Refactoring Rendering backend
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337
Ghost.Shader/ParserBlock/PropertiesBlock.cs
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337
Ghost.Shader/ParserBlock/PropertiesBlock.cs
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@@ -0,0 +1,337 @@
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using Misaki.HighPerformance.Mathematics;
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using System.Globalization;
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namespace Ghost.Shader.ParserBlock;
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internal class PropertiesBlock : IBlockParser<List<PropertySyntax>, List<PropertyModel>>
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{
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private sealed record PropTypeInfo(int ArgCount, TokenType ArgTokenType, Func<List<Token>, object?>? Builder);
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private static readonly Dictionary<ShaderPropertyType, PropTypeInfo> s_propTypeInfo = new()
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{
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// Floats
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[ShaderPropertyType.Float] = new(1, TokenType.Number, a => float.Parse(a[0].lexeme, CultureInfo.InvariantCulture)),
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[ShaderPropertyType.Float2] = new(2, TokenType.Number, a => new float2(
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float.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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float.Parse(a[1].lexeme, CultureInfo.InvariantCulture))),
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[ShaderPropertyType.Float3] = new(3, TokenType.Number, a => new float3(
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float.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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float.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
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float.Parse(a[2].lexeme, CultureInfo.InvariantCulture))),
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[ShaderPropertyType.Float4] = new(4, TokenType.Number, a => new float4(
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float.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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float.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
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float.Parse(a[2].lexeme, CultureInfo.InvariantCulture),
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float.Parse(a[3].lexeme, CultureInfo.InvariantCulture))),
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// Ints
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[ShaderPropertyType.Int] = new(1, TokenType.Number, a => int.Parse(a[0].lexeme, CultureInfo.InvariantCulture)),
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[ShaderPropertyType.Int2] = new(2, TokenType.Number, a => new int2(
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int.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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int.Parse(a[1].lexeme, CultureInfo.InvariantCulture))),
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[ShaderPropertyType.Int3] = new(3, TokenType.Number, a => new int3(
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int.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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int.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
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int.Parse(a[2].lexeme, CultureInfo.InvariantCulture))),
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[ShaderPropertyType.Int4] = new(4, TokenType.Number, a => new int4(
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int.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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int.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
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int.Parse(a[2].lexeme, CultureInfo.InvariantCulture),
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int.Parse(a[3].lexeme, CultureInfo.InvariantCulture))),
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// UInts
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[ShaderPropertyType.UInt] = new(1, TokenType.Number, a => uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture)),
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[ShaderPropertyType.UInt2] = new(2, TokenType.Number, a => new uint2(
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uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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uint.Parse(a[1].lexeme, CultureInfo.InvariantCulture))),
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[ShaderPropertyType.UInt3] = new(3, TokenType.Number, a => new uint3(
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uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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uint.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
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uint.Parse(a[2].lexeme, CultureInfo.InvariantCulture))),
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[ShaderPropertyType.UInt4] = new(4, TokenType.Number, a => new uint4(
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uint.Parse(a[0].lexeme, CultureInfo.InvariantCulture),
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uint.Parse(a[1].lexeme, CultureInfo.InvariantCulture),
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uint.Parse(a[2].lexeme, CultureInfo.InvariantCulture),
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uint.Parse(a[3].lexeme, CultureInfo.InvariantCulture))),
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// Bools (numbers 0/1)
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[ShaderPropertyType.Bool] = new(1, TokenType.Number, a => a[0].lexeme != "0"),
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[ShaderPropertyType.Bool2] = new(2, TokenType.Number, a => new bool2(a[0].lexeme != "0", a[1].lexeme != "0")),
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[ShaderPropertyType.Bool3] = new(3, TokenType.Number, a => new bool3(a[0].lexeme != "0", a[1].lexeme != "0", a[2].lexeme != "0")),
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[ShaderPropertyType.Bool4] = new(4, TokenType.Number, a => new bool4(a[0].lexeme != "0", a[1].lexeme != "0", a[2].lexeme != "0", a[3].lexeme != "0")),
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// Textures (single identifier argument – currently no default object built)
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[ShaderPropertyType.Texture2D] = new(1, TokenType.Identifier, null),
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[ShaderPropertyType.Texture3D] = new(1, TokenType.Identifier, null),
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[ShaderPropertyType.TextureCube] = new(1, TokenType.Identifier, null),
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};
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public static bool ShouldEnter(Token token)
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{
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return token.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.PROPERTIES);
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}
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private static ShaderPropertyType FromString(string type)
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{
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return type.ToLower() switch
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{
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"float" => ShaderPropertyType.Float,
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"float2" => ShaderPropertyType.Float2,
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"float3" => ShaderPropertyType.Float3,
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"float4" => ShaderPropertyType.Float4,
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"int" => ShaderPropertyType.Int,
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"int2" => ShaderPropertyType.Int2,
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"int3" => ShaderPropertyType.Int3,
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"int4" => ShaderPropertyType.Int4,
