summaryrefslogtreecommitdiff
path: root/servers/visual/rasterizer_rd/shader_compiler_rd.h
blob: 3572a73a2d2ca509602231dba187911876b1b67f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
#ifndef SHADER_COMPILER_RD_H
#define SHADER_COMPILER_RD_H

#include "core/pair.h"
#include "servers/visual/shader_language.h"
#include "servers/visual/shader_types.h"
#include "servers/visual_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;
		};

		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;

		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;
		int texture_layout_set;
		String base_uniform_string;
	};

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);

	const ShaderLanguage::ShaderNode *shader;
	const ShaderLanguage::FunctionNode *function;
	StringName current_func_name;
	StringName vertex_name;
	StringName fragment_name;
	StringName light_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;

public:
	Error compile(VS::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