Files
GhostEngine/Ghost.Shader/Compiler/SDLCompiler.cs
Misaki 0ec318a9ab Add sampler support and refactor resource handling
Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
2025-11-29 18:27:47 +09:00

391 lines
12 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.SDL.Compiler.Parser;
using System.Text;
namespace Ghost.SDL.Compiler;
public struct SDLError
{
public string message;
public int line;
public int column;
public override readonly string ToString()
{
return $"Error at {line}:{column} - {message}";
}
}
internal static class SDLCompiler
{
private const string _GLOBAL_PROPERTY_FILE_NAME = "GlobalData.g.hlsl";
private const string _GENERATED_FILE_HEADER = "// Auto-generated shader file. Please do not edit this file directly.";
// private struct ShaderInheritance
// {
// public SDLSemantics? parent;
// public List<ShaderInheritance>? children;
// }
public static List<SDLSyntax> ParseShaders(TokenStream stream)
{
var shaders = new List<SDLSyntax>();
while (stream.TryPeek(out var nextToken))
{
if (ShaderBlock.ShouldEnter(nextToken))
{
var shader = ShaderBlock.Parse(stream.SliceNextBlock());
shaders.Add(shader);
}
else if (nextToken.Match(TokenType.EndOfFile))
{
stream.Consume();
}
else
{
throw new Exception($"Unexpected token '{nextToken.lexeme}' at top level. Expected 'shader' declaration.");
}
}
return shaders;
}
public static SDLSemantics? SemanticAnalysis(SDLSyntax syntax, out List<SDLError> errors)
{
errors = new List<SDLError>();
if (string.IsNullOrWhiteSpace(syntax.name.lexeme))
{
errors.Add(new SDLError
{
message = "Shader name cannot be empty.",
line = syntax.name.line,
column = syntax.name.column
});
return null;
}
var shaderModel = ShaderBlock.SemanticAnalysis(syntax, errors);
return shaderModel;
}
private static List<SDLSemantics>? TopologicalSort(ReadOnlySpan<SDLSemantics> semantics)
{
var inDegrees = new Dictionary<string, int>();
var childrenMap = new Dictionary<string, List<string>>();
var semanticsMap = new Dictionary<string, SDLSemantics>();
foreach (var s in semantics)
{
inDegrees[s.name] = 0;
childrenMap[s.name] = new List<string>();
semanticsMap[s.name] = s;
}
foreach (var s in semantics)
{
if (!string.IsNullOrEmpty(s.fallback) && semanticsMap.ContainsKey(s.fallback))
{
childrenMap[s.fallback].Add(s.name);
inDegrees[s.name]++;
}
}
var queue = new Queue<SDLSemantics>();
foreach (var s in semantics)
{
if (inDegrees[s.name] == 0)
{
queue.Enqueue(s);
}
}
var sortedList = new List<SDLSemantics>();
while (queue.Count > 0)
{
var current = queue.Dequeue();
sortedList.Add(current);
foreach (var childName in childrenMap[current.name])
{
inDegrees[childName]--;
if (inDegrees[childName] == 0)
{
queue.Enqueue(semanticsMap[childName]);
}
}
}
// If there's a cycle, the graph will not be fully traversed.
return sortedList.Count == semantics.Length ? sortedList : null;
}
private static string GetPassUniqueId(SDLSemantics shader, PassSemantic pass)
{
return $"{shader.name}_{pass.name}";
}
private static PipelineDescriptor MeragePipeline(PipelineSemantic? semantic, PipelineDescriptor parent)
{
if (semantic == null)
{
return parent;
}
return new PipelineDescriptor
{
zTest = semantic.zTest ?? parent.zTest,
zWrite = semantic.zWrite ?? parent.zWrite,
cull = semantic.cull ?? parent.cull,
blend = semantic.blend ?? parent.blend,
colorMask = semantic.colorMask ?? parent.colorMask
};
}
private static uint CalculateCBufferSize(List<PropertyDescriptor> properties)
{
var currentOffset = 0u;
foreach (var prop in properties)
{
var size = prop.type.GetSize();
if ((currentOffset % 16) + size > 16)
{
currentOffset = (currentOffset + 15u) & ~15u;
}
currentOffset += size;
}
return (currentOffset + 15u) & ~15u;
}
// TODO: Implement shader inheritance resolution, including property and pass merging.
// Currently, we just ignore inheritance.
public static ShaderDescriptor ResolveShader(SDLSemantics semantics)
{
var descriptor = new ShaderDescriptor
{
name = semantics.name
};
var shaderGlobalProperties = semantics.properties?
.Where(p => p.scope == PropertyScope.Global)
.Select(p => new PropertyDescriptor
{
name = p.name,
type = p.type,
defaultValue = p.defaultValue
}).ToList();
var shaderLocalProperties = semantics.properties?
