Files
GhostEngine/Ghost.Shader/Compiler/Parser/DefinesBlock.cs
Misaki 28c386b0bb Refactor D3D12 Resource Management
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
2025-10-23 14:42:53 +09:00

46 lines
1.1 KiB
C#

namespace Ghost.Shader.Compiler.Parser;
internal class DefinesBlock : IBlockParser<List<Token>, List<string>>
{
public static bool ShouldEnter(Token token)
{
return token.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.DEFINES);
}
public static List<Token> Parse(TokenStreamSlice stream)
{
stream.Expect(TokenType.Keyword);
stream.Expect(TokenType.LBrace);
var defines = new List<Token>();
var bodyStream = stream.Slice(stream.Remaining - 1);
while (bodyStream.HasMore)
{
var defineToken = bodyStream.Expect(TokenType.Identifier);
defines.Add(defineToken);
bodyStream.Expect(TokenType.Semicolon);
}
stream.Expect(TokenType.RBrace);
return defines;
}
public static List<string>? SemanticAnalysis(List<Token>? syntax, List<SDLError> errors)
{
if (syntax == null)
{
return null;
}
var defines = new List<string>(syntax.Count);
foreach (var defineToken in syntax)
{
defines.Add(defineToken.lexeme);
}
return defines;
}
}