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Merge pull request #74737 from JohanAR/preprocessor_concat

Support shader preprocessor concatenation symbol
Rémi Verschelde 2 years ago
parent
commit
779ca0acbb

+ 55 - 10
servers/rendering/shader_preprocessor.cpp

@@ -420,11 +420,11 @@ void ShaderPreprocessor::process_define(Tokenizer *p_tokenizer) {
 		return;
 		return;
 	}
 	}
 
 
+	Vector<String> args;
 	if (p_tokenizer->peek() == '(') {
 	if (p_tokenizer->peek() == '(') {
 		// Macro has arguments.
 		// Macro has arguments.
 		p_tokenizer->get_token();
 		p_tokenizer->get_token();
 
 
-		Vector<String> args;
 		while (true) {
 		while (true) {
 			String name = p_tokenizer->get_identifier();
 			String name = p_tokenizer->get_identifier();
 			if (name.is_empty()) {
 			if (name.is_empty()) {
@@ -442,17 +442,24 @@ void ShaderPreprocessor::process_define(Tokenizer *p_tokenizer) {
 				return;
 				return;
 			}
 			}
 		}
 		}
+	}
 
 
-		Define *define = memnew(Define);
+	String body = tokens_to_string(p_tokenizer->advance('\n')).strip_edges();
+	if (body.begins_with("##")) {
+		set_error(RTR("'##' must not appear at beginning of macro expansion."), line);
+		return;
+	}
+	if (body.ends_with("##")) {
+		set_error(RTR("'##' must not appear at end of macro expansion."), line);
+		return;
+	}
+
+	Define *define = memnew(Define);
+	if (!args.is_empty()) {
 		define->arguments = args;
 		define->arguments = args;
-		define->body = tokens_to_string(p_tokenizer->advance('\n')).strip_edges();
-		state->defines[label] = define;
-	} else {
-		// Simple substitution macro.
-		Define *define = memnew(Define);
-		define->body = tokens_to_string(p_tokenizer->advance('\n')).strip_edges();
-		state->defines[label] = define;
 	}
 	}
+	define->body = body;
+	state->defines[label] = define;
 }
 }
 
 
 void ShaderPreprocessor::process_elif(Tokenizer *p_tokenizer) {
 void ShaderPreprocessor::process_elif(Tokenizer *p_tokenizer) {
@@ -1074,9 +1081,13 @@ bool ShaderPreprocessor::expand_macros_once(const String &p_line, int p_line_num
 				}
 				}
 			}
 			}
 
 
+			concatenate_macro_body(body);
+
 			result = result.substr(0, index) + " " + body + " " + result.substr(args_end + 1, result.length());
 			result = result.substr(0, index) + " " + body + " " + result.substr(args_end + 1, result.length());
 		} else {
 		} else {
-			result = result.substr(0, index) + body + result.substr(index + key.length(), result.length() - (index + key.length()));
+			concatenate_macro_body(body);
+
+			result = result.substr(0, index) + " " + body + " " + result.substr(index + key.length(), result.length() - (index + key.length()));
 		}
 		}
 
 
 		r_expanded = result;
 		r_expanded = result;
@@ -1115,6 +1126,40 @@ bool ShaderPreprocessor::find_match(const String &p_string, const String &p_valu
 	return false;
 	return false;
 }
 }
 
 
+void ShaderPreprocessor::concatenate_macro_body(String &r_body) {
+	int index_start = r_body.find("##");
+	while (index_start > -1) {
+		int index_end = index_start + 2; // First character after ##.
+		// The macro was checked during creation so this should never happen.
+		ERR_FAIL_INDEX(index_end, r_body.size());
+
+		// If there more than two # in a row, then it's not a concatenation.
+		bool is_concat = true;
+		while (index_end <= r_body.length() && r_body[index_end] == '#') {
+			index_end++;
+			is_concat = false;
+		}
+		if (!is_concat) {
+			index_start = r_body.find("##", index_end);
+			continue;
+		}
+
+		// Skip whitespace after ##.
+		while (index_end < r_body.length() && is_char_space(r_body[index_end])) {
+			index_end++;
+		}
+
+		// Skip whitespace before ##.
+		while (index_start >= 1 && is_char_space(r_body[index_start - 1])) {
+			index_start--;
+		}
+
+		r_body = r_body.substr(0, index_start) + r_body.substr(index_end, r_body.length() - index_end);
+
+		index_start = r_body.find("##", index_start);
+	}
+}
+
 String ShaderPreprocessor::next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives) {
 String ShaderPreprocessor::next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives) {
 	const int line = p_tokenizer->get_line();
 	const int line = p_tokenizer->get_line();
 	int nesting = 0;
 	int nesting = 0;

