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authorJuan Linietsky <reduzio@gmail.com>2019-07-27 10:23:24 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 11:53:29 +0100
commit0586e184490fd132f99acb1a67c788959cfdbade (patch)
tree194972ba608705445c9ee084f908e183a9792760 /servers/visual/rasterizer_rd/shader_compiler_rd.cpp
parent8bbbb973361f367a4888629c571fb6f43581269d (diff)
Custom material support seems complete.
Diffstat (limited to 'servers/visual/rasterizer_rd/shader_compiler_rd.cpp')
-rw-r--r--servers/visual/rasterizer_rd/shader_compiler_rd.cpp1004
1 files changed, 1004 insertions, 0 deletions
diff --git a/servers/visual/rasterizer_rd/shader_compiler_rd.cpp b/servers/visual/rasterizer_rd/shader_compiler_rd.cpp
new file mode 100644
index 0000000000..76b1a288e6
--- /dev/null
+++ b/servers/visual/rasterizer_rd/shader_compiler_rd.cpp
@@ -0,0 +1,1004 @@
+#include "shader_compiler_rd.h"
+
+#include "core/os/os.h"
+#include "core/project_settings.h"
+
+#define SL ShaderLanguage
+
+static String _mktab(int p_level) {
+
+ String tb;
+ for (int i = 0; i < p_level; i++) {
+ tb += "\t";
+ }
+
+ return tb;
+}
+
+static String _typestr(SL::DataType p_type) {
+
+ String type = ShaderLanguage::get_datatype_name(p_type);
+ if (ShaderLanguage::is_sampler_type(p_type)) {
+ type = type.replace("sampler", "texture"); //we use textures instead of samplers
+ }
+ return type;
+}
+
+static int _get_datatype_size(SL::DataType p_type) {
+
+ switch (p_type) {
+
+ case SL::TYPE_VOID: return 0;
+ case SL::TYPE_BOOL: return 4;
+ case SL::TYPE_BVEC2: return 8;
+ case SL::TYPE_BVEC3: return 12;
+ case SL::TYPE_BVEC4: return 16;
+ case SL::TYPE_INT: return 4;
+ case SL::TYPE_IVEC2: return 8;
+ case SL::TYPE_IVEC3: return 12;
+ case SL::TYPE_IVEC4: return 16;
+ case SL::TYPE_UINT: return 4;
+ case SL::TYPE_UVEC2: return 8;
+ case SL::TYPE_UVEC3: return 12;
+ case SL::TYPE_UVEC4: return 16;
+ case SL::TYPE_FLOAT: return 4;
+ case SL::TYPE_VEC2: return 8;
+ case SL::TYPE_VEC3: return 12;
+ case SL::TYPE_VEC4: return 16;
+ case SL::TYPE_MAT2:
+ return 32; //4 * 4 + 4 * 4
+ case SL::TYPE_MAT3:
+ return 48; // 4 * 4 + 4 * 4 + 4 * 4
+ case SL::TYPE_MAT4: return 64;
+ case SL::TYPE_SAMPLER2D: return 16;
+ case SL::TYPE_ISAMPLER2D: return 16;
+ case SL::TYPE_USAMPLER2D: return 16;
+ case SL::TYPE_SAMPLER2DARRAY: return 16;
+ case SL::TYPE_ISAMPLER2DARRAY: return 16;
+ case SL::TYPE_USAMPLER2DARRAY: return 16;
+ case SL::TYPE_SAMPLER3D: return 16;
+ case SL::TYPE_ISAMPLER3D: return 16;
+ case SL::TYPE_USAMPLER3D: return 16;
+ case SL::TYPE_SAMPLERCUBE: return 16;
+ }
+
+ ERR_FAIL_V(0);
+}
+
+static int _get_datatype_alignment(SL::DataType p_type) {
+
+ switch (p_type) {
+
+ case SL::TYPE_VOID: return 0;
+ case SL::TYPE_BOOL: return 4;
+ case SL::TYPE_BVEC2: return 8;
+ case SL::TYPE_BVEC3: return 16;
+ case SL::TYPE_BVEC4: return 16;
+ case SL::TYPE_INT: return 4;
+ case SL::TYPE_IVEC2: return 8;
+ case SL::TYPE_IVEC3: return 16;
+ case SL::TYPE_IVEC4: return 16;
+ case SL::TYPE_UINT: return 4;
+ case SL::TYPE_UVEC2: return 8;
+ case SL::TYPE_UVEC3: return 16;
+ case SL::TYPE_UVEC4: return 16;
+ case SL::TYPE_FLOAT: return 4;
+ case SL::TYPE_VEC2: return 8;
+ case SL::TYPE_VEC3: return 16;
+ case SL::TYPE_VEC4: return 16;
+ case SL::TYPE_MAT2: return 16;
+ case SL::TYPE_MAT3: return 16;
+ case SL::TYPE_MAT4: return 16;
+ case SL::TYPE_SAMPLER2D: return 16;
+ case SL::TYPE_ISAMPLER2D: return 16;
+ case SL::TYPE_USAMPLER2D: return 16;
+ case SL::TYPE_SAMPLER2DARRAY: return 16;
+ case SL::TYPE_ISAMPLER2DARRAY: return 16;
+ case SL::TYPE_USAMPLER2DARRAY: return 16;
+ case SL::TYPE_SAMPLER3D: return 16;
+ case SL::TYPE_ISAMPLER3D: return 16;
+ case SL::TYPE_USAMPLER3D: return 16;
+ case SL::TYPE_SAMPLERCUBE: return 16;
+ }
+
+ ERR_FAIL_V(0);
+}
+static String _interpstr(SL::DataInterpolation p_interp) {
+
+ switch (p_interp) {
+ case SL::INTERPOLATION_FLAT: return "flat ";
+ case SL::INTERPOLATION_SMOOTH: return "";
+ }
+ return "";
+}
+
+static String _prestr(SL::DataPrecision p_pres) {
+
+ switch (p_pres) {
+ case SL::PRECISION_LOWP: return "lowp ";
+ case SL::PRECISION_MEDIUMP: return "mediump ";
+ case SL::PRECISION_HIGHP: return "highp ";
+ case SL::PRECISION_DEFAULT: return "";
+ }
+ return "";
+}
+
+static String _qualstr(SL::ArgumentQualifier p_qual) {
+
+ switch (p_qual) {
+ case SL::ARGUMENT_QUALIFIER_IN: return "";
+ case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
+ case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
+ }
+ return "";
+}
+
+static String _opstr(SL::Operator p_op) {
