diff options
author | reduz <reduzio@gmail.com> | 2021-04-13 17:01:43 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-04-14 11:37:52 -0300 |
commit | d3b49c416ab0f2009bb41a035f8171726f892cce (patch) | |
tree | 12b9832f1840a72c886680cadd55a7b6bcf74cd3 /servers/rendering/shader_language.cpp | |
parent | 8ce0fb0a946455ed6a7bc8a54fcf90a9d5a9ae4d (diff) | |
download | redot-engine-d3b49c416ab0f2009bb41a035f8171726f892cce.tar.gz |
Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
Diffstat (limited to 'servers/rendering/shader_language.cpp')
-rw-r--r-- | servers/rendering/shader_language.cpp | 46 |
1 files changed, 17 insertions, 29 deletions
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 4ae0eda232..f5228f9747 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -3109,20 +3109,20 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St } switch (p_varying.stage) { case ShaderNode::Varying::STAGE_UNKNOWN: // first assign - if (current_function == String("vertex")) { + if (current_function == varying_function_names.vertex) { p_varying.stage = ShaderNode::Varying::STAGE_VERTEX; - } else if (current_function == String("fragment")) { + } else if (current_function == varying_function_names.fragment) { p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT; } break; case ShaderNode::Varying::STAGE_VERTEX: - if (current_function == String("fragment")) { + if (current_function == varying_function_names.fragment) { *r_message = RTR("Varyings which assigned in 'vertex' function may not be reassigned in 'fragment' or 'light'."); return false; } break; case ShaderNode::Varying::STAGE_FRAGMENT: - if (current_function == String("vertex")) { + if (current_function == varying_function_names.vertex) { *r_message = RTR("Varyings which assigned in 'fragment' function may not be reassigned in 'vertex' or 'light'."); return false; } @@ -3139,25 +3139,25 @@ bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, Str *r_message = RTR("Varying must be assigned before using!"); return false; case ShaderNode::Varying::STAGE_VERTEX: - if (current_function == String("fragment")) { + if (current_function == varying_function_names.fragment) { p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT; - } else if (current_function == String("light")) { + } else if (current_function == varying_function_names.light) { p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT; } break; case ShaderNode::Varying::STAGE_FRAGMENT: - if (current_function == String("light")) { + if (current_function == varying_function_names.light) { p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT; } break; case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT: - if (current_function == String("light")) { + if (current_function == varying_function_names.light) { *r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'"); return false; } break; case ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT: - if (current_function == String("fragment")) { + if (current_function == varying_function_names.fragment) { *r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'"); return false; } @@ -5847,7 +5847,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun //check return type BlockNode *b = p_block; - if (b && b->parent_function && (b->parent_function->name == "vertex" || b->parent_function->name == "fragment" || b->parent_function->name == "light")) { + if (b && b->parent_function && p_function_info.main_function) { _set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name)); return ERR_PARSE_ERROR; } @@ -7246,26 +7246,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } bool ShaderLanguage::has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) { - if (p_functions.has("vertex")) { - if (p_functions["vertex"].built_ins.has(p_name)) { - return true; - } - } - if (p_functions.has("fragment")) { - if (p_functions["fragment"].built_ins.has(p_name)) { - return true; - } - } - if (p_functions.has("light")) { - if (p_functions["light"].built_ins.has(p_name)) { - return true; - } - } - if (p_functions.has("compute")) { - if (p_functions["compute"].built_ins.has(p_name)) { + for (Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = p_functions.front(); E; E = E->next()) { + if (E->get().built_ins.has(p_name)) { return true; } } + return false; } @@ -7399,11 +7385,12 @@ String ShaderLanguage::get_shader_type(const String &p_code) { return String(); } -Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) { +Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) { clear(); code = p_code; global_var_get_type_func = p_global_variable_type_func; + varying_function_names = p_varying_function_names; nodes = nullptr; @@ -7416,10 +7403,11 @@ Error ShaderLanguage::compile(const String &p_code, const Map<StringName, Functi return OK; } -Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) { +Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) { clear(); code = p_code; + varying_function_names = p_varying_function_names; nodes = nullptr; global_var_get_type_func = p_global_variable_type_func; |