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"uint" => ShaderPropertyType.UInt,
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"uint2" => ShaderPropertyType.UInt2,
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"uint3" => ShaderPropertyType.UInt3,
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"uint4" => ShaderPropertyType.UInt4,
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"bool" => ShaderPropertyType.Bool,
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"bool2" => ShaderPropertyType.Bool2,
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"bool3" => ShaderPropertyType.Bool3,
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"bool4" => ShaderPropertyType.Bool4,
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"texture2d" => ShaderPropertyType.Texture2D,
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"texture3d" => ShaderPropertyType.Texture3D,
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"texturecube" => ShaderPropertyType.TextureCube,
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_ => ShaderPropertyType.None,
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};
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}
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public static List<PropertySyntax> Parse(TokenStreamSlice stream)
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{
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stream.Expect(TokenType.Keyword);
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stream.Expect(TokenType.LBrace);
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var properties = new List<PropertySyntax>();
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var bodyStream = stream.Slice(stream.Remaining - 1);
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while (bodyStream.HasMore)
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{
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var shaderProperty = new PropertySyntax();
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var typeToken = bodyStream.Expect(TokenType.Identifier);
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var nameToken = bodyStream.Expect(TokenType.Identifier);
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shaderProperty.type = typeToken;
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shaderProperty.name = nameToken;
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var nextToken = bodyStream.Consume();
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switch (nextToken.type)
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{
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case TokenType.Equals:
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{
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var constructorTypeToken = bodyStream.Expect(TokenType.Identifier);
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var args = ParseUtility.ParseFunctionArguments(ref bodyStream, TokenType.Identifier | TokenType.Number);
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shaderProperty.propertyConstructor = new FunctionCall
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{
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name = constructorTypeToken,
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arguments = args
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};
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bodyStream.Expect(TokenType.Semicolon);
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break;
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}
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case TokenType.Semicolon:
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break;
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default:
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throw new Exception($"Unexpected token '{nextToken.lexeme}' in property declaration.");
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}
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properties.Add(shaderProperty);
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}
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stream.Expect(TokenType.RBrace);
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return properties;
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}
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public List<PropertyModel> SemanticAnalysis(List<PropertySyntax> syntax, List<ShaderError> errors)
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{
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var models = new List<PropertyModel>();
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var usedPropertyNames = new HashSet<string>();
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foreach (var property in syntax)
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{
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var model = new PropertyModel();
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var flowControl = ValidatePropertyType(errors, property, model);
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if (!flowControl)
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{
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continue;
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}
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flowControl = ValidatePropertyName(errors, usedPropertyNames, property, model);
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if (!flowControl)
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{
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continue;
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}
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if (property.propertyConstructor != null)
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{
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flowControl = ValidatePropertyConstructor(errors, property, model);
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if (!flowControl)
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{
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continue;
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}
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}
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usedPropertyNames.Add(property.name.lexeme);
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models.Add(model);
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}
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return models;
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}
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private static bool ValidatePropertyType(List<ShaderError> errors, PropertySyntax property, PropertyModel model)
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{
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if (!TokenLexicon.IsType(property.type.lexeme))
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{
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errors.Add(new ShaderError
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{
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message = $"Shader property type '{property.type.lexeme}' is not a valid type.",
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line = property.type.line,
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column = property.type.column
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});
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return false;
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}
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model.type = FromString(property.type.lexeme);
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return true;
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}
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private static bool ValidatePropertyName(List<ShaderError> errors, HashSet<string> usedPropertyNames, PropertySyntax property, PropertyModel model)
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{
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if (string.IsNullOrWhiteSpace(property.name.lexeme))
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{
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errors.Add(new ShaderError
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{
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message = "Shader property has an empty name.",
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line = property.name.line,
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column = property.name.column