+
+ return SL::get_operator_text(p_op);
+}
+
+static String _mkid(const String &p_id) {
+
+ String id = "m_" + p_id;
+ return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
+}
+
+static String f2sp0(float p_float) {
+
+ String num = rtoss(p_float);
+ if (num.find(".") == -1 && num.find("e") == -1) {
+ num += ".0";
+ }
+ return num;
+}
+
+static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
+
+ switch (p_type) {
+ case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
+ case SL::TYPE_BVEC2:
+ case SL::TYPE_BVEC3:
+ case SL::TYPE_BVEC4: {
+
+ String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += p_values[i].boolean ? "true" : "false";
+ }
+ text += ")";
+ return text;
+ }
+
+ case SL::TYPE_INT: return itos(p_values[0].sint);
+ case SL::TYPE_IVEC2:
+ case SL::TYPE_IVEC3:
+ case SL::TYPE_IVEC4: {
+
+ String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += itos(p_values[i].sint);
+ }
+ text += ")";
+ return text;
+
+ } break;
+ case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
+ case SL::TYPE_UVEC2:
+ case SL::TYPE_UVEC3:
+ case SL::TYPE_UVEC4: {
+
+ String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += itos(p_values[i].uint) + "u";
+ }
+ text += ")";
+ return text;
+ } break;
+ case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
+ case SL::TYPE_VEC2:
+ case SL::TYPE_VEC3:
+ case SL::TYPE_VEC4: {
+
+ String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += f2sp0(p_values[i].real);
+ }
+ text += ")";
+ return text;
+
+ } break;
+ case SL::TYPE_MAT2:
+ case SL::TYPE_MAT3:
+ case SL::TYPE_MAT4: {
+
+ String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += f2sp0(p_values[i].real);
+ }
+ text += ")";
+ return text;
+
+ } break;
+ default: ERR_FAIL_V(String());
+ }
+}
+
+String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) {
+ if (p_filter == ShaderLanguage::FILTER_DEFAULT) {
+ ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String());
+ p_filter = actions.default_filter;
+ }
+ if (p_repeat == ShaderLanguage::REPEAT_DEFAULT) {
+ ERR_FAIL_COND_V(actions.default_repeat == ShaderLanguage::REPEAT_DEFAULT, String());
+ p_repeat = actions.default_repeat;
+ }
+ return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]";
+}
+
+void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
+
+ int fidx = -1;
+
+ for (int i = 0; i < p_node->functions.size(); i++) {
+ if (p_node->functions[i].name == p_for_func) {
+ fidx = i;
+ break;
+ }
+ }
+
+ ERR_FAIL_COND(fidx == -1);
+
+ for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
+
+ if (added.has(E->get())) {
+ continue; //was added already
+ }
+
+ _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
+
+ SL::FunctionNode *fnode = NULL;
+
+ for (int i = 0; i < p_node->functions.size(); i++) {
+ if (p_node->functions[i].name == E->get()) {
+ fnode = p_node->functions[i].function;
+ break;
+ }
+ }
+
+ ERR_FAIL_COND(!fnode);
+
+ r_to_add += "\n";
+
+ String header;
+ header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
+ for (int i = 0; i < fnode->arguments.size(); i++) {
+
+ if (i > 0)
+ header += ", ";
+ header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
+ }
+
+ header += ")\n";
+ r_to_add += header;
+ r_to_add += p_func_code[E->get()];
+
+ added.insert(E->get());
+ }
+}
+
+String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
+
+ String code;
+
+ switch (p_node->type) {
+
+ case SL::Node::TYPE_SHADER: {
+
+ SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
+
+ for (int i = 0; i < pnode->render_modes.size(); i++) {
+
+ if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
+
+ r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]]);
+ used_rmode_defines.insert(pnode->render_modes[i]);
+ }
+
+ if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
+ *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
+ }
+
+ if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
+ Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
+ *p.first = p.second;
+ }
+ }
+
+ int max_texture_uniforms = 0;
+ int max_uniforms = 0;
+
+ for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
+ if (SL::is_sampler_type(E->get().type))
+ max_texture_uniforms++;
+ else
+ max_uniforms++;
+ }
+
+ r_gen_code.texture_uniforms.resize(max_texture_uniforms);
+
+ Vector<int> uniform_sizes;
+ Vector<int> uniform_alignments;
+ Vector<StringName> uniform_defines;
+ uniform_sizes.resize(max_uniforms);
+ uniform_alignments.resize(max_uniforms);
+ uniform_defines.resize(max_uniforms);
+ bool uses_uniforms = false;
+
+ for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
