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- /**************************************************************************/
- /* shader_compiler_gles3.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef SHADER_COMPILER_GLES3_H
- #define SHADER_COMPILER_GLES3_H
- #include "core/pair.h"
- #include "servers/visual/shader_language.h"
- #include "servers/visual/shader_types.h"
- #include "servers/visual_server.h"
- class ShaderCompilerGLES3 {
- public:
- struct IdentifierActions {
- Map<StringName, Pair<int *, int>> render_mode_values;
- Map<StringName, bool *> render_mode_flags;
- Map<StringName, bool *> usage_flag_pointers;
- Map<StringName, bool *> write_flag_pointers;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
- };
- struct GeneratedCode {
- Vector<CharString> defines;
- Vector<StringName> texture_uniforms;
- Vector<ShaderLanguage::DataType> texture_types;
- Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
- Vector<uint32_t> uniform_offsets;
- uint32_t uniform_total_size;
- String uniforms;
- String vertex_global;
- String vertex;
- String fragment_global;
- String fragment;
- String light;
- bool uses_fragment_time;
- bool uses_vertex_time;
- };
- private:
- ShaderLanguage parser;
- struct DefaultIdentifierActions {
- Map<StringName, String> renames;
- Map<StringName, String> render_mode_defines;
- Map<StringName, String> usage_defines;
- };
- void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
- String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope = true);
- const ShaderLanguage::ShaderNode *shader;
- const ShaderLanguage::FunctionNode *function;
- StringName current_func_name;
- StringName vertex_name;
- StringName fragment_name;
- StringName light_name;
- StringName time_name;
- Set<StringName> used_name_defines;
- Set<StringName> used_flag_pointers;
- Set<StringName> used_rmode_defines;
- Set<StringName> internal_functions;
- Set<StringName> fragment_varyings;
- DefaultIdentifierActions actions[VS::SHADER_MAX];
- public:
- Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
- ShaderCompilerGLES3();
- };
- #endif // SHADER_COMPILER_GLES3_H
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