godot/servers/visual/shader_language.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

431 lines
10 KiB
C++

/*************************************************************************/
/* shader_language.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_LANGUAGE_H
#define SHADER_LANGUAGE_H
#include "typedefs.h"
#include "ustring.h"
#include "list.h"
#include "string_db.h"
#include "map.h"
#include "variant.h"
class ShaderLanguage {
public:
enum TokenType {
TK_EMPTY,
TK_INDENTIFIER,
TK_TRUE,
TK_FALSE,
TK_REAL_CONSTANT,
TK_TYPE_VOID,
TK_TYPE_BOOL,
TK_TYPE_FLOAT,
TK_TYPE_VEC2,
TK_TYPE_VEC3,
TK_TYPE_VEC4,
TK_TYPE_MAT2,
TK_TYPE_MAT3,
TK_TYPE_MAT4,
TK_TYPE_TEXTURE,
TK_TYPE_CUBEMAP,
TK_TYPE_COLOR,
TK_OP_EQUAL,
TK_OP_NOT_EQUAL,
TK_OP_LESS,
TK_OP_LESS_EQUAL,
TK_OP_GREATER,
TK_OP_GREATER_EQUAL,
TK_OP_AND,
TK_OP_OR,
TK_OP_NOT,
TK_OP_ADD,
TK_OP_SUB,
TK_OP_MUL,
TK_OP_DIV,
TK_OP_NEG,
TK_OP_ASSIGN,
TK_OP_ASSIGN_ADD,
TK_OP_ASSIGN_SUB,
TK_OP_ASSIGN_MUL,
TK_OP_ASSIGN_DIV,
TK_CF_IF,
TK_CF_ELSE,
TK_CF_RETURN,
TK_BRACKET_OPEN,
TK_BRACKET_CLOSE,
TK_CURLY_BRACKET_OPEN,
TK_CURLY_BRACKET_CLOSE,
TK_PARENTHESIS_OPEN,
TK_PARENTHESIS_CLOSE,
TK_COMMA,
TK_SEMICOLON,
TK_PERIOD,
TK_UNIFORM,
TK_ERROR,
TK_MAX
};
/* COMPILER */
enum ShaderType {
SHADER_MATERIAL_VERTEX,
SHADER_MATERIAL_FRAGMENT,
SHADER_MATERIAL_LIGHT,
SHADER_CANVAS_ITEM_VERTEX,
SHADER_CANVAS_ITEM_FRAGMENT,
SHADER_CANVAS_ITEM_LIGHT,
SHADER_POST_PROCESS,
};
enum DataType {
TYPE_VOID,
TYPE_BOOL,
TYPE_FLOAT,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
TYPE_TEXTURE,
TYPE_CUBEMAP,
};
enum Operator {
OP_ASSIGN,
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_ASSIGN_ADD,
OP_ASSIGN_SUB,
OP_ASSIGN_MUL,
OP_ASSIGN_DIV,
OP_NEG,
OP_NOT,
OP_CMP_EQ,
OP_CMP_NEQ,
OP_CMP_LEQ,
OP_CMP_GEQ,
OP_CMP_LESS,
OP_CMP_GREATER,
OP_CMP_OR,
OP_CMP_AND,
OP_CALL,
OP_CONSTRUCT,
OP_MAX
};
enum FlowOperation {
FLOW_OP_IF,
FLOW_OP_RETURN,
//FLOW_OP_FOR,
//FLOW_OP_WHILE,
//FLOW_OP_DO,
//FLOW_OP_BREAK,
//FLOW_OP_CONTINUE,
};
struct Node {
enum Type {
TYPE_PROGRAM,
TYPE_FUNCTION,
TYPE_BLOCK,
TYPE_VARIABLE,
TYPE_CONSTANT,
TYPE_OPERATOR,
TYPE_CONTROL_FLOW,
TYPE_MEMBER
};
Node * parent;
Type type;
virtual DataType get_datatype() const { return TYPE_VOID; }
virtual ~Node() {}
};
struct OperatorNode : public Node {
DataType return_cache;
Operator op;
Vector<Node*> arguments;
virtual DataType get_datatype() const { return return_cache; }
OperatorNode() { type=TYPE_OPERATOR; return_cache=TYPE_VOID; }
};
struct VariableNode : public Node {
bool uniform;
DataType datatype_cache;
StringName name;
virtual DataType get_datatype() const { return datatype_cache; }
VariableNode() { type=TYPE_VARIABLE; datatype_cache=TYPE_VOID; uniform=false; }
};
struct ConstantNode : public Node {
DataType datatype;
Variant value;
virtual DataType get_datatype() const { return datatype; }
ConstantNode() { type=TYPE_CONSTANT; }
};
struct BlockNode : public Node {
Map<StringName,DataType> variables;
List<Node*> statements;
BlockNode() { type=TYPE_BLOCK; }
};
struct ControlFlowNode : public Node {
FlowOperation flow_op;
Vector<Node*> statements;
ControlFlowNode() { type=TYPE_CONTROL_FLOW; flow_op=FLOW_OP_IF;}
};
struct MemberNode : public Node {
DataType basetype;
DataType datatype;
StringName name;
Node* owner;
virtual DataType get_datatype() const { return datatype; }
MemberNode() { type=TYPE_MEMBER; }
};
struct FunctionNode : public Node {
struct Argument {
StringName name;
DataType type;
};
StringName name;
DataType return_type;
Vector<Argument> arguments;
BlockNode *body;
FunctionNode() { type=TYPE_FUNCTION; }
};
struct Uniform {
int order;
DataType type;
Variant default_value;
};
struct ProgramNode : public Node {
struct Function {
StringName name;
FunctionNode*function;
};
Map<StringName,DataType> builtin_variables;
Map<StringName,Uniform> uniforms;
Vector<Function> functions;
BlockNode *body;
