Update namespace

This commit is contained in:
2025-10-23 15:13:10 +09:00
parent 28c386b0bb
commit 9dc4f63e40
27 changed files with 48 additions and 43 deletions

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler;
namespace Ghost.SDL.Compiler;
public class Lexer
{

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal class DefinesBlock : IBlockParser<List<Token>, List<string>>
{

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal interface IBlockParser<T, U>
{

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal class IncludesBlock : IBlockParser<List<Token>, List<string>>
{

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@@ -1,6 +1,6 @@
using Ghost.Core.Graphics;
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal class KeywordsBlock : IBlockParser<List<FunctionCallDeclaration>, List<KeywordsGroup>>
{

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal static class ParseUtility
{

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@@ -1,6 +1,6 @@
using Ghost.Core.Graphics;
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
// TODO: Add pass template support.
// Pass templates let user to inject their own custom code into the generated HLSL code.

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@@ -1,6 +1,6 @@
using Ghost.Core.Graphics;
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal class PipelineBlock : IBlockParser<PipelineSyntax, PipelineSemantic>
{

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@@ -2,7 +2,7 @@ using Ghost.Core.Graphics;
using Misaki.HighPerformance.Mathematics;
using System.Globalization;
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySemantic>>
{

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@@ -1,15 +1,15 @@
namespace Ghost.Shader.Compiler.Parser;
namespace Ghost.SDL.Compiler.Parser;
internal class ShaderBlock : IBlockParser<ShaderSyntax, ShaderSemantics>
internal class ShaderBlock : IBlockParser<SDLSyntax, SDLSemantics>
{
public static bool ShouldEnter(Token token)
{
return token.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.SHADER);
}
public static ShaderSyntax Parse(TokenStreamSlice stream)
public static SDLSyntax Parse(TokenStreamSlice stream)
{
var shader = new ShaderSyntax();
var shader = new SDLSyntax();
stream.Expect(TokenType.Keyword);
shader.name = stream.Expect(TokenType.StringLiteral);
@@ -49,14 +49,14 @@ internal class ShaderBlock : IBlockParser<ShaderSyntax, ShaderSemantics>
return shader;
}
public static ShaderSemantics? SemanticAnalysis(ShaderSyntax? syntax, List<SDLError> errors)
public static SDLSemantics? SemanticAnalysis(SDLSyntax? syntax, List<SDLError> errors)
{
if (syntax == null)
{
return null;
}
var shaderModel = new ShaderSemantics
var shaderModel = new SDLSemantics
{
name = syntax.name.lexeme,
properties = PropertiesBlock.SemanticAnalysis(syntax.properties, errors),

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@@ -1,9 +1,9 @@
using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Shader.Compiler.Parser;
using Ghost.SDL.Compiler.Parser;
using System.Text;
namespace Ghost.Shader.Compiler;
namespace Ghost.SDL.Compiler;
public struct SDLError
{
@@ -24,13 +24,13 @@ internal static class SDLCompiler
private struct ShaderInheritance
{
public ShaderSemantics? parent;
public SDLSemantics? parent;
public List<ShaderInheritance>? children;
}
public static List<ShaderSyntax> ParseShaders(TokenStream stream)
public static List<SDLSyntax> ParseShaders(TokenStream stream)
{
var shaders = new List<ShaderSyntax>();
var shaders = new List<SDLSyntax>();
while (stream.TryPeek(out var nextToken))
{
@@ -52,7 +52,7 @@ internal static class SDLCompiler
return shaders;
}
public static ShaderSemantics? SemanticAnalysis(ShaderSyntax syntax, out List<SDLError> errors)
public static SDLSemantics? SemanticAnalysis(SDLSyntax syntax, out List<SDLError> errors)
{
errors = new();
@@ -72,11 +72,11 @@ internal static class SDLCompiler
return shaderModel;
}
private static List<ShaderSemantics>? TopologicalSort(ReadOnlySpan<ShaderSemantics> semantics)
private static List<SDLSemantics>? TopologicalSort(ReadOnlySpan<SDLSemantics> semantics)
{
var inDegrees = new Dictionary<string, int>();
var childrenMap = new Dictionary<string, List<string>>();
var semanticsMap = new Dictionary<string, ShaderSemantics>();
var semanticsMap = new Dictionary<string, SDLSemantics>();
foreach (var s in semantics)
{
@@ -94,7 +94,7 @@ internal static class SDLCompiler
}
}
var queue = new Queue<ShaderSemantics>();
var queue = new Queue<SDLSemantics>();
foreach (var s in semantics)
{
if (inDegrees[s.name] == 0)
@@ -103,7 +103,7 @@ internal static class SDLCompiler
}
}
var sortedList = new List<ShaderSemantics>();
var sortedList = new List<SDLSemantics>();
while (queue.Count > 0)
{
var current = queue.Dequeue();
@@ -123,7 +123,7 @@ internal static class SDLCompiler
return sortedList.Count == semantics.Length ? sortedList : null;
}
private static string GetPassUniqueId(ShaderSemantics shader, PassSemantic pass)
private static string GetPassUniqueId(SDLSemantics shader, PassSemantic pass)
{
//static ulong Fnv1a64(ReadOnlySpan<char> data)
//{
@@ -192,7 +192,7 @@ internal static class SDLCompiler
// TODO: Implement shader inheritance resolution, including property and pass merging.
// Currently, we just ignore inheritance.
public static ShaderDescriptor ResolveShader(ShaderSemantics semantics)
public static ShaderDescriptor ResolveShader(SDLSemantics semantics)
{
var descriptor = new ShaderDescriptor
{

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@@ -1,6 +1,6 @@
using Ghost.Core.Graphics;
namespace Ghost.Shader.Compiler;
namespace Ghost.SDL.Compiler;
public enum PropertyScope
{
@@ -38,7 +38,7 @@ internal class PassSemantic
public PipelineSemantic? localPipeline;
}
internal class ShaderSemantics
internal class SDLSemantics
{
public string name = string.Empty;
public string fallback = string.Empty;

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler;
namespace Ghost.SDL.Compiler;
internal struct FunctionCallDeclaration
{
@@ -43,7 +43,7 @@ internal class PassSyntax
public List<FunctionCallDeclaration>? functionCalls;
}
internal class ShaderSyntax
internal class SDLSyntax
{
public Token name;
public PropertiesSyntax? properties;

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler;
namespace Ghost.SDL.Compiler;
[Flags]
public enum TokenType

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@@ -1,4 +1,4 @@
namespace Ghost.Shader.Compiler;
namespace Ghost.SDL.Compiler;
internal static class TokenStreamImple
{

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@@ -5,7 +5,7 @@ using System.Runtime.InteropServices;
using System.Text;
using System.Text.RegularExpressions;
namespace Ghost.Shader.Generator;
namespace Ghost.SDL.Generator;
public enum PackingRules
{