forked from Misaki/GhostEngine
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
47 lines
1.0 KiB
C#
47 lines
1.0 KiB
C#
using Ghost.Core.Graphics;
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namespace Ghost.DSL.ShaderCompiler;
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public enum PropertyScope
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{
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Global,
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Local,
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}
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internal class PropertySemantic
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{
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public PropertyScope scope;
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public ShaderPropertyType type;
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public string name = string.Empty;
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public object? defaultValue;
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}
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internal class PipelineSemantic
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{
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public ZTest? zTest;
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public ZWrite? zWrite;
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public Cull? cull;
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public Blend? blend;
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public ColorWriteMask? colorMask;
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}
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internal class PassSemantic
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{
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public string name = string.Empty;
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public ShaderEntryPoint taskShader;
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public ShaderEntryPoint meshShader;
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public ShaderEntryPoint pixelShader;
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public List<string>? defines;
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public List<string>? includes;
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public List<KeywordsGroup>? keywords;
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public PipelineSemantic? localPipeline;
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}
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internal class DSLShaderSemantics
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{
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public string name = string.Empty;
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public string fallback = string.Empty;
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public List<PropertySemantic>? properties;
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public PipelineSemantic? pipeline;
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public List<PassSemantic>? passes;
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} |