shader_compiler_gles3.cpp 35 KB

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  1. /*************************************************************************/
  2. /* shader_compiler_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "shader_compiler_gles3.h"
  31. #include "os/os.h"
  32. #define SL ShaderLanguage
  33. static String _mktab(int p_level) {
  34. String tb;
  35. for (int i = 0; i < p_level; i++) {
  36. tb += "\t";
  37. }
  38. return tb;
  39. }
  40. static String _typestr(SL::DataType p_type) {
  41. return ShaderLanguage::get_datatype_name(p_type);
  42. }
  43. static int _get_datatype_size(SL::DataType p_type) {
  44. switch (p_type) {
  45. case SL::TYPE_VOID: return 0;
  46. case SL::TYPE_BOOL: return 4;
  47. case SL::TYPE_BVEC2: return 8;
  48. case SL::TYPE_BVEC3: return 12;
  49. case SL::TYPE_BVEC4: return 16;
  50. case SL::TYPE_INT: return 4;
  51. case SL::TYPE_IVEC2: return 8;
  52. case SL::TYPE_IVEC3: return 12;
  53. case SL::TYPE_IVEC4: return 16;
  54. case SL::TYPE_UINT: return 4;
  55. case SL::TYPE_UVEC2: return 8;
  56. case SL::TYPE_UVEC3: return 12;
  57. case SL::TYPE_UVEC4: return 16;
  58. case SL::TYPE_FLOAT: return 4;
  59. case SL::TYPE_VEC2: return 8;
  60. case SL::TYPE_VEC3: return 12;
  61. case SL::TYPE_VEC4: return 16;
  62. case SL::TYPE_MAT2:
  63. return 24; //4 * 4 + 4 * 2
  64. case SL::TYPE_MAT3:
  65. return 44; // 4 * 4 + 4 * 4 + 4 * 3
  66. case SL::TYPE_MAT4: return 64;
  67. case SL::TYPE_SAMPLER2D: return 16;
  68. case SL::TYPE_ISAMPLER2D: return 16;
  69. case SL::TYPE_USAMPLER2D: return 16;
  70. case SL::TYPE_SAMPLERCUBE: return 16;
  71. }
  72. ERR_FAIL_V(0);
  73. }
  74. static int _get_datatype_alignment(SL::DataType p_type) {
  75. switch (p_type) {
  76. case SL::TYPE_VOID: return 0;
  77. case SL::TYPE_BOOL: return 4;
  78. case SL::TYPE_BVEC2: return 8;
  79. case SL::TYPE_BVEC3: return 16;
  80. case SL::TYPE_BVEC4: return 16;
  81. case SL::TYPE_INT: return 4;
  82. case SL::TYPE_IVEC2: return 8;
  83. case SL::TYPE_IVEC3: return 16;
  84. case SL::TYPE_IVEC4: return 16;
  85. case SL::TYPE_UINT: return 4;
  86. case SL::TYPE_UVEC2: return 8;
  87. case SL::TYPE_UVEC3: return 16;
  88. case SL::TYPE_UVEC4: return 16;
  89. case SL::TYPE_FLOAT: return 4;
  90. case SL::TYPE_VEC2: return 8;
  91. case SL::TYPE_VEC3: return 16;
  92. case SL::TYPE_VEC4: return 16;
  93. case SL::TYPE_MAT2: return 16;
  94. case SL::TYPE_MAT3: return 16;
  95. case SL::TYPE_MAT4: return 16;
  96. case SL::TYPE_SAMPLER2D: return 16;
  97. case SL::TYPE_ISAMPLER2D: return 16;
  98. case SL::TYPE_USAMPLER2D: return 16;
  99. case SL::TYPE_SAMPLERCUBE: return 16;
  100. }
  101. ERR_FAIL_V(0);
  102. }
  103. static String _interpstr(SL::DataInterpolation p_interp) {
  104. switch (p_interp) {
  105. case SL::INTERPOLATION_FLAT: return "flat ";
  106. case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective ";
  107. case SL::INTERPOLATION_SMOOTH: return "smooth ";
  108. }
  109. return "";
  110. }
  111. static String _prestr(SL::DataPrecision p_pres) {
  112. switch (p_pres) {
  113. case SL::PRECISION_LOWP: return "lowp ";
  114. case SL::PRECISION_MEDIUMP: return "mediump ";
  115. case SL::PRECISION_HIGHP: return "highp ";
  116. case SL::PRECISION_DEFAULT: return "";
  117. }
  118. return "";
  119. }
  120. static String _qualstr(SL::ArgumentQualifier p_qual) {
  121. switch (p_qual) {
  122. case SL::ARGUMENT_QUALIFIER_IN: return "";
  123. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  124. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  125. }
  126. return "";
  127. }
  128. static String _opstr(SL::Operator p_op) {
  129. return SL::get_operator_text(p_op);
  130. }
  131. static String _mkid(const String &p_id) {
  132. return "m_" + p_id;
  133. }
  134. static String f2sp0(float p_float) {
  135. if (int(p_float) == p_float)
  136. return itos(p_float) + ".0";
  137. else
  138. return rtoss(p_float);
  139. }
  140. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  141. switch (p_type) {
  142. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  143. case SL::TYPE_BVEC2:
  144. case SL::TYPE_BVEC3:
  145. case SL::TYPE_BVEC4: {
  146. String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
  147. for (int i = 0; i < p_values.size(); i++) {
  148. if (i > 0)
  149. text += ",";
  150. text += p_values[i].boolean ? "true" : "false";
  151. }
  152. text += ")";
  153. return text;
  154. }
