forked from Misaki/GhostEngine
- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
51 lines
1.1 KiB
C#
51 lines
1.1 KiB
C#
namespace Ghost.SDL.Compiler;
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internal struct FunctionCallDeclaration
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{
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public Token name;
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public List<Token>? arguments;
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}
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internal struct PropertyDeclaration
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{
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public Token scope;
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public Token type;
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public Token name;
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public FunctionCallDeclaration? propertyConstructor;
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}
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internal struct ValueDeclaration
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{
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public Token name;
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public Token value;
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}
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internal class PropertiesSyntax
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{
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public List<PropertyDeclaration>? properties;
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public List<FunctionCallDeclaration>? functionCalls;
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}
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internal class PipelineSyntax
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{
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public List<ValueDeclaration>? values;
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public List<FunctionCallDeclaration>? functionCalls;
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}
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internal class PassSyntax
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{
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public Token name;
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public PipelineSyntax? localPipeline;
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public List<Token>? defines;
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public List<FunctionCallDeclaration>? keywords;
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public List<FunctionCallDeclaration>? functionCalls;
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}
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internal class SDLSyntax
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{
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public Token name;
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public PropertiesSyntax? properties;
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public PipelineSyntax? pipeline;
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public List<PassSyntax>? passes;
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public List<FunctionCallDeclaration>? functionCalls;
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} |