+
+ String ucode;
+
+ if (SL::is_sampler_type(E->get().type)) {
+ ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + E->get().texture_order) + ") uniform ";
+ }
+
+ ucode += _prestr(E->get().precision);
+ ucode += _typestr(E->get().type);
+ ucode += " " + _mkid(E->key());
+ ucode += ";\n";
+ if (SL::is_sampler_type(E->get().type)) {
+ r_gen_code.vertex_global += ucode;
+ r_gen_code.fragment_global += ucode;
+
+ GeneratedCode::Texture texture;
+ texture.name = _mkid(E->key());
+ texture.hint = E->get().hint;
+ texture.type = E->get().type;
+ texture.filter = E->get().filter;
+ texture.repeat = E->get().repeat;
+
+ r_gen_code.texture_uniforms.write[E->get().texture_order] = texture;
+ } else {
+ if (!uses_uniforms) {
+
+ r_gen_code.defines.push_back(String("#define USE_MATERIAL_UNIFORMS\n"));
+ uses_uniforms = true;
+ }
+ uniform_defines.write[E->get().order] = ucode;
+ uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type);
+ uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type);
+ }
+
+ p_actions.uniforms->insert(E->key(), E->get());
+ }
+
+ for (int i = 0; i < max_uniforms; i++) {
+ r_gen_code.uniforms += uniform_defines[i];
+ }
+
+#if 1
+ // add up
+ int offset = 0;
+ for (int i = 0; i < uniform_sizes.size(); i++) {
+
+ int align = offset % uniform_alignments[i];
+
+ if (align != 0) {
+ offset += uniform_alignments[i] - align;
+ }
+
+ r_gen_code.uniform_offsets.push_back(offset);
+
+ offset += uniform_sizes[i];
+ }
+
+ r_gen_code.uniform_total_size = offset;
+ print_line("uniform total: " + itos(r_gen_code.uniform_total_size));
+ if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
+ //r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);
+ }
+#else
+ // add up
+ for (int i = 0; i < uniform_sizes.size(); i++) {
+
+ if (i > 0) {
+
+ int align = uniform_sizes[i - 1] % uniform_alignments[i];
+ if (align != 0) {
+ uniform_sizes[i - 1] += uniform_alignments[i] - align;
+ }
+
+ uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
+ }
+ }
+ //offset
+ r_gen_code.uniform_offsets.resize(uniform_sizes.size());
+ for (int i = 0; i < uniform_sizes.size(); i++) {
+
+ if (i > 0)
+ r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
+ else
+ r_gen_code.uniform_offsets[i] = 0;
+ }
+ /*
+ for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
+
+ if (SL::is_sampler_type(E->get().type)) {
+ continue;
+ }
+
+ }
+
+*/
+ if (uniform_sizes.size()) {
+ r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
+ } else {
+ r_gen_code.uniform_total_size = 0;
+ }
+#endif
+
+ for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
+
+ String vcode;
+ String interp_mode = _interpstr(E->get().interpolation);
+ vcode += _prestr(E->get().precision);
+ vcode += _typestr(E->get().type);
+ vcode += " " + _mkid(E->key());
+ vcode += ";\n";
+ r_gen_code.vertex_global += interp_mode + "out " + vcode;
+ r_gen_code.fragment_global += interp_mode + "in " + vcode;
+ }
+
+ for (Map<StringName, SL::ShaderNode::Constant>::Element *E = pnode->constants.front(); E; E = E->next()) {
+ String gcode;
+ gcode += "const ";
+ gcode += _prestr(E->get().precision);
+ gcode += _typestr(E->get().type);
+ gcode += " " + _mkid(E->key());
+ gcode += "=";
+ gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ gcode += ";\n";
+ r_gen_code.vertex_global += gcode;
+ r_gen_code.fragment_global += gcode;
+ }
+
+ Map<StringName, String> function_code;
+
+ //code for functions
+ for (int i = 0; i < pnode->functions.size(); i++) {
+ SL::FunctionNode *fnode = pnode->functions[i].function;
+ current_func_name = fnode->name;
+ function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+ }
+
+ //place functions in actual code
+
+ Set<StringName> added_vtx;
+ Set<StringName> added_fragment; //share for light
+
+ for (int i = 0; i < pnode->functions.size(); i++) {
+
+ SL::FunctionNode *fnode = pnode->functions[i].function;
+
+ function = fnode;
+
+ current_func_name = fnode->name;
+
+ if (fnode->name == vertex_name) {
+
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
+ r_gen_code.vertex = function_code[vertex_name];
+ }
+
+ if (fnode->name == fragment_name) {
+
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
+ r_gen_code.fragment = function_code[fragment_name];
+ }
+
+ if (fnode->name == light_name) {
+
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
+ r_gen_code.light = function_code[light_name];
+ }
+ function = NULL;
+ }
+
+ //code+=dump_node_code(pnode->body,p_level);
+ } break;
+ case SL::Node::TYPE_FUNCTION: {
+
+ } break;
+ case SL::Node::TYPE_BLOCK: {
+ SL::BlockNode *bnode = (SL::BlockNode *)p_node;
