Files
GhostEngine/Ghost.Core/Graphics/ShaderDescriptor.cs
Misaki d71bdb3fc9 Refactor shader system: arrays, keywords, property syntax
Major refactor of shader compiler and related systems:
- Switch ShaderDescriptor/PassDescriptor to arrays; remove IPassDescriptor
- Rewrite keywords block parser/semantic analysis for flexible syntax
- Change property initializers to brace syntax `{ ... }`
- Simplify TokenStream API (remove ref index params)
- Make GetBindlessIndex return uint (~0u for not found)
- Update shader compilation and variant logic for new descriptors
- Update test shader syntax to match new property/keyword formats
- Add AGENTS.md agent development guide
- Add Antlr4 dependency to Ghost.DSL
- Miscellaneous code style and error handling improvements
2026-01-10 18:36:18 +09:00

99 lines
2.6 KiB
C#

namespace Ghost.Core.Graphics;
public enum KeywordSpace
{
Local,
Global,
}
public enum ShaderPropertyType
{
None,
Float, Float2, Float3, Float4,
Float4x4,
Int, Int2, Int3, Int4,
UInt, UInt2, UInt3, UInt4,
Bool, Bool2, Bool3, Bool4,
Texture2D, Texture3D, TextureCube,
Texture2DArray, TextureCubeArray,
Sampler
}
public struct ShaderEntryPoint
{
public string entry;
public string shader;
public readonly bool IsCreated => !string.IsNullOrEmpty(entry) && !string.IsNullOrEmpty(shader);
}
public struct KeywordsGroup
{
public KeywordSpace space;
public List<string> keywords;
}
public struct PropertyDescriptor
{
public ShaderPropertyType type;
public string name;
public object? defaultValue;
}
public struct PassDescriptor
{
public string identifier;
public string name;
public ShaderEntryPoint taskShader;
public ShaderEntryPoint meshShader;
public ShaderEntryPoint pixelShader;
public string[] defines;
public string[] includes;
public KeywordsGroup[] keywords;
public PipelineState localPipeline;
}
public class ShaderDescriptor
{
public string name = string.Empty;
public uint cbufferSize;
public PropertyDescriptor[] globalProperties = null!;
public PropertyDescriptor[] properties = null!;
public PassDescriptor[] passes = null!;
}
public static class ShaderDescriptorExtensions
{
public static uint GetSize(this ShaderPropertyType type)
{
return type switch
{
ShaderPropertyType.Float => 4,
ShaderPropertyType.Float2 => 8,
ShaderPropertyType.Float3 => 12,
ShaderPropertyType.Float4 => 16,
ShaderPropertyType.Float4x4 => 64,
ShaderPropertyType.Int => 4,
ShaderPropertyType.Int2 => 8,
ShaderPropertyType.Int3 => 12,
ShaderPropertyType.Int4 => 16,
ShaderPropertyType.UInt => 4,
ShaderPropertyType.UInt2 => 8,
ShaderPropertyType.UInt3 => 12,
ShaderPropertyType.UInt4 => 16,
ShaderPropertyType.Bool => 4,
ShaderPropertyType.Bool2 => 8,
ShaderPropertyType.Bool3 => 12,
ShaderPropertyType.Bool4 => 16,
ShaderPropertyType.Texture2D => 4, // Bindless resource use uint32
ShaderPropertyType.Texture3D => 4,
ShaderPropertyType.TextureCube => 4,
ShaderPropertyType.Texture2DArray => 4,
ShaderPropertyType.TextureCubeArray => 4,
ShaderPropertyType.Sampler => 4,
_ => 0,
};
}
}