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path: root/drivers/gles3/shader_compiler_gles3.cpp
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Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp76
1 files changed, 66 insertions, 10 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 48ca86ebe2..b9d50caa10 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -91,6 +91,16 @@ static String _prestr(SL::DataPrecision p_pres) {
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);
@@ -175,6 +185,21 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
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());
}
}
@@ -194,6 +219,7 @@ void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const Stri
for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
+ print_line(String(p_node->functions[fidx].name) + " uses function: " + String(E->get()));
if (added.has(E->get())) {
continue; //was added already
}
@@ -219,7 +245,7 @@ void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const Stri
if (i > 0)
header += ", ";
- header += _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
+ header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
}
header += ")\n";
@@ -383,6 +409,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
if (fnode->name == "vertex") {
+ print_line("vertex uses functions: " + itos(pnode->functions[i].uses_function.size()));
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
r_gen_code.vertex = function_code["vertex"];
}
@@ -482,6 +509,12 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
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:
@@ -524,6 +557,23 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
}
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) + ")";
@@ -546,10 +596,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
- if (cfnode->blocks.size()) {
- code = "return " + _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions);
+ 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";
+ code = "return;";
}
}
@@ -566,7 +616,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
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));
+ 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
@@ -648,7 +698,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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";
@@ -686,6 +738,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
@@ -701,16 +754,17 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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_MOTION\n";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
- actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n";
/* PARTICLES SHADER */
- actions[VS::SHADER_PARTICLES].renames["COLOR"] = "color";
+ 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";
@@ -719,13 +773,15 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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"] = "delta";
- actions[VS::SHADER_PARTICLES].renames["SEED"] = "seed";
- actions[VS::SHADER_PARTICLES].renames["ORIGIN"] = "origin";
+ 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";