godot/servers/rendering/shader_compiler.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

138 lines
5.8 KiB
C++
Raw Normal View History

/**************************************************************************/
2021-11-16 15:25:42 +00:00
/* 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. */
/**************************************************************************/
2021-11-16 15:25:42 +00:00
#ifndef SHADER_COMPILER_H
#define SHADER_COMPILER_H
#include "core/templates/pair.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering_server.h"
2021-11-16 15:25:42 +00:00
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 = nullptr;
};
struct GeneratedCode {
Vector<String> defines;
struct Texture {
StringName name;
ShaderLanguage::DataType type = ShaderLanguage::DataType::TYPE_VOID;
ShaderLanguage::ShaderNode::Uniform::Hint hint = ShaderLanguage::ShaderNode::Uniform::Hint::HINT_NONE;
2022-05-31 08:44:44 +00:00
bool use_color = false;
ShaderLanguage::TextureFilter filter = ShaderLanguage::TextureFilter::FILTER_DEFAULT;
ShaderLanguage::TextureRepeat repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT;
bool global = false;
int array_size = 0;
};
Vector<Texture> texture_uniforms;
Vector<uint32_t> uniform_offsets;
uint32_t uniform_total_size = 0;
String uniforms;
String stage_globals[STAGE_MAX];
HashMap<String, String> code;
bool uses_global_textures = false;
bool uses_fragment_time = false;
bool uses_vertex_time = false;
bool uses_screen_texture_mipmaps = false;
bool uses_screen_texture = false;
bool uses_depth_texture = false;
bool uses_normal_roughness_texture = false;
};
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::TextureFilter::FILTER_DEFAULT;
ShaderLanguage::TextureRepeat default_repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT;
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);
2021-11-16 15:25:42 +00:00
ShaderCompiler();
};
2021-11-16 15:25:42 +00:00
#endif // SHADER_COMPILER_H