+
+ //variables
+ if (!bnode->single_statement) {
+ code += _mktab(p_level - 1) + "{\n";
+ }
+
+ for (int i = 0; i < bnode->statements.size(); i++) {
+
+ String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+
+ if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
+ code += scode; //use directly
+ } else {
+ code += _mktab(p_level) + scode + ";\n";
+ }
+ }
+ if (!bnode->single_statement) {
+ code += _mktab(p_level - 1) + "}\n";
+ }
+
+ } break;
+ case SL::Node::TYPE_VARIABLE_DECLARATION: {
+ SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
+
+ String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
+ for (int i = 0; i < vdnode->declarations.size(); i++) {
+ if (i > 0) {
+ declaration += ",";
+ } else {
+ declaration += " ";
+ }
+ declaration += _mkid(vdnode->declarations[i].name);
+ if (vdnode->declarations[i].initializer) {
+ declaration += "=";
+ declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ }
+ }
+
+ code += declaration;
+ } break;
+ case SL::Node::TYPE_VARIABLE: {
+ SL::VariableNode *vnode = (SL::VariableNode *)p_node;
+
+ if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
+ *p_actions.write_flag_pointers[vnode->name] = true;
+ }
+
+ if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
+ String define = p_default_actions.usage_defines[vnode->name];
+ if (define.begins_with("@")) {
+ define = p_default_actions.usage_defines[define.substr(1, define.length())];
+ }
+ r_gen_code.defines.push_back(define);
+ used_name_defines.insert(vnode->name);
+ }
+
+ if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
+ *p_actions.usage_flag_pointers[vnode->name] = true;
+ used_flag_pointers.insert(vnode->name);
+ }
+
+ if (p_default_actions.renames.has(vnode->name))
+ code = p_default_actions.renames[vnode->name];
+ else {
+ code = _mkid(vnode->name);
+ if (actions.base_uniform_string != String() && shader->uniforms.has(vnode->name) && shader->uniforms[vnode->name].texture_order < 0) {
+ code = actions.base_uniform_string + code;
+ }
+ }
+
+ if (vnode->name == time_name) {
+ if (current_func_name == vertex_name) {
+ r_gen_code.uses_vertex_time = true;
+ }
+ if (current_func_name == fragment_name || current_func_name == light_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:
+ code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ 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, p_assigning);
+ 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, p_assigning) + _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];
+
+ bool is_texture_func = false;
+ if (onode->op == SL::OP_CONSTRUCT) {
+ code += String(vnode->name);
+ } else {
+
+ if (internal_functions.has(vnode->name)) {
+ code += vnode->name;
+ is_texture_func = texture_functions.has(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 += ", ";
+ String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ if (is_texture_func && i == 1 && onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) {
+
+ //need to map from texture to sampler in order to sample
+ const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
+
+ StringName texture_uniform = varnode->name;
+
+ String sampler_name;
+
+ if (actions.custom_samplers.has(texture_uniform)) {
+ sampler_name = actions.custom_samplers[texture_uniform];
+ } else {
+ if (shader->uniforms.has(texture_uniform)) {
+ print_line("shader from texture uniform " + itos(shader->uniforms[texture_uniform].filter) + ", " + itos(shader->uniforms[texture_uniform].repeat));
+ sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat);
+ } else {
+ bool found = false;
+
+ for (int j = 0; j < function->arguments.size(); j++) {
+ if (function->arguments[j].name == texture_uniform) {
+ if (function->arguments[j].tex_builtin_check) {
+ ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin));
+ sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin];
+ found = true;
+ break;
+ }
+ if (function->arguments[j].tex_argument_check) {
+ sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat);
+ found = true;
+ break;
+ }
+ }
+ }
+ if (!found) {
+ //function was most likely unused, so use anything (compiler will remove it anyway)
+ sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT);
+ }
+ }
+ }
+
+ code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")";
+ } else {
+ code += node_code;
+ }
+ }
+ code += ")";
+ } break;
+ case SL::OP_INDEX: {
+
+ code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "[";
+ code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "]";
+
+ } break;
+ case SL::OP_SELECT_IF: {
+
