93ffd9023f
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain.
815 lines
29 KiB
C++
815 lines
29 KiB
C++
/*************************************************************************/
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/* shader_compiler_gles3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_compiler_gles3.h"
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#include "os/os.h"
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#define SL ShaderLanguage
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static String _mktab(int p_level) {
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String tb;
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for (int i = 0; i < p_level; i++) {
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tb += "\t";
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}
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return tb;
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}
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static String _typestr(SL::DataType p_type) {
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return ShaderLanguage::get_datatype_name(p_type);
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}
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static int _get_datatype_size(SL::DataType p_type) {
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switch (p_type) {
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case SL::TYPE_VOID: return 0;
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case SL::TYPE_BOOL: return 4;
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case SL::TYPE_BVEC2: return 8;
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case SL::TYPE_BVEC3: return 16;
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case SL::TYPE_BVEC4: return 16;
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case SL::TYPE_INT: return 4;
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case SL::TYPE_IVEC2: return 8;
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case SL::TYPE_IVEC3: return 16;
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case SL::TYPE_IVEC4: return 16;
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case SL::TYPE_UINT: return 4;
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case SL::TYPE_UVEC2: return 8;
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case SL::TYPE_UVEC3: return 16;
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case SL::TYPE_UVEC4: return 16;
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case SL::TYPE_FLOAT: return 4;
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case SL::TYPE_VEC2: return 8;
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case SL::TYPE_VEC3: return 16;
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case SL::TYPE_VEC4: return 16;
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case SL::TYPE_MAT2: return 16;
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case SL::TYPE_MAT3: return 48;
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case SL::TYPE_MAT4: return 64;
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case SL::TYPE_SAMPLER2D: return 16;
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case SL::TYPE_ISAMPLER2D: return 16;
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case SL::TYPE_USAMPLER2D: return 16;
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case SL::TYPE_SAMPLERCUBE: return 16;
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}
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ERR_FAIL_V(0);
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}
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static String _prestr(SL::DataPrecision p_pres) {
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switch (p_pres) {
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case SL::PRECISION_LOWP: return "lowp ";
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case SL::PRECISION_MEDIUMP: return "mediump ";
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case SL::PRECISION_HIGHP: return "highp ";
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case SL::PRECISION_DEFAULT: return "";
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}
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return "";
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}
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static String _qualstr(SL::ArgumentQualifier p_qual) {
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switch (p_qual) {
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case SL::ARGUMENT_QUALIFIER_IN: return "";
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case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
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case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
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}
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return "";
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}
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static String _opstr(SL::Operator p_op) {
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return SL::get_operator_text(p_op);
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}
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static String _mkid(const String &p_id) {
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return "m_" + p_id;
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}
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static String f2sp0(float p_float) {
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if (int(p_float) == p_float)
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return itos(p_float) + ".0";
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else
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return rtoss(p_float);
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}
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static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
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switch (p_type) {
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case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
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case SL::TYPE_BVEC2:
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case SL::TYPE_BVEC3:
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case SL::TYPE_BVEC4: {
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String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += p_values[i].boolean ? "true" : "false";
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}
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text += ")";
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return text;
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}
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case SL::TYPE_INT: return itos(p_values[0].sint);
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case SL::TYPE_IVEC2:
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case SL::TYPE_IVEC3:
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case SL::TYPE_IVEC4: {
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String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += itos(p_values[i].sint);
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}
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text += ")";
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return text;
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} break;
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case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
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case SL::TYPE_UVEC2:
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case SL::TYPE_UVEC3:
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case SL::TYPE_UVEC4: {
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String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += itos(p_values[i].uint) + "u";
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}
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text += ")";
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return text;
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} break;
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case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
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case SL::TYPE_VEC2:
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case SL::TYPE_VEC3:
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case SL::TYPE_VEC4: {
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String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += f2sp0(p_values[i].real);
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}
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text += ")";
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return text;
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} break;
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case SL::TYPE_MAT2:
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case SL::TYPE_MAT3:
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case SL::TYPE_MAT4: {
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String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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text += ",";
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text += f2sp0(p_values[i].real);
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}
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text += ")";
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return text;
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} break;
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default: ERR_FAIL_V(String());
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}
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}
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void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
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int fidx = -1;
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for (int i = 0; i < p_node->functions.size(); i++) {
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if (p_node->functions[i].name == p_for_func) {
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fidx = i;
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break;
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}
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}
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ERR_FAIL_COND(fidx == -1);
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for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
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print_line(String(p_node->functions[fidx].name) + " uses function: " + String(E->get()));
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if (added.has(E->get())) {
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continue; //was added already
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}
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_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
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SL::FunctionNode *fnode = NULL;
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for (int i = 0; i < p_node->functions.size(); i++) {
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if (p_node->functions[i].name == E->get()) {
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fnode = p_node->functions[i].function;
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break;
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}
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}
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ERR_FAIL_COND(!fnode);
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r_to_add += "\n";
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String header;
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header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
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for (int i = 0; i < fnode->arguments.size(); i++) {
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if (i > 0)
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header += ", ";
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header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
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}
