Refactor and enhance graphics and audio systems

Updated target frameworks to .NET 10.0 across multiple projects for compatibility with the latest features. Refactored namespaces and introduced new classes for shader descriptors, FMOD integration, and DirectX 12 utilities using TerraFX. Replaced `Win32` bindings with TerraFX equivalents for DirectX 12. Added a C# wrapper for FMOD Studio API, including DSP and error handling. Enhanced entity queries, component storage, and query filters for better performance and type safety. Introduced new test projects and updated the solution structure. Added `meshoptimizer` bindings and integrated `meshoptimizer_native.dll`. Improved code readability, maintainability, and performance.
This commit is contained in:
2025-10-09 05:16:28 +09:00
parent 01a850ff94
commit 682200cbf1
126 changed files with 25587 additions and 3247 deletions

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using Ghost.Shader.Compiler.Parser;
using System.Collections.Generic;
using System.Text;
namespace Ghost.Shader.Compiler;
public struct ShaderError
{
public string message;
public int line;
public int column;
public readonly override string ToString()
{
return $"Error at {line}:{column} - {message}";
}
}
internal static class ShaderCompiler
{
private const string _GLOBAL_PROPERTY_FILE_NAME = "GlobalData.g.hlsl";
private const string _GENERATED_FILE_HEADER = "// Auto-generated shader file. Please do not edit this file directly.";
private struct ShaderInheritance
{
public ShaderSemantics? parent;
public List<ShaderInheritance>? children;
}
public static List<ShaderSyntax> ParseShaders(TokenStream stream)
{
var shaders = new List<ShaderSyntax>();
while (stream.TryPeek(out var nextToken))
{
if (ShaderBlock.ShouldEnter(nextToken))
{
var shader = ShaderBlock.Parse(stream.SliceNextBlock());
shaders.Add(shader);
}
else if (nextToken.Match(TokenType.EndOfFile))
{
stream.Consume();
}
else
{
throw new Exception($"Unexpected token '{nextToken.lexeme}' at top level. Expected 'shader' declaration.");
}
}
return shaders;
}
public static ShaderSemantics? SemanticAnalysis(ShaderSyntax syntax, out List<ShaderError> errors)
{
errors = new();
if (string.IsNullOrWhiteSpace(syntax.name.lexeme))
{
errors.Add(new ShaderError
{
message = "Shader name cannot be empty.",
line = syntax.name.line,
column = syntax.name.column
});
return null;
}
var shaderModel = ShaderBlock.SemanticAnalysis(syntax, errors);
return shaderModel;
}
private static List<ShaderSemantics>? TopologicalSort(ReadOnlySpan<ShaderSemantics> semantics)
{
var inDegrees = new Dictionary<string, int>();
var childrenMap = new Dictionary<string, List<string>>();
var semanticsMap = new Dictionary<string, ShaderSemantics>();
foreach (var s in semantics)
{
inDegrees[s.name] = 0;
childrenMap[s.name] = new List<string>();
semanticsMap[s.name] = s;
}
foreach (var s in semantics)
{
if (!string.IsNullOrEmpty(s.fallback) && semanticsMap.ContainsKey(s.fallback))
{
childrenMap[s.fallback].Add(s.name);
inDegrees[s.name]++;
}
}
var queue = new Queue<ShaderSemantics>();
foreach (var s in semantics)
{
if (inDegrees[s.name] == 0)
{
queue.Enqueue(s);
}
}
var sortedList = new List<ShaderSemantics>();
while (queue.Count > 0)
{
var current = queue.Dequeue();
sortedList.Add(current);
foreach (var childName in childrenMap[current.name])
{
inDegrees[childName]--;
if (inDegrees[childName] == 0)
{
queue.Enqueue(semanticsMap[childName]);
}
}
}
// If there's a cycle, the graph will not be fully traversed.
return sortedList.Count == semantics.Length ? sortedList : null;
}
private static string GetPassUniqueId(ShaderSemantics shader, PassSemantic pass)
{
//static ulong Fnv1a64(ReadOnlySpan<char> data)
//{
// const ulong offset = 14695981039346656037;
// const ulong prime = 1099511628211;
// var hash = offset;
// foreach (var b in data)
// {
// hash ^= b;
// hash *= prime;
// }
// return hash;
//}
//return $"{Fnv1a64(shader.name)}_{pass.name}";
return $"{shader.name}_{pass.name}";
}
private static PipelineDescriptor MeragePipeline(PipelineSemantic? semantic, PipelineDescriptor parent)
{
if (semantic == null)
{
return parent;
}
return new PipelineDescriptor
{
zTest = semantic.zTest ?? parent.zTest,
zWrite = semantic.zWrite ?? parent.zWrite,
cull = semantic.cull ?? parent.cull,
blend = semantic.blend ?? parent.blend,
colorMask = semantic.colorMask ?? parent.colorMask
};
}
private static List<PropertyDescriptor> MergeProperties(List<PropertySemantic>? semantics, List<PropertyDescriptor>? parent)
{
var result = new List<PropertyDescriptor>();
if (parent != null)
{
result.AddRange(parent);
}
if (semantics != null)
{
foreach (var prop in semantics)
{
if (prop.scope == PropertyScope.Local)
{
result.Add(new PropertyDescriptor
{
name = prop.name,
type = prop.type,
defaultValue = prop.defaultValue
});
}
}
}
return result.DistinctBy(p => p.name).ToList();
}
// TODO: Implement shader inheritance resolution, including property and pass merging.
