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Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.h')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.h | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h new file mode 100644 index 0000000000..f3efbe9fc3 --- /dev/null +++ b/drivers/gles3/shader_compiler_gles3.h @@ -0,0 +1,106 @@ +/*************************************************************************/ +/* 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 |