+ 1 - 0
servers/rendering/shader_preprocessor.h

@@ -205,6 +205,7 @@ private:
 	Error expand_macros(const String &p_string, int p_line, String &r_result);
 	Error expand_macros(const String &p_string, int p_line, String &r_result);
 	bool expand_macros_once(const String &p_line, int p_line_number, const RBMap<String, Define *>::Element *p_define_pair, String &r_expanded);
 	bool expand_macros_once(const String &p_line, int p_line_number, const RBMap<String, Define *>::Element *p_define_pair, String &r_expanded);
 	bool find_match(const String &p_string, const String &p_value, int &r_index, int &r_index_start);
 	bool find_match(const String &p_string, const String &p_value, int &r_index, int &r_index_start);
+	void concatenate_macro_body(String &r_body);
 
 
 	String next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives);
 	String next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives);
 	void add_to_output(const String &p_str);
 	void add_to_output(const String &p_str);

+ 334 - 0
tests/servers/rendering/test_shader_preprocessor.h

@@ -0,0 +1,334 @@
+/**************************************************************************/
+/*  test_shader_preprocessor.h                                            */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* 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 TEST_SHADER_PREPROCESSOR_H
+#define TEST_SHADER_PREPROCESSOR_H
+
+#include "servers/rendering/shader_preprocessor.h"
+
+#include "tests/test_macros.h"
+
+#include <cctype>
+
+namespace TestShaderPreprocessor {
+
+void erase_all_empty(Vector<String> &p_vec) {
+	int idx = p_vec.find(" ");
+	while (idx >= 0) {
+		p_vec.remove_at(idx);
+		idx = p_vec.find(" ");
+	}
+}
+
+bool is_variable_char(unsigned char c) {
+	return std::isalnum(c) || c == '_';
+}
+
+bool is_operator_char(unsigned char c) {
+	static const std::string operators = "<>=+-*/";
+	return operators.find(c) != std::string::npos;
+}
+
+// Remove unnecessary spaces from a line.
+String remove_spaces(String &p_str) {
+	String res;
+	// Result is guaranteed to not be longer than the input.
+	res.resize(p_str.size());
+	int wp = 0;
+	char32_t last = 0;
+	bool has_removed = false;
+
+	for (int n = 0; n < p_str.size(); n++) {
+		// These test cases only use ASCII.
+		auto c = static_cast<unsigned char>(p_str[n]);
+		if (std::isblank(c)) {
+			has_removed = true;
+		} else {
+			if (has_removed) {
+				// Insert a space to avoid joining things that could potentially form a new token.
+				// E.g. "float x" or "- -".
+				if ((is_variable_char(c) && is_variable_char(last)) ||
+						(is_operator_char(c) && is_operator_char(last))) {
+					res[wp++] = ' ';
+				}
+				has_removed = false;
+			}
+			res[wp++] = c;
+			last = c;
+		}
+	}
+	res.resize(wp);
+	return res;
+}
+
+// The pre-processor changes indentation and inserts spaces when inserting macros.
+// Re-format the code, without changing its meaning, to make it easier to compare.
+String compact_spaces(String &p_str) {
+	Vector<String> lines = p_str.split("\n", false);
+	erase_all_empty(lines);
+	for (auto &line : lines) {
+		line = remove_spaces(line);
+	}
+	return String("\n").join(lines);
+}
+
+#define CHECK_SHADER_EQ(a, b) CHECK_EQ(compact_spaces(a), compact_spaces(b))
+#define CHECK_SHADER_NE(a, b) CHECK_NE(compact_spaces(a), compact_spaces(b))
+
+TEST_CASE("[ShaderPreprocessor] Simple defines") {
+	String code(
+			"#define X 1.0 // comment\n"
+			"#define Y mix\n"
+			"#define Z X\n"
+			"\n"
+			"#define func0 \\\n"
+			"  vec3 my_fun(vec3 arg) {\\\n"
+			"    return pow(arg, 2.2);\\\n"
+			"  }\n"
+			"\n"
+			"func0\n"
+			"\n"
+			"fragment() {\n"
+			"  ALBEDO = vec3(X);\n"
