Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
namespace Ghost.DSL.ShaderCompiler.Parser;
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internal class DefinesBlock : IBlockParser<List<Token>, List<string>>
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{
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public static bool ShouldEnter(Token token)
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{
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return token.Match(TokenType.Keyword, TokenLexicon.KnownKeywords.DEFINES);
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}
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public static List<Token> Parse(TokenStreamSlice stream)
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{
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stream.Expect(TokenType.Keyword);
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stream.Expect(TokenType.LBrace);
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var defines = new List<Token>();
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var bodyStream = stream.Slice(stream.Remaining - 1);
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while (bodyStream.HasMore)
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{
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var defineToken = bodyStream.Expect(TokenType.Identifier);
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defines.Add(defineToken);
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bodyStream.Expect(TokenType.Semicolon);
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}
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stream.Expect(TokenType.RBrace);
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return defines;
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}
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public static List<string>? SemanticAnalysis(List<Token>? syntax, List<DSLShaderError> errors)
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{
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if (syntax == null)
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{
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return null;
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}
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var defines = new List<string>(syntax.Count);
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foreach (var defineToken in syntax)
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{
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defines.Add(defineToken.lexeme);
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}
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return defines;
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}
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}
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