/*************************************************************************/ /* shader_language.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_LANGUAGE_H #define SHADER_LANGUAGE_H #include "list.h" #include "map.h" #include "string_db.h" #include "typedefs.h" #include "ustring.h" #include "variant.h" class ShaderLanguage { public: enum TokenType { TK_EMPTY, TK_IDENTIFIER, TK_TRUE, TK_FALSE, TK_REAL_CONSTANT, TK_INT_CONSTANT, TK_TYPE_VOID, TK_TYPE_BOOL, TK_TYPE_BVEC2, TK_TYPE_BVEC3, TK_TYPE_BVEC4, TK_TYPE_INT, TK_TYPE_IVEC2, TK_TYPE_IVEC3, TK_TYPE_IVEC4, TK_TYPE_UINT, TK_TYPE_UVEC2, TK_TYPE_UVEC3, TK_TYPE_UVEC4, TK_TYPE_FLOAT, TK_TYPE_VEC2, TK_TYPE_VEC3, TK_TYPE_VEC4, TK_TYPE_MAT2, TK_TYPE_MAT3, TK_TYPE_MAT4, TK_TYPE_SAMPLER2D, TK_TYPE_ISAMPLER2D, TK_TYPE_USAMPLER2D, TK_TYPE_SAMPLERCUBE, TK_PRECISION_LOW, TK_PRECISION_MID, TK_PRECISION_HIGH, TK_OP_EQUAL, TK_OP_NOT_EQUAL, TK_OP_LESS, TK_OP_LESS_EQUAL, TK_OP_GREATER, TK_OP_GREATER_EQUAL, TK_OP_AND, TK_OP_OR, TK_OP_NOT, TK_OP_ADD, TK_OP_SUB, TK_OP_MUL, TK_OP_DIV, TK_OP_MOD, TK_OP_SHIFT_LEFT, TK_OP_SHIFT_RIGHT, TK_OP_ASSIGN, TK_OP_ASSIGN_ADD, TK_OP_ASSIGN_SUB, TK_OP_ASSIGN_MUL, TK_OP_ASSIGN_DIV, TK_OP_ASSIGN_MOD, TK_OP_ASSIGN_SHIFT_LEFT, TK_OP_ASSIGN_SHIFT_RIGHT, TK_OP_ASSIGN_BIT_AND, TK_OP_ASSIGN_BIT_OR, TK_OP_ASSIGN_BIT_XOR, TK_OP_BIT_AND, TK_OP_BIT_OR, TK_OP_BIT_XOR, TK_OP_BIT_INVERT, TK_OP_INCREMENT, TK_OP_DECREMENT, TK_CF_IF, TK_CF_ELSE, TK_CF_FOR, TK_CF_WHILE, TK_CF_DO, TK_CF_SWITCH, TK_CF_CASE, TK_CF_BREAK, TK_CF_CONTINUE, TK_CF_RETURN, TK_CF_DISCARD, TK_BRACKET_OPEN, TK_BRACKET_CLOSE, TK_CURLY_BRACKET_OPEN, TK_CURLY_BRACKET_CLOSE, TK_PARENTHESIS_OPEN, TK_PARENTHESIS_CLOSE, TK_QUESTION, TK_COMMA, TK_COLON, TK_SEMICOLON, TK_PERIOD, TK_UNIFORM, TK_VARYING, TK_ARG_IN, TK_ARG_OUT, TK_ARG_INOUT, TK_RENDER_MODE, TK_HINT_WHITE_TEXTURE, TK_HINT_BLACK_TEXTURE, TK_HINT_NORMAL_TEXTURE, TK_HINT_ANISO_TEXTURE, TK_HINT_ALBEDO_TEXTURE, TK_HINT_BLACK_ALBEDO_TEXTURE, TK_HINT_COLOR, TK_HINT_RANGE, TK_SHADER_TYPE, TK_CURSOR, TK_ERROR, TK_EOF, TK_MAX }; /* COMPILER */ // lame work around to Apple defining this as a macro in 10.12 SDK #ifdef TYPE_BOOL #undef TYPE_BOOL #endif enum DataType { TYPE_VOID, TYPE_BOOL, TYPE_BVEC2, TYPE_BVEC3, TYPE_BVEC4, TYPE_INT, TYPE_IVEC2, TYPE_IVEC3, TYPE_IVEC4, TYPE_UINT, TYPE_UVEC2, TYPE_UVEC3, TYPE_UVEC4, TYPE_FLOAT, TYPE_VEC2, TYPE_VEC3, TYPE_VEC4, TYPE_MAT2, TYPE_MAT3, TYPE_MAT4, TYPE_SAMPLER2D, TYPE_ISAMPLER2D, TYPE_USAMPLER2D, TYPE_SAMPLERCUBE, }; enum DataPrecision { PRECISION_LOWP, PRECISION_MEDIUMP, PRECISION_HIGHP, PRECISION_DEFAULT, }; enum Operator { OP_EQUAL, OP_NOT_EQUAL, OP_LESS, OP_LESS_EQUAL, OP_GREATER, OP_GREATER_EQUAL, OP_AND, OP_OR, OP_NOT, OP_NEGATE, OP_ADD, OP_SUB, OP_MUL, OP_DIV, OP_MOD, OP_SHIFT_LEFT, OP_SHIFT_RIGHT, OP_ASSIGN, OP_ASSIGN_ADD, OP_ASSIGN_SUB, OP_ASSIGN_MUL, OP_ASSIGN_DIV, OP_ASSIGN_MOD, OP_ASSIGN_SHIFT_LEFT, OP_ASSIGN_SHIFT_RIGHT, OP_ASSIGN_BIT_AND, OP_ASSIGN_BIT_OR, OP_ASSIGN_BIT_XOR, OP_BIT_AND, OP_BIT_OR, OP_BIT_XOR, OP_BIT_INVERT, OP_INCREMENT, OP_DECREMENT, OP_SELECT_IF, OP_SELECT_ELSE, //used only internally, then only IF appears with 3 arguments OP_POST_INCREMENT, OP_POST_DECREMENT, OP_CALL, OP_CONSTRUCT, OP_INDEX, OP_MAX }; enum FlowOperation { FLOW_OP_IF, FLOW_OP_RETURN, FLOW_OP_FOR, FLOW_OP_WHILE, FLOW_OP_DO, FLOW_OP_BREAK, FLOW_OP_SWITCH, FLOW_OP_CONTINUE, FLOW_OP_DISCARD }; enum ArgumentQualifier { ARGUMENT_QUALIFIER_IN, ARGUMENT_QUALIFIER_OUT, ARGUMENT_QUALIFIER_INOUT, }; struct Node { Node *next; enum Type { TYPE_SHADER, TYPE_FUNCTION, TYPE_BLOCK, TYPE_VARIABLE, TYPE_VARIABLE_DECLARATION, TYPE_CONSTANT, TYPE_OPERATOR, TYPE_CONTROL_FLOW, TYPE_MEMBER }; Type type; virtual DataType get_datatype() const { return TYPE_VOID; } virtual ~Node() {} }; template T *alloc_node() { T *node = memnew(T); node->next = nodes; nodes = node; return node; } Node *nodes; struct OperatorNode : public Node { DataType return_cache; DataPrecision return_precision_cache; Operator op; Vector arguments; virtual DataType get_datatype() const { return return_cache; } OperatorNode() { type = TYPE_OPERATOR; return_cache = TYPE_VOID; return_precision_cache = PRECISION_DEFAULT; } }; struct VariableNode : public Node { DataType datatype_cache; StringName name; virtual DataType get_datatype() const { return datatype_cache; } VariableNode() { type = TYPE_VARIABLE; datatype_cache = TYPE_VOID; } }; struct VariableDeclarationNode : public Node { DataPrecision precision; DataType datatype; struct Declaration { StringName name; Node *initializer; }; Vector declarations; virtual DataType get_datatype() const { return datatype; } VariableDeclarationNode() { type = TYPE_VARIABLE_DECLARATION; } }; struct ConstantNode : public Node { DataType datatype; union Value { bool boolean; float real; int32_t sint; uint32_t uint; }; Vector values; virtual DataType get_datatype() const { return datatype; } ConstantNode() { type = TYPE_CONSTANT; } }; struct FunctionNode; struct BlockNode : public Node { FunctionNode *parent_function; BlockNode *parent_block; struct Variable { DataType type; DataPrecision precision; int line; //for completion }; Map variables; List statements; bool single_statement; BlockNode() { type = TYPE_BLOCK; parent_block = NULL; parent_function = NULL; single_statement=false; } }; struct ControlFlowNode : public Node { FlowOperation flow_op; Vector expressions; Vector blocks; ControlFlowNode() { type = TYPE_CONTROL_FLOW; flow_op = FLOW_OP_IF; } }; struct MemberNode : public Node { DataType basetype; DataType datatype; StringName name; Node *owner; virtual DataType get_datatype() const { return datatype; } MemberNode() { type = TYPE_MEMBER; } }; struct FunctionNode : public Node { struct Argument { ArgumentQualifier qualifier; StringName name; DataType type; DataPrecision precision; }; StringName name; DataType return_type; DataPrecision return_precision; Vector arguments; BlockNode *body; bool can_discard; FunctionNode() { type = TYPE_FUNCTION; return_precision = PRECISION_DEFAULT; can_discard = false; } }; struct ShaderNode : public Node { struct Function { StringName name; FunctionNode *function; Set uses_function; bool callable; }; struct Varying { DataType type; DataPrecision precission; }; struct Uniform { enum Hint { HINT_NONE, HINT_COLOR, HINT_RANGE, HINT_ALBEDO, HINT_BLACK_ALBEDO, HINT_NORMAL, HINT_BLACK, HINT_WHITE, HINT_ANISO, HINT_MAX }; int order; int texture_order; DataType type; DataPrecision precission; Vector default_value; Hint hint; float hint_range[3]; Uniform() { hint = HINT_NONE; hint_range[0] = 0; hint_range[1] = 1; hint_range[2] = 0.001; } }; Map varyings; Map uniforms; Vector render_modes; Vector functions; ShaderNode() { type = TYPE_SHADER; } }; struct Expression { bool is_op; union { Operator op; Node *node; }; }; struct VarInfo { StringName name; DataType type; }; enum CompletionType { COMPLETION_NONE, COMPLETION_RENDER_MODE, COMPLETION_MAIN_FUNCTION, COMPLETION_IDENTIFIER, COMPLETION_FUNCTION_CALL, COMPLETION_CALL_ARGUMENTS, COMPLETION_INDEX, }; struct Token { TokenType type; StringName text; double constant; uint16_t