123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139 |
- /**************************************************************************/
- /* shader_compiler.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_H
- #define SHADER_COMPILER_H
- #include "core/templates/pair.h"
- #include "servers/rendering/shader_language.h"
- #include "servers/rendering_server.h"
- class ShaderCompiler {
- public:
- enum Stage {
- STAGE_VERTEX,
- STAGE_FRAGMENT,
- STAGE_COMPUTE,
- STAGE_MAX
- };
- struct IdentifierActions {
- HashMap<StringName, Stage> entry_point_stages;
- HashMap<StringName, Pair<int *, int>> render_mode_values;
- HashMap<StringName, bool *> render_mode_flags;
- HashMap<StringName, bool *> usage_flag_pointers;
- HashMap<StringName, bool *> write_flag_pointers;
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
- };
- struct GeneratedCode {
- Vector<String> defines;
- struct Texture {
- StringName name;
- ShaderLanguage::DataType type;
- ShaderLanguage::ShaderNode::Uniform::Hint hint;
- bool use_color = false;
- ShaderLanguage::TextureFilter filter;
- ShaderLanguage::TextureRepeat repeat;
- bool global;
- int array_size;
- };
- Vector<Texture> texture_uniforms;
- Vector<uint32_t> uniform_offsets;
- uint32_t uniform_total_size;
- String uniforms;
- String stage_globals[STAGE_MAX];
- HashMap<String, String> code;
- bool uses_global_textures;
- bool uses_fragment_time;
- bool uses_vertex_time;
- bool uses_screen_texture_mipmaps;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_normal_roughness_texture;
- };
- struct DefaultIdentifierActions {
- HashMap<StringName, String> renames;
- HashMap<StringName, String> render_mode_defines;
- HashMap<StringName, String> usage_defines;
- HashMap<StringName, String> custom_samplers;
- ShaderLanguage::TextureFilter default_filter;
- ShaderLanguage::TextureRepeat default_repeat;
- String sampler_array_name;
- int base_texture_binding_index = 0;
- int texture_layout_set = 0;
- String base_uniform_string;
- String global_buffer_array_variable;
- String instance_uniform_index_variable;
- uint32_t base_varying_index = 0;
- bool apply_luminance_multiplier = false;
- bool check_multiview_samplers = false;
- };
- private:
- ShaderLanguage parser;
- String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
- void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<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_scope = true);
- const ShaderLanguage::ShaderNode *shader = nullptr;
- const ShaderLanguage::FunctionNode *function = nullptr;
- StringName current_func_name;
- StringName time_name;
- HashSet<StringName> texture_functions;
- HashSet<StringName> used_name_defines;
- HashSet<StringName> used_flag_pointers;
- HashSet<StringName> used_rmode_defines;
- HashSet<StringName> internal_functions;
- HashSet<StringName> fragment_varyings;
- DefaultIdentifierActions actions;
- static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_name);
- public:
- Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
- void initialize(DefaultIdentifierActions p_actions);
- ShaderCompiler();
- };
- #endif // SHADER_COMPILER_H
|