galacean / engine

A typescript interactive engine, support 2D, 3D, animation, physics, built on WebGL and glTF.
https://galacean.antgroup.com/engine
MIT License
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Refactoring the ShaderLab Compiler Module using the LALR Algorithm for Enhanced GLSL Compatibility and Reduced Build Size #2113

Closed Sway007 closed 2 months ago

Sway007 commented 3 months ago

Please check if the PR fulfills these requirements

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

In this update, we made a significant overhaul of the ShaderLab module, employing the LALR (Look-Ahead Left-to-Right) parsing algorithm to achieve several substantial improvements over the previous version. This refactoring effort aligns more closely with the GLES syntax standard, providing improved compatibility with the GLSL language. Below are the key highlights of this update:

  1. Completely Rewrite using the LALR Algorithm The compiler has been rebuilt from the ground up utilizing the LALR algorithm. This strategic choice not only enhances the parsing efficiency but also ensures that our compiler adheres closely to the GLES syntax standard. Through this approach, we have achieved a more robust compatibility with GLSL, catering to a wider range of shader programming needs.

  2. Elimination of Third-party Dependency A significant advancement in this version is the removal of third-party package chevrotain dependency. This decision drastically reduces the overall package size, leading to leaner build outputs. This reduction in dependencies not only simplifies the build process but also minimizes potential conflicts and enhances the portability of the compiler.

  3. User-friendly Programming with Less Syntax Restriction Compared to version 1.2, the current iteration of the compiler introduces fewer syntax restrictions, offering a more user-friendly programming experience. We've also simplified syntax extension, making it easier for developers to introduce new features and customizations. This flexibility encourages experimentation and innovation within shader programming.

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

  1. Struct declaration mandates a semicolon at the end of a struct declaration

    struct Light {
        vec4 position;
        vec4 color;
    }

    After update

    struct Light {
        vec4 position;
        vec4 color;
    };
  2. Declare shader main entry function (vertex and fragment shader main) assignment after main function definition

    Pass "default" {
        ...
        VertexShader = vert;
        FragmentShader = frag;
    
        v2f vert(a2v o) {
            ...
        }
    
        void frag(v2f i) {
           ...
        }
        ...
    }

    After update

    Pass "default" {
        ...
        v2f vert(a2v o) {
            ...
        }
    
        void frag(v2f i) {
           ...
        }
    
        VertexShader = vert;
        FragmentShader = frag;
        ...
    }
zhuxudong commented 3 months ago

VertexShader = *** can before function definition in Unity

zhuxudong commented 3 months ago
zhuxudong commented 3 months ago
zhuxudong commented 3 months ago
zhuxudong commented 3 months ago
zhuxudong commented 3 months ago
zhuxudong commented 3 months ago
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GuoLei1990 commented 2 months ago

Merge logger to engine logger