ProgramNode() { type=TYPE_PROGRAM; }
};
struct Expression {
bool is_op;
union {
TokenType op;
Node *node;
};
};
typedef Error (*CompileFunc)(void*,ProgramNode*);
struct VarInfo {
StringName name;
DataType type;
};
private:
static const char * token_names[TK_MAX];
struct Token {
TokenType type;
StringName text;
uint16_t line,col;
Token(TokenType p_type=TK_EMPTY,const String& p_text=String()) { type=p_type; text=p_text; line=0; col=0; }
};
static Token read_token(const CharType* p_text,int p_len,int &r_line,int &r_chars);
static Error tokenize(const String& p_text,Vector<Token> *p_tokens,String *r_error,int *r_err_line,int *r_err_column);
class Parser {
Vector<Token> tokens;
int pos;
String error;
public:
void set_error(const String& p_error) { error=p_error; }
void get_error(String *r_error, int *r_line, int *r_column) {
*r_error=error;
*r_line=get_next_token(0).line;
*r_column=get_next_token(0).col;
}
Token get_next_token(int ofs=0) const { int idx=pos+ofs; if (idx<0 || idx>=tokens.size()) return Token(TK_ERROR); return tokens[idx]; }
TokenType get_next_token_type(int ofs=0) const { int idx=pos+ofs; if (idx<0 || idx>=tokens.size()) return TK_ERROR; return tokens[idx].type; }
void advance(int p_amount=1) { pos+=p_amount; }
bool is_at_end() const { return pos>=tokens.size(); }
ProgramNode *program;
template<class T>
T* create_node(Node *p_parent) { T*n=memnew( T ); nodegc.push_back(n); n->parent=p_parent; return n; }
List<Node*> nodegc;
Parser(const Vector<Token>& p_tokens) { tokens=p_tokens; pos=0;}
};
struct IntrinsicFuncDef {
enum { MAX_ARGS=5 };
const char* name;
DataType rettype;
const DataType args[MAX_ARGS];
};
static const IntrinsicFuncDef intrinsic_func_defs[];
struct OperatorDef {
enum { MAX_ARGS=2 };
Operator op;
DataType rettype;
const DataType args[MAX_ARGS];
};
static const OperatorDef operator_defs[];
struct BuiltinsDef {
const char* name;
DataType type;
};
static const BuiltinsDef vertex_builtins_defs[];
static const BuiltinsDef fragment_builtins_defs[];
static const BuiltinsDef light_builtins_defs[];
static const BuiltinsDef ci_vertex_builtins_defs[];
static const BuiltinsDef ci_fragment_builtins_defs[];
static const BuiltinsDef ci_light_builtins_defs[];
static const BuiltinsDef postprocess_fragment_builtins_defs[];
static DataType get_token_datatype(TokenType p_type);
static String get_datatype_name(DataType p_type);
static bool is_token_datatype(TokenType p_type);
static bool is_token_nonvoid_datatype(TokenType p_type);
static bool test_existing_identifier(Node *p_node,const StringName p_identifier,bool p_func=true,bool p_var=true,bool p_builtin=true);
static bool parser_is_at_function(Parser& parser);
static DataType compute_node_type(Node *p_node);
static Node* validate_function_call(Parser&parser, OperatorNode *p_func);
static Node* validate_operator(Parser& parser,OperatorNode *p_func);
static bool is_token_operator(TokenType p_type);
static Operator get_token_operator(TokenType p_type);
static Error parse_expression(Parser& parser,Node *p_parent,Node **r_expr);
static Error parse_variable_declaration(Parser& parser,BlockNode *p_block);
static Error parse_function(Parser& parser,BlockNode *p_block);
static Error parse_flow_if(Parser& parser,Node *p_parent,Node **r_statement);
static Error parse_flow_return(Parser& parser,Node *p_parent,Node **r_statement);
static Error parse_statement(Parser& parser,Node *p_parent,Node **r_statement);
static Error parse_block(Parser& parser,BlockNode *p_block);
static Error parse(const Vector<Token> &p_tokens,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column);
;
public:
static void get_keyword_list(ShaderType p_type,List<String> *p_keywords);
static Error compile(const String& p_code,ShaderType p_type, CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column);
static String lex_debug(const String& p_code);
};
#endif // SHADER_LANGUAGE_H