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author | reduz <reduzio@gmail.com> | 2020-12-04 15:26:24 -0300 |
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committer | reduz <reduzio@gmail.com> | 2020-12-04 18:39:46 -0300 |
commit | 2787ad65be12a8ac84b7cc8536749686e9fe80dc (patch) | |
tree | 2f2cfbc02bddd77ba217797a5206767881184913 /servers/rendering/renderer_rd/shader_compiler_rd.h | |
parent | 3dc8aaaccc642cddbd8d5c1841fef079db5c7edf (diff) | |
download | redot-engine-2787ad65be12a8ac84b7cc8536749686e9fe80dc.tar.gz |
RenderingServer reorganization
Diffstat (limited to 'servers/rendering/renderer_rd/shader_compiler_rd.h')
-rw-r--r-- | servers/rendering/renderer_rd/shader_compiler_rd.h | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h new file mode 100644 index 0000000000..694f8fff91 --- /dev/null +++ b/servers/rendering/renderer_rd/shader_compiler_rd.h @@ -0,0 +1,129 @@ +/*************************************************************************/ +/* 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 |