+			"  float x = Y(0., Z, X);\n"
+			"  #undef X\n"
+			"  float X = x;\n"
+			"  x = -Z;\n"
+			"}\n");
+	String expected(
+			"vec3 my_fun(vec3 arg) { return pow(arg, 2.2); }\n"
+			"\n"
+			"fragment() {\n"
+			"  ALBEDO = vec3( 1.0 );\n"
+			"  float x = mix(0., 1.0 , 1.0 );\n"
+			"  float X = x;\n"
+			"  x = -X;\n"
+			"}\n");
+	String result;
+
+	ShaderPreprocessor preprocessor;
+	CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
+
+	CHECK_SHADER_EQ(result, expected);
+}
+
+TEST_CASE("[ShaderPreprocessor] Avoid merging adjacent tokens") {
+	String code(
+			"#define X -10\n"
+			"#define Y(s) s\n"
+			"\n"
+			"fragment() {\n"
+			"  float v = 1.0-X-Y(-2);\n"
+			"}\n");
+	String expected(
+			"fragment() {\n"
+			"  float v = 1.0 - -10 - -2;\n"
+			"}\n");
+	String result;
+
+	ShaderPreprocessor preprocessor;
+	CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
+
+	CHECK_SHADER_EQ(result, expected);
+}
+
+TEST_CASE("[ShaderPreprocessor] Complex defines") {
+	String code(
+			"const float X = 2.0;\n"
+			"#define A(X) X*2.\n"
+			"#define X 1.0\n"
+			"#define Y Z(X, W)\n"
+			"#define Z max\n"
+			"#define C(X, Y) Z(A(Y), B(X))\n"
+			"#define W -X\n"
+			"#define B(X) X*3.\n"
+			"\n"
+			"fragment() {\n"
+			"  float x = Y;\n"
+			"  float y = C(5., 7.0);\n"
+			"}\n");
+	String expected(
+			"const float X = 2.0;\n"
+			"fragment() {\n"
+			"  float x = max(1.0, - 1.0);\n"
+			"  float y = max(7.0*2. , 5.*3.);\n"
+			"}\n");
+	String result;
+
+	ShaderPreprocessor preprocessor;
+	CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
+
+	CHECK_SHADER_EQ(result, expected);
+}
+
+TEST_CASE("[ShaderPreprocessor] Concatenation") {
+	String code(
+			"fragment() {\n"
+			"  #define X 1 // this is fine ##\n"
+			"  #define y 2\n"
+			"  #define z 3##.## 1## 4 ## 59\n"
+			"  #define Z(y) X ## y\n"
+			"  #define Z2(y) y##X\n"
+			"  #define W(y) X, y\n"
+			"  #define A(x) fl## oat a = 1##x ##.3  ##  x\n"
+			"  #define C(x, y) x##.##y\n"
+			"  #define J(x) x##=\n"
+			"  float Z(y) = 1.2;\n"
+			"  float Z(z) = 2.3;\n"
+			"  float Z2(y) = z;\n"
+			"  float Z2(z) = 2.3;\n"
+			"  int b = max(W(3));\n"
+			"  Xy J(+) b J(=) 3 ? 0.1 : 0.2;\n"
+			"  A(9);\n"
+			"  Xy = C(X, y);\n"
+			"}\n");
+	String expected(
+			"fragment() {\n"
+			"  float Xy = 1.2;\n"
+			"  float Xz = 2.3;\n"
+			"  float yX = 3.1459;\n"
+			"  float zX = 2.3;\n"
+			"  int b = max(1, 3);\n"
+			"  Xy += b == 3 ? 0.1 : 0.2;\n"
+			"  float a = 19.39;\n"
+			"  Xy = 1.2;\n"
+			"}\n");
+	String result;
+
+	ShaderPreprocessor preprocessor;
+	CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
+
+	CHECK_SHADER_EQ(result, expected);
+}
+
+TEST_CASE("[ShaderPreprocessor] Nested concatenation") {
+	// Concatenation ## should not expand adjacent tokens if they are macros,
+	// but this is currently not implemented in Godot's shader preprocessor.
+	// To force expanding, an extra macro should be required (B in this case).
+
+	String code(
+			"fragment() {\n"
+			"  vec2 X = vec2(0);\n"
+			"  #define X 1\n"
+			"  #define y 2\n"
+			"  #define B(x, y) C(x, y)\n"
+			"  #define C(x, y) x##.##y\n"
+			"  C(X, y) = B(X, y);\n"
+			"}\n");
+	String expected(
+			"fragment() {\n"
+			"  vec2 X = vec2(0);\n"
+			"  X.y = 1.2;\n"
+			"}\n");
+	String result;
+
+	ShaderPreprocessor preprocessor;
+	CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
+
+	// TODO: Reverse the check when/if this is changed.
+	CHECK_SHADER_NE(result, expected);
+}
+
+TEST_CASE("[ShaderPreprocessor] Concatenation sorting network") {
+	String code(
+			"fragment() {\n"
+			"  #define ARR(X) test##X\n"
+			"  #define ACMP(a, b) ARR(a) > ARR(b)\n"
