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+/*************************************************************************/
+/* test_shader_lang.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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. */
+/*************************************************************************/
+
+#include "test_shader_lang.h"
+
+#include "core/os/file_access.h"
+#include "core/os/main_loop.h"
+#include "core/os/os.h"
+
+#include "core/print_string.h"
+#include "scene/gui/control.h"
+#include "scene/gui/text_edit.h"
+#include "servers/rendering/shader_language.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);
+}
+
+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().precision);
+ 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().precision);
+ 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 j = 0; j < fnode->arguments.size(); j++) {
+ if (j > 0) {
+ header += ", ";
+ }
+ header += _prestr(fnode->arguments[j].precision) + _typestr(fnode->arguments[j].type) + " " + fnode->arguments[j].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_STRUCT: {
+ } 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) {
+ 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_VARIABLE_DECLARATION: {
+ // FIXME: Implement
+ } break;
+ case SL::Node::TYPE_ARRAY: {
+ SL::ArrayNode *vnode = (SL::ArrayNode *)p_node;
+ code = vnode->name;
+ } break;
+ case SL::Node::TYPE_ARRAY_DECLARATION: {
+ // FIXME: Implement
+ } break;
+ case SL::Node::TYPE_ARRAY_CONSTRUCT: {
+ // FIXME: Implement
+ } 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 nullptr;
+ }
+
+ String test = cmdlargs.back()->get();
+
+ FileAccess *fa = FileAccess::open(test, FileAccess::READ);
+
+ if (!fa) {
+ ERR_FAIL_V(nullptr);
+ }
+
+ String code;
+
+ while (true) {
+ char32_t c = fa->get_8();
+ if (fa->eof_reached()) {
+ break;
+ }
+ code += c;
+ }
+
+ SL sl;
+ print_line("tokens:\n\n" + sl.token_debug(code));
+
+ Map<StringName, SL::FunctionInfo> dt;
+ dt["fragment"].built_ins["ALBEDO"] = SL::TYPE_VEC3;
+ dt["fragment"].can_discard = true;
+
+ Vector<StringName> rm;
+ rm.push_back("popo");
+ Set<String> types;
+ types.insert("spatial");
+
+ Error err = sl.compile(code, dt, rm, types, nullptr);
+
+ if (err) {
+ print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
+ return nullptr;
+ } else {
+ String code2;
+ recreate_code(&code2, sl.get_shader());
+ print_line("code:\n\n" + code2);
+ }
+
+ return nullptr;
+}
+
+} // namespace TestShaderLang