderEntry;
break;
case "pixel" or "ps":
semantic.pixelShader = shaderEntry;
break;
case "task" or "ts":
semantic.taskShader = shaderEntry;
break;
default:
errors.Add(new DSLShaderError
{
message = $"Unknown shader entry type '{entry.EntryType}'.",
line = 0,
column = 0
});
break;
}
}
if (semantic.meshShader.shader == null || semantic.pixelShader.shader == null)
{
errors.Add(new DSLShaderError
{
message = $"Pass '{pass.Name}' must contain a mesh/ms shader and a pixel/ps shader declaration.",
line = 0,
column = 0
});
}
return semantic;
}
private class ErrorListener : BaseErrorListener, IAntlrErrorListener<int>, IAntlrErrorListener<IToken>
{
private readonly List<DSLShaderError> _errors;
public ErrorListener(List<DSLShaderError> errors)
{
_errors = errors;
}
public void SyntaxError(TextWriter output, IRecognizer recognizer, int offendingSymbol, int line, int charPositionInLine, string msg, RecognitionException e)
{
_errors.Add(new DSLShaderError
{
message = msg,
line = line,
column = charPositionInLine
});
}
public new void SyntaxError(TextWriter output, IRecognizer recognizer, IToken offendingSymbol, int line, int charPositionInLine, string msg, RecognitionException e)
{
_errors.Add(new DSLShaderError
{
message = msg,
line = line,
column = charPositionInLine
});
}
}
}