115 lines
3.8 KiB
C#
115 lines
3.8 KiB
C#
namespace Ghost.SDL.Compiler.Parser;
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internal class ShaderBlock : IBlockParser<SDLSyntax, SDLSemantics>
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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.SHADER);
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}
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public static SDLSyntax Parse(TokenStreamSlice stream)
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{
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var shader = new SDLSyntax();
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stream.Expect(TokenType.Keyword);
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shader.name = stream.Expect(TokenType.StringLiteral);
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stream.Expect(TokenType.LBrace);
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var bodyStream = stream.Slice(stream.Remaining - 1);
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while (bodyStream.TryPeek(out var nextToken))
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{
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if (PropertiesBlock.ShouldEnter(nextToken))
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{
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shader.properties = PropertiesBlock.Parse(bodyStream.SliceNextBlock());
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}
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else if (PipelineBlock.ShouldEnter(nextToken))
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{
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shader.pipeline = PipelineBlock.Parse(bodyStream.SliceNextBlock());
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}
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else if (PassBlock.ShouldEnter(nextToken))
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{
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shader.passes ??= new();
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shader.passes.Add(PassBlock.Parse(bodyStream.SliceNextBlock()));
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}
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else if (nextToken.Match(TokenType.Identifier))
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{
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var func = ParseUtility.ParseFunction(ref bodyStream, TokenType.StringLiteral | TokenType.Number | TokenType.Identifier);
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shader.functionCalls ??= new();
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shader.functionCalls.Add(func);
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}
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else
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{
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throw new Exception($"Unexpected token '{nextToken}' in shader body.");
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}
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}
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stream.Expect(TokenType.RBrace);
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return shader;
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}
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public static SDLSemantics? SemanticAnalysis(SDLSyntax? syntax, List<SDLError> 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 shaderModel = new SDLSemantics
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{
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name = syntax.name.lexeme,
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properties = PropertiesBlock.SemanticAnalysis(syntax.properties, errors),
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pipeline = PipelineBlock.SemanticAnalysis(syntax.pipeline, errors)
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};
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if (syntax.passes != null)
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{
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foreach (var passSyntax in syntax.passes)
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{
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var passModel = PassBlock.SemanticAnalysis(passSyntax, errors);
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if (passModel != null)
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{
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shaderModel.passes ??= new();
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shaderModel.passes.Add(passModel);
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}
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}
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}
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if (syntax.functionCalls != null)
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{
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foreach (var func in syntax.functionCalls)
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{
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switch (func.name.lexeme)
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{
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case TokenLexicon.KnownFunctions.FALLBACK:
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if (func.arguments == null || func.arguments.Count != 1)
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{
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errors.Add(new SDLError
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{
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message = "Fallback declaration requires exactly one arguments: (fallback shader name).",
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line = func.name.line,
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column = func.name.column
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});
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continue;
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}
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shaderModel.fallback = func.arguments[0].lexeme;
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break;
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default:
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errors.Add(new SDLError
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{
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message = $"Unknown function '{func.name.lexeme}' in shader.",
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line = func.name.line,
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column = func.name.column
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});
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break;
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}
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}
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}
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return shaderModel;
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}
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}
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