Refactor folder structure

This commit is contained in:
2026-02-18 00:50:46 +09:00
parent 426786397c
commit db8ca971a8
413 changed files with 2885 additions and 3634 deletions

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<PublishAot>True</PublishAot>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\Editor\Ghost.DSL\Ghost.DSL.csproj" />
</ItemGroup>
</Project>

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using Ghost.DSL.ShaderCompiler;
using Misaki.HighPerformance.Mathematics;
using System.Numerics;
//ShaderStructGenerator.GenerateHLSL([typeof(TestStruct), typeof(TestEnum), typeof(TestEnumFlags)], PackingRules.Exact, "C:/Users/Misaki/Downloads/Archive/Test.cs.hlsl");
//return;
#if false
var source = File.ReadAllText("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader");
var lexer = new Lexer(source);
var stream = new TokenStream(lexer.Tokenize());
var shaderInfo = SDLCompiler.ParseShaders(stream);
var model = SDLCompiler.SemanticAnalysis(shaderInfo[0], out var errors);
foreach (var error in errors)
{
Console.WriteLine(error);
}
if (errors.Count != 0)
{
return;
}
if (model == null)
{
Console.WriteLine("Failed to compile shader due to errors.");
return;
}
var descriptor = SDLCompiler.ResolveShader(model);
SDLCompiler.GenerateShaderCode(descriptor, "C:/Users/Misaki/Downloads/Archive");
Console.WriteLine("Shader compiled successfully:");
#endif
public struct TestStruct
{
public int A;
public float B;
public Vector3 C;
public float3x4 D;
}
public enum TestEnum
{
First,
Second,
Third
}
public enum TestEnumFlags
{
None = 0,
First = 1 << 0,
Second = 1 << 1,
Third = 1 << 2,
}