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});
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return false;
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}
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else if (usedPropertyNames.Contains(property.name.lexeme))
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{
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errors.Add(new ShaderError
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{
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message = $"Shader property name '{property.name.lexeme}' is duplicated.",
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line = property.name.line,
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column = property.name.column
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});
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return false;
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}
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model.name = property.name.lexeme;
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return true;
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}
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private static bool ValidatePropertyConstructor(List<ShaderError> errors, PropertySyntax property, PropertyModel model)
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{
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var constructor = property.propertyConstructor;
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if (constructor == null)
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{
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errors.Add(new ShaderError
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{
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message = "Shader property constructor is null.",
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line = property.name.line,
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column = property.name.column
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});
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return false;
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}
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if (string.IsNullOrWhiteSpace(constructor.name.lexeme))
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{
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errors.Add(new ShaderError
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{
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message = "Shader property constructor has an empty name.",
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line = constructor.name.line,
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column = constructor.name.column
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});
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return false;
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}
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if (constructor.name.lexeme != property.type.lexeme)
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{
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errors.Add(new ShaderError
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{
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message = $"Shader property constructor name '{constructor.name.lexeme}' does not match property type '{property.type.lexeme}'.",
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line = constructor.name.line,
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column = constructor.name.column
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});
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return false;
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}
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if (!s_propTypeInfo.TryGetValue(model.type, out var info))
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{
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errors.Add(new ShaderError
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{
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message = $"No constructor metadata registered for property type '{model.type}'.",
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line = constructor.name.line,
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column = constructor.name.column
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});
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return false;
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}
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// Count check
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if (constructor.arguments.Count != info.ArgCount)
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{
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errors.Add(new ShaderError
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{
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message = $"Shader property constructor for type '{property.type.lexeme}' expects {info.ArgCount} argument(s), but got {constructor.arguments.Count}.",
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line = constructor.name.line,
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column = constructor.name.column
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});
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return false;
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}
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// Type check (uniform requirement for all args)
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var hasError = false;
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for (var i = 0; i < constructor.arguments.Count; i++)
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{
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var arg = constructor.arguments[i];
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if (!arg.Match(info.ArgTokenType))
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{
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errors.Add(new ShaderError
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{
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message = $"Shader property constructor argument {i} expects token kind '{info.ArgTokenType}', but got '{arg.type}'.",
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line = arg.line,
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column = arg.column
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});
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hasError = true;
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}
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}
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if (hasError)
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{
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return false;
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}
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// Build default value if we have a builder (textures currently null / TODO)
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if (info.Builder != null)
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{
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try
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{
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model.defaultValue = info.Builder(constructor.arguments);
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}
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catch (Exception ex)
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{
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errors.Add(new ShaderError
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{
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message = $"Failed to construct default value for property '{property.name.lexeme}': {ex.Message}",
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line = constructor.name.line,
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column = constructor.name.column
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});
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return false;
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}
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}
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return true;
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}
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}
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