line; }; static String get_operator_text(Operator p_op); static String get_token_text(Token p_token); static bool is_token_datatype(TokenType p_type); static DataType get_token_datatype(TokenType p_type); static bool is_token_precision(TokenType p_type); static DataPrecision get_token_precision(TokenType p_type); static String get_datatype_name(DataType p_type); static bool is_token_nonvoid_datatype(TokenType p_type); static bool is_token_operator(TokenType p_type); static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = NULL); static DataType get_scalar_type(DataType p_type); static bool is_scalar_type(DataType p_type); static bool is_sampler_type(DataType p_type); static void get_keyword_list(List *r_keywords); static void get_builtin_funcs(List *r_keywords); struct FunctionInfo { Map built_ins; bool can_discard; }; private: struct KeyWord { TokenType token; const char *text; }; static const KeyWord keyword_list[]; bool error_set; String error_str; int error_line; String code; int char_idx; int tk_line; StringName current_function; struct TkPos { int char_idx; int tk_line; }; TkPos _get_tkpos() { TkPos tkp; tkp.char_idx = char_idx; tkp.tk_line = tk_line; return tkp; } void _set_tkpos(TkPos p_pos) { char_idx = p_pos.char_idx; tk_line = p_pos.tk_line; } void _set_error(const String &p_str) { if (error_set) return; error_line = tk_line; error_set = true; error_str = p_str; } static const char *token_names[TK_MAX]; Token _make_token(TokenType p_type, const StringName &p_text = StringName()); Token _get_token(); ShaderNode *shader; enum IdentifierType { IDENTIFIER_FUNCTION, IDENTIFIER_UNIFORM, IDENTIFIER_VARYING, IDENTIFIER_FUNCTION_ARGUMENT, IDENTIFIER_LOCAL_VAR, IDENTIFIER_BUILTIN_VAR, }; bool _find_identifier(const BlockNode *p_block, const Map &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL); bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = NULL); struct BuiltinFuncDef { enum { MAX_ARGS = 5 }; const char *name; DataType rettype; const DataType args[MAX_ARGS]; }; CompletionType completion_type; int completion_line; BlockNode *completion_block; DataType completion_base; StringName completion_function; int completion_argument; bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier); static const BuiltinFuncDef builtin_func_defs[]; bool _validate_function_call(BlockNode *p_block, OperatorNode *p_func, DataType *r_ret_type); bool _parse_function_arguments(BlockNode *p_block, const Map &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL); Node *_parse_expression(BlockNode *p_block, const Map &p_builtin_types); ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node); Node *_parse_and_reduce_expression(BlockNode *p_block, const Map &p_builtin_types); Error _parse_block(BlockNode *p_block, const Map &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false); Error _parse_shader(const Map &p_functions, const Set &p_render_modes, const Set &p_shader_types); public: //static void get_keyword_list(ShaderType p_type,List *p_keywords); void clear(); static String get_shader_type(const String &p_code); Error compile(const String &p_code, const Map &p_functions, const Set &p_render_modes, const Set &p_shader_types); Error complete(const String &p_code, const Map &p_functions, const Set &p_render_modes, const Set &p_shader_types, List *r_options, String &r_call_hint); String get_error_text(); int get_error_line(); ShaderNode *get_shader(); String token_debug(const String &p_code); ShaderLanguage(); ~ShaderLanguage(); }; #endif // SHADER_LANGUAGE_H