Files
GhostEngine/Ghost.DSL/ShaderCompiler/DSLShaderSyntax.cs
Misaki d71bdb3fc9 Refactor shader system: arrays, keywords, property syntax
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
2026-01-10 18:36:18 +09:00

58 lines
1.2 KiB
C#

namespace Ghost.DSL.ShaderCompiler;
internal struct FunctionCallDeclaration
{
public Token name;
public List<Token>? arguments;
}
internal struct PropertyDeclaration
{
public Token scope;
public Token type;
public Token name;
public List<Token>? propertyInitializer;
}
internal struct ValueDeclaration
{
public Token name;
public Token value;
}
internal struct HlslDeclaration
{
public List<Token>? tokens;
}
internal class PropertiesSyntax
{
public List<PropertyDeclaration>? properties;
public List<FunctionCallDeclaration>? functionCalls;
}
internal class PipelineSyntax
{
public List<ValueDeclaration>? values;
public List<FunctionCallDeclaration>? functionCalls;
}
internal class PassSyntax
{
public Token name;
public PipelineSyntax? localPipeline;
public HlslDeclaration? hlsl;
public List<Token>? defines;
public List<Token>? includes;
public List<List<Token>>? keywords;
public List<FunctionCallDeclaration>? functionCalls;
}
internal class DSLShaderSyntax
{
public Token name;
public PropertiesSyntax? properties;
public PipelineSyntax? pipeline;
public List<PassSyntax>? passes;
public List<FunctionCallDeclaration>? functionCalls;
}