  155. case SL::TYPE_INT: return itos(p_values[0].sint);
  156. case SL::TYPE_IVEC2:
  157. case SL::TYPE_IVEC3:
  158. case SL::TYPE_IVEC4: {
  159. String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
  160. for (int i = 0; i < p_values.size(); i++) {
  161. if (i > 0)
  162. text += ",";
  163. text += itos(p_values[i].sint);
  164. }
  165. text += ")";
  166. return text;
  167. } break;
  168. case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
  169. case SL::TYPE_UVEC2:
  170. case SL::TYPE_UVEC3:
  171. case SL::TYPE_UVEC4: {
  172. String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
  173. for (int i = 0; i < p_values.size(); i++) {
  174. if (i > 0)
  175. text += ",";
  176. text += itos(p_values[i].uint) + "u";
  177. }
  178. text += ")";
  179. return text;
  180. } break;
  181. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
  182. case SL::TYPE_VEC2:
  183. case SL::TYPE_VEC3:
  184. case SL::TYPE_VEC4: {
  185. String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
  186. for (int i = 0; i < p_values.size(); i++) {
  187. if (i > 0)
  188. text += ",";
  189. text += f2sp0(p_values[i].real);
  190. }
  191. text += ")";
  192. return text;
  193. } break;
  194. case SL::TYPE_MAT2:
  195. case SL::TYPE_MAT3:
  196. case SL::TYPE_MAT4: {
  197. String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
  198. for (int i = 0; i < p_values.size(); i++) {
  199. if (i > 0)
  200. text += ",";
  201. text += f2sp0(p_values[i].real);
  202. }
  203. text += ")";
  204. return text;
  205. } break;
  206. default: ERR_FAIL_V(String());
  207. }
  208. }
  209. void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
  210. int fidx = -1;
  211. for (int i = 0; i < p_node->functions.size(); i++) {
  212. if (p_node->functions[i].name == p_for_func) {
  213. fidx = i;
  214. break;
  215. }
  216. }
  217. ERR_FAIL_COND(fidx == -1);
  218. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  219. if (added.has(E->get())) {
  220. continue; //was added already
  221. }
  222. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
  223. SL::FunctionNode *fnode = NULL;
  224. for (int i = 0; i < p_node->functions.size(); i++) {
  225. if (p_node->functions[i].name == E->get()) {
  226. fnode = p_node->functions[i].function;
  227. break;
  228. }
  229. }
  230. ERR_FAIL_COND(!fnode);
  231. r_to_add += "\n";
  232. String header;
  233. header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
  234. for (int i = 0; i < fnode->arguments.size(); i++) {
  235. if (i > 0)
  236. header += ", ";
  237. header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
  238. }
  239. header += ")\n";
  240. r_to_add += header;
  241. r_to_add += p_func_code[E->get()];
  242. added.insert(E->get());
  243. }
  244. }
  245. String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
  246. String code;
  247. switch (p_node->type) {
  248. case SL::Node::TYPE_SHADER: {
  249. SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
  250. for (int i = 0; i < pnode->render_modes.size(); i++) {
  251. if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
  252. r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
  253. used_rmode_defines.insert(pnode->render_modes[i]);
  254. }
  255. if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
  256. *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
  257. }
  258. if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
  259. Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
  260. *p.first = p.second;
  261. }
  262. }
  263. int max_texture_uniforms = 0;
  264. int max_uniforms = 0;
  265. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  266. if (SL::is_sampler_type(E->get().type))
  267. max_texture_uniforms++;
  268. else
  269. max_uniforms++;
  270. }
  271. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  272. r_gen_code.texture_hints.resize(max_texture_uniforms);
  273. Vector<int> uniform_sizes;
  274. Vector<int> uniform_alignments;
  275. Vector<StringName> uniform_defines;
  276. uniform_sizes.resize(max_uniforms);
  277. uniform_alignments.resize(max_uniforms);
  278. uniform_defines.resize(max_uniforms);
  279. bool uses_uniforms = false;
  280. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  281. String ucode;
  282. if (SL::is_sampler_type(E->get().type)) {
  283. ucode = "uniform ";
  284. }
  285. ucode += _prestr(E->get().precission);
  286. ucode += _typestr(E->get().type);
  287. ucode += " " + _mkid(E->key());
  288. ucode += ";\n";
