godot/servers/visual/rasterizer_rd/shader_compiler_rd.h

93 lines
2.7 KiB
C++

#ifndef SHADER_COMPILER_RD_H
#define SHADER_COMPILER_RD_H
#include "core/pair.h"
#include "servers/visual/shader_language.h"
#include "servers/visual/shader_types.h"
#include "servers/visual_server.h"
class ShaderCompilerRD {
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, bool *> write_flag_pointers;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
};
struct GeneratedCode {
Vector<String> defines;
struct Texture {
StringName name;
ShaderLanguage::DataType type;
ShaderLanguage::ShaderNode::Uniform::Hint hint;
ShaderLanguage::TextureFilter filter;
ShaderLanguage::TextureRepeat repeat;
};
Vector<Texture> 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;
bool uses_fragment_time;
bool uses_vertex_time;
};
struct DefaultIdentifierActions {
Map<StringName, String> renames;
Map<StringName, String> render_mode_defines;
Map<StringName, String> usage_defines;
Map<StringName, String> custom_samplers;
ShaderLanguage::TextureFilter default_filter;
ShaderLanguage::TextureRepeat default_repeat;
String sampler_array_name;
int base_texture_binding_index;
int texture_layout_set;
String base_uniform_string;
};
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 Map<StringName, String> &p_func_code, String &r_to_add, Set<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);
const ShaderLanguage::ShaderNode *shader;
const ShaderLanguage::FunctionNode *function;
StringName current_func_name;
StringName vertex_name;
StringName fragment_name;
StringName light_name;
StringName time_name;
Set<StringName> texture_functions;
Set<StringName> used_name_defines;
Set<StringName> used_flag_pointers;
Set<StringName> used_rmode_defines;
Set<StringName> internal_functions;
DefaultIdentifierActions actions;
public:
Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
void initialize(DefaultIdentifierActions p_actions);
ShaderCompilerRD();
};
#endif // SHADERCOMPILERRD_H