Update RenderingContext and D3D12Renderer to use new API.

This commit is contained in:
2025-11-06 04:13:20 +00:00
parent b3eeb8d366
commit 15aca9aefb
17 changed files with 184 additions and 195 deletions

View File

@@ -73,9 +73,9 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
ParseBoolValue(syntax[3], errors))),
// Textures (single identifier argument)
[ShaderPropertyType.Texture2D] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
[ShaderPropertyType.Texture3D] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
[ShaderPropertyType.TextureCube] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
[ShaderPropertyType.Texture2DBindless] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
[ShaderPropertyType.Texture3DBindless] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
[ShaderPropertyType.TextureCubeBindless] = new(1, TokenType.Identifier, (syntax, errors) => ParseTextureDefault(syntax[0], errors)),
};
private static float ParseFloatValue(Token token, List<SDLError> errors)
@@ -162,25 +162,25 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
{
return type.ToLower() switch
{
"float" => ShaderPropertyType.Float,
"float2" => ShaderPropertyType.Float2,
"float3" => ShaderPropertyType.Float3,
"float4" => ShaderPropertyType.Float4,
"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,
"texture2d" => ShaderPropertyType.Texture2D,
"texture3d" => ShaderPropertyType.Texture3D,
"texturecube" => ShaderPropertyType.TextureCube,
TokenLexicon.KnownTypes.FLOAT => ShaderPropertyType.Float,
TokenLexicon.KnownTypes.FLOAT2 => ShaderPropertyType.Float2,
TokenLexicon.KnownTypes.FLOAT3 => ShaderPropertyType.Float3,
TokenLexicon.KnownTypes.FLOAT4 => ShaderPropertyType.Float4,
TokenLexicon.KnownTypes.INT => ShaderPropertyType.Int,
TokenLexicon.KnownTypes.INT2 => ShaderPropertyType.Int2,
TokenLexicon.KnownTypes.INT3 => ShaderPropertyType.Int3,
TokenLexicon.KnownTypes.INT4 => ShaderPropertyType.Int4,
TokenLexicon.KnownTypes.UINT => ShaderPropertyType.UInt,
TokenLexicon.KnownTypes.UINT2 => ShaderPropertyType.UInt2,
TokenLexicon.KnownTypes.UINT3 => ShaderPropertyType.UInt3,
TokenLexicon.KnownTypes.UINT4 => ShaderPropertyType.UInt4,
TokenLexicon.KnownTypes.BOOL => ShaderPropertyType.Bool,
TokenLexicon.KnownTypes.BOOL2 => ShaderPropertyType.Bool2,
TokenLexicon.KnownTypes.BOOL3 => ShaderPropertyType.Bool3,
TokenLexicon.KnownTypes.BOOL4 => ShaderPropertyType.Bool4,
TokenLexicon.KnownTypes.TEXTURE2D_BINDLESS => ShaderPropertyType.Texture2DBindless,
TokenLexicon.KnownTypes.TEXTURE3D_BINDLESS => ShaderPropertyType.Texture3DBindless,
TokenLexicon.KnownTypes.TEXTURECUBE_BINDLESS => ShaderPropertyType.TextureCubeBindless,
_ => ShaderPropertyType.None,
};
}
@@ -464,4 +464,4 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
return true;
}
}
}