pandemonium_engine/drivers/gles2/shader_compiler_gles2.h

101 lines
4.4 KiB
C++

#ifndef SHADERCOMPILERGLES2_H
#define SHADERCOMPILERGLES2_H
/*************************************************************************/
/* shader_compiler_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "core/containers/pair.h"
#include "core/string/string_builder.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_types.h"
#include "core/servers/rendering/rendering_server.h"
class ShaderCompilerGLES2 {
public:
struct IdentifierActions {
RBMap<StringName, Pair<int *, int>> render_mode_values;
RBMap<StringName, bool *> render_mode_flags;
RBMap<StringName, bool *> usage_flag_pointers;
RBMap<StringName, bool *> write_flag_pointers;
RBMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
};
struct GeneratedCode {
Vector<CharString> custom_defines;
Vector<StringName> uniforms;
Vector<StringName> texture_uniforms;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
String vertex_global;
String vertex;
String fragment_global;
String fragment;
String light;
bool uses_fragment_time;
bool uses_vertex_time;
};
private:
ShaderLanguage parser;
struct DefaultIdentifierActions {
RBMap<StringName, String> renames;
RBMap<StringName, String> render_mode_defines;
RBMap<StringName, String> usage_defines;
};
void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const RBMap<StringName, String> &p_func_code, StringBuilder &r_to_add, RBSet<StringName> &r_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_use_scope = true);
const ShaderLanguage::ShaderNode *shader;
const ShaderLanguage::FunctionNode *function;
StringName current_func_name;
StringName vertex_name;
StringName fragment_name;
StringName light_name;
StringName time_name;
RBSet<StringName> used_name_defines;
RBSet<StringName> used_flag_pointers;
RBSet<StringName> used_rmode_defines;
RBSet<StringName> internal_functions;
RBSet<StringName> fragment_varyings;
DefaultIdentifierActions actions[RS::SHADER_MAX];
public:
Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
ShaderCompilerGLES2();
};
#endif // SHADERCOMPILERGLES2_H