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/*************************************************************************/
/*  shader_compiler_rd.h                                                 */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/

#ifndef SHADER_COMPILER_RD_H
#define SHADER_COMPILER_RD_H

#include "core/templates/pair.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_types.h"
#include "servers/rendering_server.h"

class ShaderCompilerRD {
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<String> defines;
		struct Texture {
			StringName name;
			ShaderLanguage::DataType type;
			ShaderLanguage::ShaderNode::Uniform::Hint hint;
			ShaderLanguage::TextureFilter filter;
			ShaderLanguage::TextureRepeat repeat;
			bool global;
		};

		Vector<Texture> texture_uniforms;

		Vector<uint32_t> uniform_offsets;
		uint32_t uniform_total_size;
		String uniforms;
		String vertex_global;
		String vertex;
		String fragment_global;
		String fragment;
		String light;
		String compute_global;
		String compute;

		bool uses_global_textures;
		bool uses_fragment_time;
		bool uses_vertex_time;
	};

	struct DefaultIdentifierActions {
		Map<StringName, String> renames;
		Map<StringName, String> render_mode_defines;
		Map<StringName, String> usage_defines;
		Map<StringName, String> custom_samplers;
		ShaderLanguage::TextureFilter default_filter;
		ShaderLanguage::TextureRepeat default_repeat;
		String sampler_array_name;
		int base_texture_binding_index = 0;
		int texture_layout_set = 0;
		String base_uniform_string;
		String global_buffer_array_variable;
		String instance_uniform_index_variable;
		uint32_t base_varying_index = 0;
	};

private:
	ShaderLanguage parser;

	String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);

	void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
	String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true);

	const ShaderLanguage::ShaderNode *shader;
	const ShaderLanguage::FunctionNode *function;
	StringName current_func_name;
	StringName vertex_name;
	StringName fragment_name;
	StringName light_name;
	StringName compute_name;
	StringName time_name;
	Set<StringName> texture_functions;

	Set<StringName> used_name_defines;
	Set<StringName> used_flag_pointers;
	Set<StringName> used_rmode_defines;
	Set<StringName> internal_functions;

	DefaultIdentifierActions actions;

	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);

	void initialize(DefaultIdentifierActions p_actions);
	ShaderCompilerRD();
};

#endif // SHADERCOMPILERRD_H