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header += ")\n";
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r_to_add += header;
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r_to_add += p_func_code[E->get()];
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added.insert(E->get());
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}
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}
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String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) {
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String code;
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switch (p_node->type) {
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case SL::Node::TYPE_SHADER: {
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SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
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for (int i = 0; i < pnode->render_modes.size(); i++) {
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if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
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r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
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used_rmode_defines.insert(pnode->render_modes[i]);
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}
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if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
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*p_actions.render_mode_flags[pnode->render_modes[i]] = true;
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}
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if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
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Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
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*p.first = p.second;
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}
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}
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int max_texture_uniforms = 0;
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int max_uniforms = 0;
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
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if (SL::is_sampler_type(E->get().type))
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max_texture_uniforms++;
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else
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max_uniforms++;
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}
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r_gen_code.texture_uniforms.resize(max_texture_uniforms);
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r_gen_code.texture_hints.resize(max_texture_uniforms);
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Vector<int> uniform_sizes;
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Vector<int> uniform_alignments;
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Vector<StringName> uniform_defines;
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uniform_sizes.resize(max_uniforms);
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uniform_alignments.resize(max_uniforms);
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uniform_defines.resize(max_uniforms);
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
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String ucode;
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if (SL::is_sampler_type(E->get().type)) {
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ucode = "uniform ";
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}
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ucode += _prestr(E->get().precission);
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ucode += _typestr(E->get().type);
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ucode += " " + _mkid(E->key());
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ucode += ";\n";
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if (SL::is_sampler_type(E->get().type)) {
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r_gen_code.vertex_global += ucode;
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r_gen_code.fragment_global += ucode;
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r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
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r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
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} else {
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if (r_gen_code.uniforms.empty()) {
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r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
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}
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uniform_defines[E->get().order] = ucode;
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uniform_sizes[E->get().order] = _get_datatype_size(E->get().type);
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uniform_alignments[E->get().order] = MIN(16, _get_datatype_size(E->get().type));
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}
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p_actions.uniforms->insert(E->key(), E->get());
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}
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for (int i = 0; i < max_uniforms; i++) {
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r_gen_code.uniforms += uniform_defines[i];
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}
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// add up
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for (int i = 0; i < uniform_sizes.size(); i++) {
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if (i > 0) {
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int align = uniform_sizes[i - 1] % uniform_alignments[i];
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if (align != 0) {
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uniform_sizes[i - 1] += uniform_alignments[i] - align;
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}
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uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
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}
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}
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//offset
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r_gen_code.uniform_offsets.resize(uniform_sizes.size());
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for (int i = 0; i < uniform_sizes.size(); i++) {
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if (i > 0)
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r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
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else
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r_gen_code.uniform_offsets[i] = 0;
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}
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/*
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for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
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if (SL::is_sampler_type(E->get().type)) {
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continue;
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}
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print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
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}
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*/
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if (uniform_sizes.size()) {
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r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
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} else {
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r_gen_code.uniform_total_size = 0;
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}
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for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
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String vcode;
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vcode += _prestr(E->get().precission);
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vcode += _typestr(E->get().type);
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vcode += " " + _mkid(E->key());
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vcode += ";\n";
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r_gen_code.vertex_global += "out " + vcode;
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r_gen_code.fragment_global += "in " + vcode;
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}
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Map<StringName, String> function_code;
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//code for functions
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for (int i = 0; i < pnode->functions.size(); i++) {
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SL::FunctionNode *fnode = pnode->functions[i].function;
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function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions);
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}
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//place functions in actual code
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Set<StringName> added_vtx;
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Set<StringName> added_fragment; //share for light
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for (int i = 0; i < pnode->functions.size(); i++) {
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SL::FunctionNode *fnode = pnode->functions[i].function;
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current_func_name = fnode->name;
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if (fnode->name == "vertex") {
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_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
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r_gen_code.vertex = function_code["vertex"];
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}
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if (fnode->name == "fragment") {
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_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
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r_gen_code.fragment = function_code["fragment"];
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}
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if (fnode->name == "light") {
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_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
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r_gen_code.light = function_code["light"];
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}
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}
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//code+=dump_node_code(pnode->body,p_level);
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} break;
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case SL::Node::TYPE_FUNCTION: {
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} break;
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case SL::Node::TYPE_BLOCK: {
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SL::BlockNode *bnode = (SL::BlockNode *)p_node;
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//variables
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code += _mktab(p_level - 1) + "{\n";
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for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) {
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code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + _mkid(E->key()) + ";\n";
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}
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for (int i = 0; i < bnode->statements.size(); i++) {
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String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions);
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if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) {
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// FIXME: if (A || A) ? I am hesitant to delete one of them, could be copy-paste error.
