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+/*************************************************************************/
+/* shader_compiler_gles3.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SHADER_COMPILER_OPENGL_H
+#define SHADER_COMPILER_OPENGL_H
+
+#include "drivers/gles3/rasterizer_platforms.h"
+#ifdef GLES3_BACKEND_ENABLED
+
+#include "core/string/string_builder.h"
+#include "core/templates/pair.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering/shader_types.h"
+#include "servers/rendering_server.h"
+
+class ShaderCompilerGLES3 {
+public:
+ struct IdentifierActions {
+ Map<StringName, Pair<int *, int>> render_mode_values;
+ Map<StringName, bool *> render_mode_flags;
+ Map<StringName, bool *> usage_flag_pointers;
+ Map<StringName, bool *> write_flag_pointers;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
+ };
+
+ struct GeneratedCode {
+ Vector<CharString> custom_defines;
+ Vector<StringName> uniforms;
+ Vector<StringName> texture_uniforms;
+ Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
+
+ String vertex_global;
+ String vertex;
+ String fragment_global;
+ String fragment;
+ String light;
+
+ bool uses_fragment_time;
+ bool uses_vertex_time;
+ };
+
+private:
+ ShaderLanguage parser;
+
+ struct DefaultIdentifierActions {
+ Map<StringName, String> renames;
+ Map<StringName, String> render_mode_defines;
+ Map<StringName, String> usage_defines;
+ };
+
+ void _dump_function_deps(ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added);
+ String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope = true);
+
+ StringName current_func_name;
+ StringName vertex_name;
+ StringName fragment_name;
+ StringName light_name;
+ StringName time_name;
+
+ Set<StringName> used_name_defines;
+ Set<StringName> used_flag_pointers;
+ Set<StringName> used_rmode_defines;
+ Set<StringName> internal_functions;
+
+ DefaultIdentifierActions actions[RS::SHADER_MAX];
+
+ // compatibility with godot 4
+ static ShaderLanguage::DataType _get_variable_type(const StringName &p_type);
+
+public:
+ Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
+
+ ShaderCompilerGLES3();
+};
+
+#endif // GLES3_BACKEND_ENABLED
+
+#endif // SHADER_COMPILER_OPENGL_H