/*************************************************************************/ /* shader_preprocessor.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_PREPROCESSOR_H #define SHADER_PREPROCESSOR_H #include "core/string/ustring.h" #include "core/templates/list.h" #include "core/templates/local_vector.h" #include "core/templates/rb_map.h" #include "core/templates/rb_set.h" #include "core/typedefs.h" #include "core/io/resource_loader.h" #include "core/os/os.h" #include "scene/resources/shader.h" #include "scene/resources/shader_include.h" class ShaderPreprocessor { public: enum CompletionType { COMPLETION_TYPE_NONE, COMPLETION_TYPE_DIRECTIVE, COMPLETION_TYPE_PRAGMA_DIRECTIVE, COMPLETION_TYPE_PRAGMA, COMPLETION_TYPE_INCLUDE_PATH, }; struct FilePosition { String file; int line = 0; }; private: struct Token { char32_t text; int line; Token(); Token(char32_t p_text, int p_line); }; // The real preprocessor that understands basic shader and preprocessor language syntax. class Tokenizer { public: String code; int line; int index; int size; Vector generated; private: void add_generated(const Token &p_t); char32_t next(); public: int get_line() const; int get_index() const; char32_t peek(); void get_and_clear_generated(Vector *r_out); void backtrack(char32_t p_what); LocalVector advance(char32_t p_what); void skip_whitespace(); String get_identifier(bool *r_is_cursor = nullptr, bool p_started = false); String peek_identifier(); Token get_token(); Tokenizer(const String &p_code); }; class CommentRemover { private: LocalVector stripped; String code; int index; int line; int comment_line_open; int comments_open; int strings_open; public: String get_error() const; int get_error_line() const; char32_t peek() const; bool advance(char32_t p_what); String strip(); CommentRemover(const String &p_code); }; struct Define { Vector arguments; String body; }; struct SkippedCondition { int start_line = -1; int end_line = -1; }; struct State { RBMap defines; Vector skip_stack_else; int condition_depth = 0; RBSet includes; List cyclic_include_hashes; // Holds code hash of includes. int include_depth = 0; String current_include; String current_shader_type; String error; List include_positions; RBMap> skipped_conditions; bool disabled = false; CompletionType completion_type = COMPLETION_TYPE_NONE; HashSet> shader_includes; }; private: LocalVector output; State *state = nullptr; bool state_owner = false; private: static bool is_char_word(char32_t p_char); static bool is_char_space(char32_t p_char); static bool is_char_end(char32_t p_char); static String vector_to_string(const LocalVector &p_v, int p_start = 0, int p_end = -1); static String tokens_to_string(const LocalVector &p_tokens); void process_directive(Tokenizer *p_tokenizer); void process_define(Tokenizer *p_tokenizer); void process_else(Tokenizer *p_tokenizer); void process_endif(Tokenizer *p_tokenizer); void process_if(Tokenizer *p_tokenizer); void process_ifdef(Tokenizer *p_tokenizer); void process_ifndef(Tokenizer *p_tokenizer); void process_include(Tokenizer *p_tokenizer); void process_pragma(Tokenizer *p_tokenizer); void process_undef(Tokenizer *p_tokenizer); void start_branch_condition(Tokenizer *p_tokenizer, bool p_success); void expand_output_macros(int p_start, int p_line); Error expand_macros(const String &p_string, int p_line, String &r_result); bool expand_macros_once(const String &p_line, int p_line_number, const RBMap::Element *p_define_pair, String &r_expanded); bool find_match(const String &p_string, const String &p_value, int &r_index, int &r_index_start); String next_directive(Tokenizer *p_tokenizer, const Vector &p_directives); void add_to_output(const String &p_str); void set_error(const String &p_error, int p_line); static Define *create_define(const String &p_body); void clear(); Error preprocess(State *p_state, const String &p_code, String &r_result); public: typedef void (*IncludeCompletionFunction)(List *); Error preprocess(const String &p_code, String &r_result, String *r_error_text = nullptr, List *r_error_position = nullptr, HashSet> *r_includes = nullptr, List *r_completion_options = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr); static void get_keyword_list(List *r_keywords, bool p_include_shader_keywords); static void get_pragma_list(List *r_pragmas); ShaderPreprocessor(); ~ShaderPreprocessor(); }; #endif // SHADER_PREPROCESSOR_H