.Where(p => p.scope == PropertyScope.Local)
.Select(p => new PropertyDescriptor
{
name = p.name,
type = p.type,
defaultValue = p.defaultValue
}).ToList();
if (shaderGlobalProperties != null)
{
descriptor.globalProperties ??= new List<PropertyDescriptor>();
descriptor.globalProperties.AddRange(shaderGlobalProperties);
}
if (shaderLocalProperties != null)
{
descriptor.properties ??= new List<PropertyDescriptor>();
descriptor.properties.AddRange(shaderLocalProperties);
descriptor.cbufferSize = CalculateCBufferSize(descriptor.properties);
}
if (semantics.passes != null)
{
foreach (var pass in semantics.passes)
{
var localPipeline = MeragePipeline(pass.localPipeline, PipelineDescriptor.Default);
var fullPass = new FullPassDescriptor
{
uniqueIdentifier = GetPassUniqueId(semantics, pass),
name = pass.name,
taskShader = pass.taskShader,
meshShader = pass.meshShader,
pixelShader = pass.pixelShader,
localPipeline = localPipeline,
defines = pass.defines,
keywords = pass.keywords,
};
descriptor.passes.Add(fullPass);
}
}
return descriptor;
}
public static Result<ShaderDescriptor> CompileShader(string shaderPath, string generatedOutputDirectory)
{
try
{
var source = File.ReadAllText(shaderPath);
var lexer = new Lexer(source);
var stream = new TokenStream(lexer.Tokenize());
var shaderInfo = ParseShaders(stream);
var model = SemanticAnalysis(shaderInfo[0], out var errors);
if (errors.Count != 0 || model == null)
{
var errorMessages = new StringBuilder();
foreach (var error in errors)
{
errorMessages.AppendLine(error.ToString());
}
return Result.Failure("Failed to compile shader due to errors:\n" + errorMessages.ToString());
}
var desc = ResolveShader(model);
var globalPropResult = GenerateGlobalProperties(desc.globalProperties, generatedOutputDirectory);
if (globalPropResult.IsFailure)
{
return Result.Failure("Failed to generate global properties: " + globalPropResult.Message);
}
var generatedResult = GenerateShaderCode(desc, generatedOutputDirectory, globalPropResult.Value);
if (generatedResult.IsFailure)
{
return Result.Failure("Failed to generate pass files: " + generatedResult.Message);
}
desc.generatedCodePath = generatedResult.Value;
return desc;
}
catch (Exception ex)
{
return Result.Failure("Failed to compile shader: " + ex.Message);
}
}
private static string ShaderPropertyTypeToHLSLType(ShaderPropertyType type)
{
return type switch
{
ShaderPropertyType.Float => "float",
ShaderPropertyType.Float2 => "float2",
ShaderPropertyType.Float3 => "float3",
ShaderPropertyType.Float4 => "float4",
ShaderPropertyType.Int => "int",
ShaderPropertyType.Int2 => "int2",
ShaderPropertyType.Int3 => "int3",
ShaderPropertyType.Int4 => "int4",
ShaderPropertyType.UInt => "uint",
ShaderPropertyType.UInt2 => "uint2",
ShaderPropertyType.UInt3 => "uint3",
ShaderPropertyType.UInt4 => "uint4",
ShaderPropertyType.Bool => "bool",
ShaderPropertyType.Bool2 => "bool2",
ShaderPropertyType.Bool3 => "bool3",
ShaderPropertyType.Bool4 => "bool4",
// NOTE: Textures here are bindless, represented as uint (descriptor index).
ShaderPropertyType.Texture2D => "TEXTURE2D",
ShaderPropertyType.Texture3D => "TEXTURE3D",
ShaderPropertyType.TextureCube => "TEXTURECUBE",
ShaderPropertyType.Texture2DArray => "TEXTURE2D_ARRAY",
ShaderPropertyType.TextureCubeArray => "TEXTURECUBE_ARRAY",
ShaderPropertyType.Sampler => "SAMPLER",
_ => throw new ArgumentOutOfRangeException(nameof(type), $"Unsupported shader property type: {type}")
};
}
public static Result<string> GenerateShaderCode(ShaderDescriptor descriptor, string targetDirectory, string globalDataPath)
{
if (!Directory.Exists(targetDirectory))
{
return Result.Failure("Target directory does not exist.");
}
var outputFileName = descriptor.name.Replace('/', '_');
var outputFilePath = Path.Combine(targetDirectory, outputFileName + ".g.hlsl");
var outputDirectory = Path.GetDirectoryName(outputFilePath);
if (!Directory.Exists(outputDirectory))
{
Directory.CreateDirectory(outputDirectory!);
}
using var fileStream = File.CreateText(outputFilePath);
var fileDefine = outputFileName.Replace('/', '_').ToUpperInvariant() + "_G_HLSL";
var sb = new StringBuilder();
sb.AppendLine(_GENERATED_FILE_HEADER);
sb.AppendLine(@$"
#ifndef {fileDefine}
#define {fileDefine}
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""
#include ""{globalDataPath}""");
sb.Append(@"
struct PerMaterialData
{");
foreach (var prop in descriptor.properties)
{
sb.Append($@"
{ShaderPropertyTypeToHLSLType(prop.type)} {prop.name};");
}
sb.Append(@"
};");
sb.AppendLine();
sb.AppendLine(@$"
#endif // {fileDefine}");
fileStream.Write(sb.ToString());
return outputFilePath;
}
public static Result<string> GenerateGlobalProperties(List<PropertyDescriptor> globalProperties, string targetDirectory)
{
if (!Directory.Exists(targetDirectory))
{
return Result.Failure("Target directory does not exist.");
}
var globalFilePath = Path.Combine(targetDirectory, _GLOBAL_PROPERTY_FILE_NAME);
using var globalFileStream = File.CreateText(globalFilePath);
var sb = new StringBuilder();
sb.AppendLine(_GENERATED_FILE_HEADER);
sb.Append(@"
#ifndef GLOBALDATA_G_HLSL
#define GLOBALDATA_G_HLSL
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""
struct GlobalData
{");
foreach (var prop in globalProperties)
{
sb.Append($@"
{ShaderPropertyTypeToHLSLType(prop.type)} {prop.name};");
}
sb.AppendLine(@"
};
#endif // GLOBALDATA_G_HLSL");
globalFileStream.Write(sb.ToString());
return globalFilePath;
}
}