+			"  #define ASWAP(a, b) tmp = ARR(b); ARR(b) = ARR(a); ARR(a) = tmp;\n"
+			"  #define ACSWAP(a, b) if(ACMP(a, b)) { ASWAP(a, b) }\n"
+			"  float test0 = 1.2;\n"
+			"  float test1 = 0.34;\n"
+			"  float test3 = 0.8;\n"
+			"  float test4 = 2.9;\n"
+			"  float tmp;\n"
+			"  ACSWAP(0,2)\n"
+			"  ACSWAP(1,3)\n"
+			"  ACSWAP(0,1)\n"
+			"  ACSWAP(2,3)\n"
+			"  ACSWAP(1,2)\n"
+			"}\n");
+	String expected(
+			"fragment() {\n"
+			"  float test0 = 1.2;\n"
+			"  float test1 = 0.34;\n"
+			"  float test3 = 0.8;\n"
+			"  float test4 = 2.9;\n"
+			"  float tmp;\n"
+			"  if(test0 > test2) { tmp = test2; test2 = test0; test0 = tmp; }\n"
+			"  if(test1 > test3) { tmp = test3; test3 = test1; test1 = tmp; }\n"
+			"  if(test0 > test1) { tmp = test1; test1 = test0; test0 = tmp; }\n"
+			"  if(test2 > test3) { tmp = test3; test3 = test2; test2 = tmp; }\n"
+			"  if(test1 > test2) { tmp = test2; test2 = test1; test1 = tmp; }\n"
+			"}\n");
+	String result;
+
+	ShaderPreprocessor preprocessor;
+	CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
+
+	CHECK_SHADER_EQ(result, expected);
+}
+
+TEST_CASE("[ShaderPreprocessor] Undefined behaviour") {
+	// None of these are valid concatenation, nor valid shader code.
+	// Don't care about results, just make sure there's no crash.
+	const String filename("somefile.gdshader");
+	String result;
+	ShaderPreprocessor preprocessor;
+
+	preprocessor.preprocess("#define X ###\nX\n", filename, result);
+	preprocessor.preprocess("#define X ####\nX\n", filename, result);
+	preprocessor.preprocess("#define X #####\nX\n", filename, result);
+	preprocessor.preprocess("#define X 1 ### 2\nX\n", filename, result);
+	preprocessor.preprocess("#define X 1 #### 2\nX\n", filename, result);
+	preprocessor.preprocess("#define X 1 ##### 2\nX\n", filename, result);
+	preprocessor.preprocess("#define X ### 2\nX\n", filename, result);
+	preprocessor.preprocess("#define X #### 2\nX\n", filename, result);
+	preprocessor.preprocess("#define X ##### 2\nX\n", filename, result);
+	preprocessor.preprocess("#define X 1 ###\nX\n", filename, result);
+	preprocessor.preprocess("#define X 1 ####\nX\n", filename, result);
+	preprocessor.preprocess("#define X 1 #####\nX\n", filename, result);
+}
+
+TEST_CASE("[ShaderPreprocessor] Invalid concatenations") {
+	const String filename("somefile.gdshader");
+	String result;
+	ShaderPreprocessor preprocessor;
+
+	CHECK_NE(preprocessor.preprocess("#define X ##", filename, result), Error::OK);
+	CHECK_NE(preprocessor.preprocess("#define X 1 ##", filename, result), Error::OK);
+	CHECK_NE(preprocessor.preprocess("#define X ## 1", filename, result), Error::OK);
+	CHECK_NE(preprocessor.preprocess("#define X(y)   ##  ", filename, result), Error::OK);
+	CHECK_NE(preprocessor.preprocess("#define X(y) y ##  ", filename, result), Error::OK);
+	CHECK_NE(preprocessor.preprocess("#define X(y) ## y", filename, result), Error::OK);
+}
+
+} // namespace TestShaderPreprocessor
+
+#endif // TEST_SHADER_PREPROCESSOR_H

+ 1 - 0
tests/test_main.cpp

@@ -115,6 +115,7 @@
 #include "tests/scene/test_theme.h"
 #include "tests/scene/test_theme.h"
 #include "tests/scene/test_viewport.h"
 #include "tests/scene/test_viewport.h"
 #include "tests/scene/test_visual_shader.h"
 #include "tests/scene/test_visual_shader.h"
+#include "tests/servers/rendering/test_shader_preprocessor.h"
 #include "tests/servers/test_navigation_server_2d.h"
 #include "tests/servers/test_navigation_server_2d.h"
 #include "tests/servers/test_navigation_server_3d.h"
 #include "tests/servers/test_navigation_server_3d.h"
 #include "tests/servers/test_text_server.h"
 #include "tests/servers/test_text_server.h"