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code += scode; //use directly
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} else {
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code += _mktab(p_level) + scode + ";\n";
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}
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}
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code += _mktab(p_level - 1) + "}\n";
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} break;
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case SL::Node::TYPE_VARIABLE: {
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SL::VariableNode *vnode = (SL::VariableNode *)p_node;
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if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
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String define = p_default_actions.usage_defines[vnode->name];
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if (define.begins_with("@")) {
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define = p_default_actions.usage_defines[define.substr(1, define.length())];
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}
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r_gen_code.defines.push_back(define.utf8());
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used_name_defines.insert(vnode->name);
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}
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if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
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*p_actions.usage_flag_pointers[vnode->name] = true;
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used_flag_pointers.insert(vnode->name);
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}
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|
|
if (p_default_actions.renames.has(vnode->name))
|
|
code = p_default_actions.renames[vnode->name];
|
|
else
|
|
code = _mkid(vnode->name);
|
|
|
|
if (vnode->name == time_name) {
|
|
if (current_func_name == vertex_name) {
|
|
r_gen_code.uses_vertex_time = true;
|
|
}
|
|
if (current_func_name == fragment_name) {
|
|
r_gen_code.uses_fragment_time = true;
|
|
}
|
|
}
|
|
|
|
} break;
|
|
case SL::Node::TYPE_CONSTANT: {
|
|
SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
|
|
return get_constant_text(cnode->datatype, cnode->values);
|
|
|
|
} break;
|
|
case SL::Node::TYPE_OPERATOR: {
|
|
SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
|
|
|
|
switch (onode->op) {
|
|
|
|
case SL::OP_ASSIGN:
|
|
case SL::OP_ASSIGN_ADD:
|
|
case SL::OP_ASSIGN_SUB:
|
|
case SL::OP_ASSIGN_MUL:
|
|
case SL::OP_ASSIGN_DIV:
|
|
case SL::OP_ASSIGN_SHIFT_LEFT:
|
|
case SL::OP_ASSIGN_SHIFT_RIGHT:
|
|
case SL::OP_ASSIGN_MOD:
|
|
case SL::OP_ASSIGN_BIT_AND:
|
|
case SL::OP_ASSIGN_BIT_OR:
|
|
case SL::OP_ASSIGN_BIT_XOR:
|
|
if (onode->arguments[0]->type == SL::Node::TYPE_VARIABLE) {
|
|
SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
|
|
if (p_actions.write_flag_pointers.has(vnode->name)) {
|
|
*p_actions.write_flag_pointers[vnode->name] = true;
|
|
}
|
|
}
|
|
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
|
|
break;
|
|
case SL::OP_BIT_INVERT:
|
|
case SL::OP_NEGATE:
|
|
case SL::OP_NOT:
|
|
case SL::OP_DECREMENT:
|
|
case SL::OP_INCREMENT:
|
|
code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
|
|
break;
|
|
case SL::OP_POST_DECREMENT:
|
|
case SL::OP_POST_INCREMENT:
|
|
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op);
|
|
break;
|
|
case SL::OP_CALL:
|
|
case SL::OP_CONSTRUCT: {
|
|
|
|
ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
|
|
|
|
SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
|
|
|
|
if (onode->op == SL::OP_CONSTRUCT) {
|
|
code += String(vnode->name);
|
|
} else {
|
|
|
|
if (internal_functions.has(vnode->name)) {
|
|
code += vnode->name;
|
|
} else if (p_default_actions.renames.has(vnode->name)) {
|
|
code += p_default_actions.renames[vnode->name];
|
|
} else {
|
|
code += _mkid(vnode->name);
|
|
}
|
|
}
|
|
|
|
code += "(";
|
|
|
|
for (int i = 1; i < onode->arguments.size(); i++) {
|
|
if (i > 1)
|
|
code += ", ";
|
|
code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions);
|
|
}
|
|
code += ")";
|
|
} break;
|
|
case SL::OP_INDEX: {
|
|
|
|
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
|
|
code += "[";
|
|
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
|
|
code += "]";
|
|
|
|
} break;
|
|
case SL::OP_SELECT_IF: {
|
|
|
|
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
|
|
code += "?";
|
|
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
|
|
code += ":";
|
|
code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions);
|
|
|
|
} break;
|
|
|
|
default: {
|
|
|
|
code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")";
|
|
break;
|
|
}
|
|
}
|
|
|
|
} break;
|
|
case SL::Node::TYPE_CONTROL_FLOW: {
|
|
SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
|
|
if (cfnode->flow_op == SL::FLOW_OP_IF) {
|
|
|
|
code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
|
|
code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
|
|
if (cfnode->blocks.size() == 2) {
|
|
|
|
code += _mktab(p_level) + "else\n";
|
|
code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions);
|
|
}
|
|
} else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
|
|
|
|
code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
|
|
code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
|
|
|
|
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
|
|
|
|
if (cfnode->expressions.size()) {
|
|
code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ";";
|
|
} else {
|
|
code = "return;";
|
|
}
|
|
}
|
|
|
|
} break;
|
|
case SL::Node::TYPE_MEMBER: {
|
|
SL::MemberNode *mnode = (SL::MemberNode *)p_node;
|
|
code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions) + "." + mnode->name;
|
|
|
|
} break;
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
|
|
|
|
Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
|
|
|
|
if (err != OK) {
|
|
#if 1
|
|
|
|
Vector<String> shader = p_code.split("\n");
|
|
for (int i = 0; i < shader.size(); i++) {
|
|
print_line(itos(i) + " " + shader[i]);
|
|
}
|
|
#endif
|
|
|
|
_err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
|
|
return err;
|
