Refactor folder structure
This commit is contained in:
327
src/Editor/Ghost.DSL/ShaderCompiler/DSLShaderCompiler.cs
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327
src/Editor/Ghost.DSL/ShaderCompiler/DSLShaderCompiler.cs
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using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.DSL.ShaderParser;
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using System.Runtime.CompilerServices;
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using System.Text;
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namespace Ghost.DSL.ShaderCompiler;
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public struct DSLShaderError
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{
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public string message;
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public int line;
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public int column;
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public override readonly string ToString()
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{
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return $"Error at {line}:{column} - {message}";
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}
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}
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internal static class DSLShaderCompiler
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{
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private const string _GLOBAL_PROPERTY_FILE_NAME = "GlobalData.g.hlsl";
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private const string _GENERATED_FILE_HEADER = "// Auto-generated shader file. Please do not edit this file directly.";
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private static string GetPassUniqueId(DSLShaderSemantics shader, PassSemantic pass)
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{
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return $"{shader.name}_{pass.name}";
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}
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private static PipelineState MeragePipeline(PipelineSemantic? semantic, PipelineState parent)
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{
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if (semantic == null)
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{
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return parent;
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}
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return new PipelineState
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{
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ZTest = semantic.zTest ?? parent.ZTest,
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ZWrite = semantic.zWrite ?? parent.ZWrite,
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Cull = semantic.cull ?? parent.Cull,
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Blend = semantic.blend ?? parent.Blend,
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ColorMask = semantic.colorMask ?? parent.ColorMask
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};
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}
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private static int LayoutCBufferProperties(Span<PropertyDescriptor> properties)
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{
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if (properties.IsEmpty)
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{
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return 0;
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}
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var currentOffset = 0;
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foreach (ref var prop in properties)
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{
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var size = prop.type.GetSize();
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if ((currentOffset % 16) + size > 16)
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{
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currentOffset = (currentOffset + 15) & ~15;
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}
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prop.offset = currentOffset;
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prop.size = size;
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currentOffset += size;
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}
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return (currentOffset + 15) & ~15;
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}
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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(DSLShaderSemantics semantics)
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{
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var descriptor = new ShaderDescriptor
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{
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name = semantics.name,
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hlsl = semantics.hlsl
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};
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var shaderGlobalProperties = semantics.properties?
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.Where(p => p.scope == PropertyScope.Global)
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.Select(p => new PropertyDescriptor
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{
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name = p.name,
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type = p.type,
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defaultValue = p.defaultValue
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}).ToArray();
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var shaderLocalProperties = semantics.properties?
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.Where(p => p.scope == PropertyScope.Local)
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.Select(p => new PropertyDescriptor
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{
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name = p.name,
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type = p.type,
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defaultValue = p.defaultValue
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}).ToArray();
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descriptor.globalProperties = shaderGlobalProperties ?? Array.Empty<PropertyDescriptor>();
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descriptor.properties = shaderLocalProperties ?? Array.Empty<PropertyDescriptor>();
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descriptor.cbufferSize = LayoutCBufferProperties(descriptor.properties);
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if (semantics.passes != null)
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{
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descriptor.passes = new PassDescriptor[semantics.passes.Count];
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for (int i = 0; i < semantics.passes.Count; i++)
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{
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var pass = semantics.passes[i];
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var localPipeline = MeragePipeline(pass.localPipeline, PipelineState.Default);
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descriptor.passes[i] = new PassDescriptor
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{
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identifier = GetPassUniqueId(semantics, pass),
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name = pass.name,
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taskShader = pass.taskShader,
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meshShader = pass.meshShader,
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pixelShader = pass.pixelShader,
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localPipeline = localPipeline,
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defines = pass.defines?.ToArray() ?? Array.Empty<string>(),
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includes = pass.includes?.ToArray() ?? Array.Empty<string>(),
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keywords = pass.keywords?.ToArray() ?? Array.Empty<KeywordsGroup>(),
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hlsl = pass.hlsl
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};
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}
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}
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else
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{
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descriptor.passes = Array.Empty<PassDescriptor>();
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}
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return descriptor;
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}
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public static Result<ShaderDescriptor> CompileShader(string shaderPath, string generatedOutputDirectory)
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{
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try
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{
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var source = File.ReadAllText(shaderPath);
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// Use ANTLR4 parser
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var shaderModels = AntlrShaderCompiler.ParseShaders(source, out var parseErrors);
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if (parseErrors.Count != 0)
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{
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var errorMessages = new StringBuilder();
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foreach (var error in parseErrors)
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{
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errorMessages.AppendLine(error.ToString());
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}
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return Result.Failure("Failed to parse shader due to errors:\n" + errorMessages.ToString());
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}
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if (shaderModels.Count == 0)
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{
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return Result.Failure("No shader found in the provided file.");
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}
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// Convert to semantics
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var model = AntlrShaderCompiler.ConvertToSemantics(shaderModels[0], out var errors);
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if (errors.Count != 0 || model == null)
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{
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var errorMessages = new StringBuilder();
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foreach (var error in errors)
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{
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errorMessages.AppendLine(error.ToString());
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}
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return Result.Failure("Failed to compile shader due to errors:\n" + errorMessages.ToString());
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}
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var desc = ResolveShader(model);
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var globalPropResult = GenerateGlobalProperties(desc.globalProperties, generatedOutputDirectory);
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if (globalPropResult.IsFailure)
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{
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return Result.Failure("Failed to generate global properties: " + globalPropResult.Message);
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}
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var generatedResult = GenerateShaderCode(desc, generatedOutputDirectory);
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if (generatedResult.IsFailure)
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{
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return Result.Failure("Failed to generate pass files: " + generatedResult.Message);
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}
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foreach (ref var pass in desc.passes.AsSpan())
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{
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if (pass.includes == null)
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{
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pass.includes = new string[2];
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}
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else
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{
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Array.Resize(ref pass.includes, pass.includes.Length + 2);
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// Shift existing includes to make room for the two new includes at the front.