// Currently, we just ignore inheritance.
public static ShaderDescriptor ResolveShader(ShaderSemantics semantics)
{
var descriptor = new ShaderDescriptor
{
name = semantics.name
};
var shaderGlobalProperties = semantics.properties?.Where(p => p.scope == PropertyScope.Global).Select(p => new PropertyDescriptor
{
name = p.name,
type = p.type,
defaultValue = p.defaultValue
}).ToList();
var shaderLocalProperties = semantics.properties?.Where(p => p.scope == PropertyScope.Local).Select(p => new PropertyDescriptor
{
name = p.name,
type = p.type,
defaultValue = p.defaultValue
}).ToList();
if (shaderGlobalProperties != null)
{
descriptor.globalProperties.AddRange(shaderGlobalProperties);
}
if (semantics.passes != null)
{
foreach (var pass in semantics.passes)
{
var localPipeline = MeragePipeline(pass.localPipeline, PipelineDescriptor.Default);
var localProperties = MergeProperties(pass.localProperties, shaderLocalProperties); // TODO: Merge with base shader properties if inheritance is implemented.
var fullPass = new FullPassDescriptor
{
uniqueIdentifier = GetPassUniqueId(semantics, pass),
vertexShader = pass.vertexShader,
pixelShader = pass.pixelShader,
localPipeline = localPipeline,
defines = pass.defines,
includes = pass.includes,
keywords = pass.keywords,
properties = localProperties
};
descriptor.passes.Add(fullPass);
}
}
return descriptor;
}
private static string ShaderPropertyTypeToHLSLType(ShaderPropertyType type)
{
return type switch
{
ShaderPropertyType.Float => "float",
ShaderPropertyType.Float2 => "float2",
ShaderPropertyType.Float3 => "float3",
ShaderPropertyType.Float4 => "float4",
ShaderPropertyType.Int => "int",
ShaderPropertyType.Int2 => "int2",
ShaderPropertyType.Int3 => "int3",
ShaderPropertyType.Int4 => "int4",
ShaderPropertyType.UInt => "uint",
ShaderPropertyType.UInt2 => "uint2",
ShaderPropertyType.UInt3 => "uint3",
ShaderPropertyType.UInt4 => "uint4",
ShaderPropertyType.Bool => "bool",
ShaderPropertyType.Bool2 => "bool2",
ShaderPropertyType.Bool3 => "bool3",
ShaderPropertyType.Bool4 => "bool4",
// NOTE: Textures here are bindless, represented as uint (descriptor index).
ShaderPropertyType.Texture2D => "TEXTURE2D_BINDLESS",
ShaderPropertyType.Texture3D => "TEXTURE3D_BINDLESS",
ShaderPropertyType.TextureCube => "TEXTURECUBE_BINDLESS",
ShaderPropertyType.Texture2DArray => "TEXTURE2D_ARRAY_BINDLESS",
ShaderPropertyType.TextureCubeArray => "TEXTURECUBE_ARRAY_BINDLESS",
_ => throw new ArgumentOutOfRangeException(nameof(type), $"Unsupported shader property type: {type}")
};
}
public static string CompilePass(IPassDescriptor descriptor, string targetDirectory)
{
if (descriptor is not FullPassDescriptor fullPass)
{
throw new NotSupportedException("Only full pass descriptors are supported for compilation.");
}
if (!Directory.Exists(targetDirectory))
{
throw new ArgumentException("Target directory does not exist.", nameof(targetDirectory));
}
var outputFileName = fullPass.uniqueIdentifier.Replace(' ', '_');
var outputFilePath = Path.Combine(targetDirectory, outputFileName + ".g.hlsl");
var outputDirectory = Path.GetDirectoryName(outputFilePath);
if (!Directory.Exists(outputDirectory))
{
Directory.CreateDirectory(outputDirectory!);
}
using var fileStream = File.CreateText(outputFilePath);
var fileDefine = outputFileName.Replace('/', '_').ToUpperInvariant() + "_G_HLSL";
var sb = new StringBuilder();
sb.AppendLine(_GENERATED_FILE_HEADER);
sb.AppendLine(@$"
#ifndef {fileDefine}
#define {fileDefine}
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""");
if (fullPass.properties != null)
{
sb.Append(@"
struct PerMaterialData
{");
foreach (var prop in fullPass.properties)
{
sb.Append($@"
{ShaderPropertyTypeToHLSLType(prop.type)} {prop.name};");
}
sb.Append(@"
};");
}
sb.AppendLine();
sb.AppendLine(@$"
#endif // {fileDefine}");
fileStream.Write(sb.ToString());
return outputFilePath;
}
public static void CompileShader(ShaderDescriptor descriptor, string targetDirectory)
{
if (!Directory.Exists(targetDirectory))
{
throw new ArgumentException("Target directory does not exist.", nameof(targetDirectory));
}
// Generate global property file.
if (descriptor.globalProperties.Count > 0)
{
var globalFilePath = Path.Combine(targetDirectory, _GLOBAL_PROPERTY_FILE_NAME);
using var globalFileStream = File.CreateText(globalFilePath);
var sb = new StringBuilder();
sb.AppendLine(_GENERATED_FILE_HEADER);
sb.Append(@"
#ifndef GLOBALDATA_G_HLSL
#define GLOBALDATA_G_HLSL
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""
struct GlobalData
{");
foreach (var prop in descriptor.globalProperties)
{
sb.Append($@"
{ShaderPropertyTypeToHLSLType(prop.type)} {prop.name};");
}
sb.AppendLine(@"
};
#endif // GLOBALDATA_G_HLSL");
globalFileStream.Write(sb.ToString());
}
// Compile each pass.
foreach (var pass in descriptor.passes)
{
CompilePass(pass, targetDirectory);
}
}
}