|
}
|
|
|
|
r_gen_code.defines.clear();
|
|
r_gen_code.vertex = String();
|
|
r_gen_code.vertex_global = String();
|
|
r_gen_code.fragment = String();
|
|
r_gen_code.fragment_global = String();
|
|
r_gen_code.light = String();
|
|
r_gen_code.uses_fragment_time = false;
|
|
r_gen_code.uses_vertex_time = false;
|
|
|
|
used_name_defines.clear();
|
|
used_rmode_defines.clear();
|
|
used_flag_pointers.clear();
|
|
|
|
_dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode]);
|
|
|
|
return OK;
|
|
}
|
|
|
|
ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
|
|
|
/** CANVAS ITEM SHADER **/
|
|
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"] = "vertex";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
|
|
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
|
|
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["POSITION"] = "(gl_FragCoord.xy)";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
|
|
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
|
|
//actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
|
|
actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
|
|
|
|
actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
|
|
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
|
|
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
|
|
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
|
|
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
|
|
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
|
|
|
|
actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
|
|
|
/** SPATIAL SHADER **/
|
|
|
|
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
|
|
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
|
|
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
|
|
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
|
|
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
|
|
|
|
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
|
|
actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
|
|
actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
|
|
actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
|
|
actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
|
|
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
|
|
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
|
|
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
|
|
//actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
|
|
|
|
//builtins
|
|
|
|
actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
|
|
//actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
|
|
|
|
actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
|
|
actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrotFacing";
|
|
actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
|
|
actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
|
|
actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
|
|
actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
|
|
actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
|
|
actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
|
|
actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
|
|
actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
|
|
actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
|
|
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
|
|
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
|
|
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
|
|
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
|
|
actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
|
|
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
|
|
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
|
|
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
|
|
actions[VS::SHADER_SPATIAL].renames["DISCARD"] = "_discard";
|
|
//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
|
|
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
|
|
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
|
|
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
|
|
actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
|
|
actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
|
|
actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
|
|
|
|
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
|
|
|
|
actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
|
|
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
|
|
|
|
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
|
|
|
|
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
|
|
|
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
|
|
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
|
|
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n";
|
|
|
|
/* PARTICLES SHADER */
|
|
|
|
actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
|
|
actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
|
|
actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
|
|
actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
|
|
actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
|
|
actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
|
|
actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
|
|
actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
|
|
actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
|
|
actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
|
|
actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
|
|
actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
|
|
actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
|
|
actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
|
|
|
|
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
|
|
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
|
|
actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
|
|
|
|
vertex_name = "vertex";
|
|
fragment_name = "fragment";
|
|
time_name = "TIME";
|
|
|
|
List<String> func_list;
|
|
|
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ShaderLanguage::get_builtin_funcs(&func_list);
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|
|
|
for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
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|
internal_functions.insert(E->get());
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|
}
|
|
}
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