/**************************************************************************/ /* 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 entry_point_stages; HashMap> render_mode_values; HashMap render_mode_flags; HashMap usage_flag_pointers; HashMap write_flag_pointers; HashMap *uniforms = nullptr; }; struct GeneratedCode { Vector defines; struct Texture { StringName name; ShaderLanguage::DataType type = ShaderLanguage::DataType::TYPE_VOID; ShaderLanguage::ShaderNode::Uniform::Hint hint = ShaderLanguage::ShaderNode::Uniform::Hint::HINT_NONE; 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_uniforms; Vector uniform_offsets; uint32_t uniform_total_size = 0; String uniforms; String stage_globals[STAGE_MAX]; HashMap 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 renames; HashMap render_mode_defines; HashMap usage_defines; HashMap custom_samplers; ShaderLanguage::TextureFilter default_filter = ShaderLanguage::TextureFilter::FILTER_NEAREST; ShaderLanguage::TextureRepeat default_repeat = ShaderLanguage::TextureRepeat::REPEAT_DISABLE; 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 &p_func_code, String &r_to_add, HashSet &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 texture_functions; HashSet used_name_defines; HashSet used_flag_pointers; HashSet used_rmode_defines; HashSet internal_functions; HashSet 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