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