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pass.includes.AsSpan(0, pass.includes.Length - 2).CopyTo(pass.includes.AsSpan(2));
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}
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pass.includes[0] = globalPropResult.Value;
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pass.includes[1] = generatedResult.Value;
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}
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return desc;
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}
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catch (Exception ex)
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{
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return Result.Failure("Failed to compile shader: " + ex.Message);
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}
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}
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private static string ShaderPropertyTypeToHLSLType(ShaderPropertyType type)
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{
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return type switch
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{
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ShaderPropertyType.Float => "float",
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ShaderPropertyType.Float2 => "float2",
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ShaderPropertyType.Float3 => "float3",
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ShaderPropertyType.Float4 => "float4",
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ShaderPropertyType.Int => "int",
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ShaderPropertyType.Int2 => "int2",
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ShaderPropertyType.Int3 => "int3",
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ShaderPropertyType.Int4 => "int4",
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ShaderPropertyType.UInt => "uint",
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ShaderPropertyType.UInt2 => "uint2",
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ShaderPropertyType.UInt3 => "uint3",
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ShaderPropertyType.UInt4 => "uint4",
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ShaderPropertyType.Bool => "bool",
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ShaderPropertyType.Bool2 => "bool2",
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ShaderPropertyType.Bool3 => "bool3",
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ShaderPropertyType.Bool4 => "bool4",
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// NOTE: Textures here are bindless, represented as uint (descriptor index).
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ShaderPropertyType.Texture2D => "TEXTURE2D",
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ShaderPropertyType.Texture3D => "TEXTURE3D",
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ShaderPropertyType.TextureCube => "TEXTURECUBE",
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ShaderPropertyType.Texture2DArray => "TEXTURE2D_ARRAY",
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ShaderPropertyType.TextureCubeArray => "TEXTURECUBE_ARRAY",
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ShaderPropertyType.Sampler => "SAMPLER",
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_ => throw new ArgumentOutOfRangeException(nameof(type), $"Unsupported shader property type: {type}")
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};
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}
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public static Result<string> GenerateShaderCode(ShaderDescriptor descriptor, string targetDirectory)
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{
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if (!Directory.Exists(targetDirectory))
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{
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return Result.Failure("Target directory does not exist.");
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}
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var outputFileName = descriptor.name.Replace('/', '_');
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var outputFilePath = Path.Combine(targetDirectory, outputFileName + ".g.hlsl");
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var outputDirectory = Path.GetDirectoryName(outputFilePath);
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if (!Directory.Exists(outputDirectory))
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{
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Directory.CreateDirectory(outputDirectory!);
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}
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using var fileStream = File.CreateText(outputFilePath);
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var fileDefine = outputFileName.Replace('/', '_').ToUpperInvariant() + "_G_HLSL";
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var sb = new StringBuilder();
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sb.AppendLine(_GENERATED_FILE_HEADER);
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sb.AppendLine(@$"
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#ifndef {fileDefine}
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#define {fileDefine}
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#include ""F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl""");
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sb.Append(@"
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struct PerMaterialData
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{");
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foreach (var prop in descriptor.properties)
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{
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sb.Append($@"
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{ShaderPropertyTypeToHLSLType(prop.type)} {prop.name};");
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}
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sb.Append(@"
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};");
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sb.AppendLine();
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sb.AppendLine(@$"
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#endif // {fileDefine}");
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fileStream.Write(sb.ToString());
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return outputFilePath;
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}
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public static Result<string> GenerateGlobalProperties(ReadOnlySpan<PropertyDescriptor> globalProperties, string targetDirectory)
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{
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if (!Directory.Exists(targetDirectory))
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{
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return Result.Failure("Target directory does not exist.");
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}
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var globalFilePath = Path.Combine(targetDirectory, _GLOBAL_PROPERTY_FILE_NAME);
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using var globalFileStream = File.CreateText(globalFilePath);
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var sb = new StringBuilder();
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sb.AppendLine(_GENERATED_FILE_HEADER);
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sb.Append(@"
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#ifndef GLOBALDATA_G_HLSL
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#define GLOBALDATA_G_HLSL
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#include ""F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl""
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struct GlobalData
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{");
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foreach (var prop in globalProperties)
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{
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sb.Append($@"
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{ShaderPropertyTypeToHLSLType(prop.type)} {prop.name};");
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}
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sb.AppendLine(@"
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};
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#endif // GLOBALDATA_G_HLSL");
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globalFileStream.Write(sb.ToString());
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return globalFilePath;
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}
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}
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