+ code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "?";
+ code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ":";
+ code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+
+ } break;
+
+ default: {
+
+ code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")";
+ 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, p_assigning) + ")\n";
+ code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+ 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, p_assigning);
+ }
+ } 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, p_assigning) + ")\n";
+ code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+ } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
+
+ String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
+ code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+
+ } 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, p_assigning) + ";";
+ } else {
+ code = "return;";
+ }
+ } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
+
+ if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
+ *p_actions.usage_flag_pointers["DISCARD"] = true;
+ used_flag_pointers.insert("DISCARD");
+ }
+
+ code = "discard;";
+ } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
+
+ code = "continue;";
+ } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
+
+ code = "break;";
+ }
+
+ } 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, p_assigning) + "." + mnode->name;
+
+ } break;
+ }
+
+ return code;
+}
+
+Error ShaderCompilerRD::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) {
+
+ Vector<String> shader = p_code.split("\n");
+ for (int i = 0; i < shader.size(); i++) {
+ print_line(itos(i + 1) + " " + shader[i]);
+ }
+
+ _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();
+
+ shader = parser.get_shader();
+ function = NULL;
+ _dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false);
+
+ return OK;
+}
+
+void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
+ actions = p_actions;
+
+ vertex_name = "vertex";
+ fragment_name = "fragment";
+ light_name = "light";
+ time_name = "TIME";
+
+ List<String> func_list;
+
+ ShaderLanguage::get_builtin_funcs(&func_list);
+
+ for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
+ internal_functions.insert(E->get());
+ }
+ texture_functions.insert("texture");
+ texture_functions.insert("textureProj");
+ texture_functions.insert("textureLod");
+ texture_functions.insert("textureProjLod");
+ texture_functions.insert("textureGrad");
+}
+
+ShaderCompilerRD::ShaderCompilerRD() {
+#if 0
+
+ /** 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["INV_PROJECTION_MATRIX"] = "inv_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["POSITION"] = "position";
+ 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"] = "gl_InstanceID";
+
+ //builtins
+
+ actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
+ actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
+
+ actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
+ actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
+ 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_STRENGTH"] = "sss_strength";
+ actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
+ actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
+ actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
+ 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["DEPTH"] = "gl_FragDepth";
+ actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
+ actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+
+ //for light
+ actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
+ actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
+ actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
+ actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
+ actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
+
+ 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["AO_LIGHT_AFFECT"] = "#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["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\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].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ 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_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\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"] = "shader_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_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
+
+ actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+ actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+ actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+#endif
+}