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-rw-r--r--main/tests/test_shader_lang.cpp361
1 files changed, 361 insertions, 0 deletions
diff --git a/main/tests/test_shader_lang.cpp b/main/tests/test_shader_lang.cpp
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+/*************************************************************************/
+/* test_shader_lang.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/*************************************************************************/
+#include "test_shader_lang.h"
+
+
+#include "os/main_loop.h"
+#include "os/os.h"
+#include "os/file_access.h"
+
+#include "scene/gui/control.h"
+#include "scene/gui/text_edit.h"
+#include "print_string.h"
+#include "servers/visual/shader_language.h"
+//#include "drivers/gles2/shader_compiler_gles2.h"
+
+
+typedef ShaderLanguage SL;
+
+namespace TestShaderLang {
+
+
+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) {
+
+ return ShaderLanguage::get_datatype_name(p_type);
+
+ 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 _opstr(SL::Operator p_op) {
+
+ return ShaderLanguage::get_operator_text(p_op);
+
+
+}
+
+
+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: return String()+"bvec2("+(p_values[0].boolean?"true":"false")+(p_values[1].boolean?"true":"false")+")";
+ case SL::TYPE_BVEC3: return String()+"bvec3("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+")";
+ case SL::TYPE_BVEC4: return String()+"bvec4("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+","+(p_values[3].boolean?"true":"false")+")";
+ case SL::TYPE_INT: return rtos(p_values[0].sint);
+ case SL::TYPE_IVEC2: return String()+"ivec2("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+")";
+ case SL::TYPE_IVEC3: return String()+"ivec3("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+")";
+ case SL::TYPE_IVEC4: return String()+"ivec4("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+","+rtos(p_values[3].sint)+")";
+ case SL::TYPE_UINT: return rtos(p_values[0].real);
+ case SL::TYPE_UVEC2: return String()+"uvec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
+ case SL::TYPE_UVEC3: return String()+"uvec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
+ case SL::TYPE_UVEC4: return String()+"uvec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
+ case SL::TYPE_FLOAT: return rtos(p_values[0].real);
+ case SL::TYPE_VEC2: return String()+"vec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
+ case SL::TYPE_VEC3: return String()+"vec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
+ case SL::TYPE_VEC4: return String()+"vec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
+ default: ERR_FAIL_V(String());
+ }
+}
+
+static String dump_node_code(SL::Node *p_node,int p_level) {
+
+ String code;
+
+ switch(p_node->type) {
+
+ case SL::Node::TYPE_SHADER: {
+
+ SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
+
+ for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
+
+ String ucode="uniform ";
+ ucode+=_prestr(E->get().precission);
+ ucode+=_typestr(E->get().type);
+ ucode+=" "+String(E->key());
+
+ if (E->get().default_value.size()) {
+ ucode+=" = "+get_constant_text(E->get().type,E->get().default_value);
+ }
+
+ static const char*hint_name[SL::ShaderNode::Uniform::HINT_MAX]={
+ "",
+ "color",
+ "range",
+ "albedo",
+ "normal",
+ "black",
+ "white"
+ };
+
+ if (E->get().hint)
+ ucode+=" : "+String(hint_name[E->get().hint]);
+
+ code+=ucode+"\n";
+
+ }
+
+ for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
+
+ String vcode="varying ";
+ vcode+=_prestr(E->get().precission);
+ vcode+=_typestr(E->get().type);
+ vcode+=" "+String(E->key());
+
+ code+=vcode+"\n";
+
+ }
+ for(int i=0;i<pnode->functions.size();i++) {
+
+ SL::FunctionNode *fnode=pnode->functions[i].function;
+
+ String header;
+ header=_typestr(fnode->return_type)+" "+fnode->name+"(";
+ for(int i=0;i<fnode->arguments.size();i++) {
+
+ if (i>0)
+ header+=", ";
+ header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+fnode->arguments[i].name;
+ }
+
+ header+=")\n";
+ code+=header;
+ code+=dump_node_code(fnode->body,p_level+1);
+ }
+
+ //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
+ code+=_mktab(p_level-1)+"{\n";
+ for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
+
+ code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+E->key()+";\n";
+ }
+
+ for(int i=0;i<bnode->statements.size();i++) {
+
+ String scode = dump_node_code(bnode->statements[i],p_level);
+
+ if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
+ code+=scode; //use directly
+ } else {
+ code+=_mktab(p_level)+scode+";\n";
+ }
+ }
+ code+=_mktab(p_level-1)+"}\n";
+
+
+ } break;
+ case SL::Node::TYPE_VARIABLE: {
+ SL::VariableNode *vnode=(SL::VariableNode*)p_node;
+ code=vnode->name;
+
+ } 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)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level);
+ 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);
+ break;
+ case SL::OP_POST_DECREMENT:
+ case SL::OP_POST_INCREMENT:
+ code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op);
+ break;
+ case SL::OP_CALL:
+ case SL::OP_CONSTRUCT:
+ code=dump_node_code(onode->arguments[0],p_level)+"(";
+ for(int i=1;i<onode->arguments.size();i++) {
+ if (i>1)
+ code+=", ";
+ code+=dump_node_code(onode->arguments[i],p_level);
+ }
+ code+=")";
+ break;
+ default: {
+
+ code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")";
+ 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)+")\n";
+ code+=dump_node_code(cfnode->blocks[0],p_level+1);
+ if (cfnode->blocks.size()==2) {
+
+ code+=_mktab(p_level)+"else\n";
+ code+=dump_node_code(cfnode->blocks[1],p_level+1);
+ }
+
+
+ } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
+
+ if (cfnode->blocks.size()) {
+ code="return "+dump_node_code(cfnode->blocks[0],p_level);
+ } else {
+ code="return";
+ }
+ }
+
+ } break;
+ case SL::Node::TYPE_MEMBER: {
+ SL::MemberNode *mnode=(SL::MemberNode*)p_node;
+ code=dump_node_code(mnode->owner,p_level)+"."+mnode->name;
+
+ } break;
+ }
+
+ return code;
+
+}
+
+static Error recreate_code(void *p_str,SL::ShaderNode *p_program) {
+
+
+ String *str=(String*)p_str;
+
+ *str=dump_node_code(p_program,0);
+
+ return OK;
+}
+
+
+MainLoop* test() {
+
+ List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
+
+ if (cmdlargs.empty()) {
+ //try editor!
+ print_line("usage: godot -test shader_lang <shader>");
+ return NULL;
+ }
+
+ String test = cmdlargs.back()->get();
+
+ FileAccess *fa = FileAccess::open(test,FileAccess::READ);
+
+ if (!fa) {
+ ERR_FAIL_V(NULL);
+ }
+
+ String code;
+
+ while(true) {
+ CharType c = fa->get_8();
+ if (fa->eof_reached())
+ break;
+ code+=c;
+ }
+
+ SL sl;
+ print_line("tokens:\n\n"+sl.token_debug(code));
+
+ Map<StringName,Map<StringName,SL::DataType> > dt;
+ dt["fragment"]["ALBEDO"]=SL::TYPE_VEC3;
+
+ Set<String> rm;
+ rm.insert("popo");
+
+ Error err = sl.compile(code,dt,rm);
+
+ if (err) {
+
+ print_line("Error at line: "+rtos(sl.get_error_line())+": "+sl.get_error_text());
+ return NULL;
+ } else {
+ String code;
+ recreate_code(&code,sl.get_shader());
+ print_line("code:\n\n"+code);
+ }
+
+ return NULL;
+}
+
+
+}