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