|
@@ -502,15 +502,30 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node, int p_level, bool p
|
|
|
SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
|
|
|
if (cfnode->flow_op == SL::FLOW_OP_IF) {
|
|
|
|
|
|
- code += "if (" + dump_node_code(cfnode->statements[0], p_level) + ") {" ENDL;
|
|
|
- code += dump_node_code(cfnode->statements[1], p_level + 1);
|
|
|
- if (cfnode->statements.size() == 3) {
|
|
|
+ // Help lazy drivers
|
|
|
+ if (!_is_condition_preprocessable(cfnode->statements[0])) {
|
|
|
|
|
|
- code += "} else {" ENDL;
|
|
|
- code += dump_node_code(cfnode->statements[2], p_level + 1);
|
|
|
- }
|
|
|
+ code += "if (" + dump_node_code(cfnode->statements[0], p_level) + ") {" ENDL;
|
|
|
+ code += dump_node_code(cfnode->statements[1], p_level + 1);
|
|
|
+ if (cfnode->statements.size() == 3) {
|
|
|
+
|
|
|
+ code += "} else {" ENDL;
|
|
|
+ code += dump_node_code(cfnode->statements[2], p_level + 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ code += "}" ENDL;
|
|
|
+ } else {
|
|
|
|
|
|
- code += "}" ENDL;
|
|
|
+ code += "#if (" + dump_node_code(cfnode->statements[0], p_level) + ")" ENDL;
|
|
|
+ code += dump_node_code(cfnode->statements[1], p_level);
|
|
|
+ if (cfnode->statements.size() == 3) {
|
|
|
+
|
|
|
+ code += "#else" ENDL;
|
|
|
+ code += dump_node_code(cfnode->statements[2], p_level);
|
|
|
+ }
|
|
|
+
|
|
|
+ code += "#endif" ENDL;
|
|
|
+ }
|
|
|
|
|
|
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
|
|
|
|
|
@@ -649,6 +664,33 @@ String ShaderCompilerGLES2::replace_string(const StringName &p_string) {
|
|
|
return "_" + p_string.operator String();
|
|
|
}
|
|
|
|
|
|
+bool ShaderCompilerGLES2::_is_condition_preprocessable(ShaderLanguage::Node *p_condition) const {
|
|
|
+
|
|
|
+ // Check if this is a "(!)variable" expression
|
|
|
+
|
|
|
+ SL::Node *maybe_variable;
|
|
|
+ if (p_condition->type == SL::Node::TYPE_OPERATOR) {
|
|
|
+ SL::OperatorNode *op = (SL::OperatorNode *)p_condition;
|
|
|
+ if (op->op != SL::OP_NOT)
|
|
|
+ return false;
|
|
|
+ maybe_variable = op->arguments[0];
|
|
|
+ } else {
|
|
|
+ maybe_variable = p_condition;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (maybe_variable->type != SL::Node::TYPE_VARIABLE)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ SL::VariableNode *variable = (SL::VariableNode *)maybe_variable;
|
|
|
+ // Hardcoding since it's currently the only;
|
|
|
+ // if more were added, they would be better characterized
|
|
|
+ // in the various ShaderLanguage::BuiltinsDef
|
|
|
+ if (variable->name != String("AT_LIGHT_PASS"))
|
|
|
+ return false;
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
Error ShaderCompilerGLES2::compile(const String &p_code, ShaderLanguage::ShaderType p_type, String &r_code_line, String &r_globals_line, Flags &r_flags, Map<StringName, ShaderLanguage::Uniform> *r_uniforms) {
|
|
|
|
|
|
uses_texscreen = false;
|
|
@@ -873,6 +915,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["PROJECTION_MATRIX"] = "projection_matrix";
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["EXTRA_MATRIX"] = "extra_matrix";
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["TIME"] = "time";
|
|
|
+ mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["AT_LIGHT_PASS"] = "at_light_pass";
|
|
|
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POSITION"] = "(gl_FragCoord.xy)";
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMAL"] = "normal";
|
|
@@ -888,6 +931,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SCREEN_UV"] = "screen_uv";
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POINT_COORD"] = "gl_PointCoord";
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TIME"] = "time";
|
|
|
+ mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["AT_LIGHT_PASS"] = "at_light_pass";
|
|
|
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POSITION"] = "(gl_FragCoord.xy)";
|
|
|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["NORMAL"] = "normal";
|