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authorJuan Linietsky <reduzio@gmail.com>2019-07-27 10:23:24 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 11:53:29 +0100
commit0586e184490fd132f99acb1a67c788959cfdbade (patch)
tree194972ba608705445c9ee084f908e183a9792760 /servers/visual/rasterizer_rd/shader_compiler_rd.h
parent8bbbb973361f367a4888629c571fb6f43581269d (diff)
downloadredot-engine-0586e184490fd132f99acb1a67c788959cfdbade.tar.gz
Custom material support seems complete.
Diffstat (limited to 'servers/visual/rasterizer_rd/shader_compiler_rd.h')
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1 files changed, 92 insertions, 0 deletions
diff --git a/servers/visual/rasterizer_rd/shader_compiler_rd.h b/servers/visual/rasterizer_rd/shader_compiler_rd.h
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+++ b/servers/visual/rasterizer_rd/shader_compiler_rd.h
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+#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