godot/drivers/gles3/shader_compiler_gles3.h

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#ifndef SHADERCOMPILERGLES3_H
#define SHADERCOMPILERGLES3_H
#include "servers/visual/shader_language.h"
#include "servers/visual/shader_types.h"
#include "servers/visual_server.h"
#include "pair.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,ShaderLanguage::ShaderNode::Uniform> *uniforms;
};
struct GeneratedCode {
Vector<CharString> defines;
Vector<StringName> texture_uniforms;
Vector<uint32_t> uniform_offsets;
uint32_t uniform_total_size;
String uniforms;
String vertex_global;
String vertex;
String fragment_global;
String fragment;
String light;
};
private:
ShaderLanguage parser;
struct DefaultIdentifierActions {
Map<StringName,String> renames;
Map<StringName,String> render_mode_defines;
Map<StringName,String> usage_defines;
};
void _dump_function_deps(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(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions& p_actions, const DefaultIdentifierActions& p_default_actions);
Set<StringName> used_name_defines;
Set<StringName> used_rmode_defines;
Set<StringName> internal_functions;
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 // SHADERCOMPILERGLES3_H