  289. if (SL::is_sampler_type(E->get().type)) {
  290. r_gen_code.vertex_global += ucode;
  291. r_gen_code.fragment_global += ucode;
  292. r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
  293. r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
  294. } else {
  295. if (!uses_uniforms) {
  296. r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
  297. uses_uniforms = true;
  298. }
  299. uniform_defines[E->get().order] = ucode;
  300. uniform_sizes[E->get().order] = _get_datatype_size(E->get().type);
  301. uniform_alignments[E->get().order] = _get_datatype_alignment(E->get().type);
  302. }
  303. p_actions.uniforms->insert(E->key(), E->get());
  304. }
  305. for (int i = 0; i < max_uniforms; i++) {
  306. r_gen_code.uniforms += uniform_defines[i];
  307. }
  308. #if 1
  309. // add up
  310. int offset = 0;
  311. for (int i = 0; i < uniform_sizes.size(); i++) {
  312. int align = offset % uniform_alignments[i];
  313. if (align != 0) {
  314. offset += uniform_alignments[i] - align;
  315. }
  316. r_gen_code.uniform_offsets.push_back(offset);
  317. offset += uniform_sizes[i];
  318. }
  319. r_gen_code.uniform_total_size = offset;
  320. if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
  321. r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
  322. }
  323. #else
  324. // add up
  325. for (int i = 0; i < uniform_sizes.size(); i++) {
  326. if (i > 0) {
  327. int align = uniform_sizes[i - 1] % uniform_alignments[i];
  328. if (align != 0) {
  329. uniform_sizes[i - 1] += uniform_alignments[i] - align;
  330. }
  331. uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
  332. }
  333. }
  334. //offset
  335. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  336. for (int i = 0; i < uniform_sizes.size(); i++) {
  337. if (i > 0)
  338. r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
  339. else
  340. r_gen_code.uniform_offsets[i] = 0;
  341. }
  342. /*
  343. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  344. if (SL::is_sampler_type(E->get().type)) {
  345. continue;
  346. }
  347. print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
  348. }
  349. */
  350. if (uniform_sizes.size()) {
  351. r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
  352. } else {
  353. r_gen_code.uniform_total_size = 0;
  354. }
  355. #endif
  356. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
  357. String vcode;
  358. String interp_mode = _interpstr(E->get().interpolation);
  359. vcode += _prestr(E->get().precission);
  360. vcode += _typestr(E->get().type);
  361. vcode += " " + _mkid(E->key());
  362. vcode += ";\n";
  363. r_gen_code.vertex_global += interp_mode + "out " + vcode;
  364. r_gen_code.fragment_global += interp_mode + "in " + vcode;
  365. }
  366. Map<StringName, String> function_code;
  367. //code for functions
  368. for (int i = 0; i < pnode->functions.size(); i++) {
  369. SL::FunctionNode *fnode = pnode->functions[i].function;
  370. function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  371. }
  372. //place functions in actual code
  373. Set<StringName> added_vtx;
  374. Set<StringName> added_fragment; //share for light
  375. for (int i = 0; i < pnode->functions.size(); i++) {
  376. SL::FunctionNode *fnode = pnode->functions[i].function;
  377. current_func_name = fnode->name;
  378. if (fnode->name == "vertex") {
  379. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
  380. r_gen_code.vertex = function_code["vertex"];
  381. }
  382. if (fnode->name == "fragment") {
  383. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  384. r_gen_code.fragment = function_code["fragment"];
  385. }
  386. if (fnode->name == "light") {
  387. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  388. r_gen_code.light = function_code["light"];
  389. }
  390. }
  391. //code+=dump_node_code(pnode->body,p_level);
  392. } break;
  393. case SL::Node::TYPE_FUNCTION: {
  394. } break;
  395. case SL::Node::TYPE_BLOCK: {
  396. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  397. //variables
  398. if (!bnode->single_statement) {
  399. code += _mktab(p_level - 1) + "{\n";
  400. }
  401. for (int i = 0; i < bnode->statements.size(); i++) {
  402. String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  403. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  404. code += scode; //use directly
  405. } else {
  406. code += _mktab(p_level) + scode + ";\n";
  407. }
  408. }
  409. if (!bnode->single_statement) {
  410. code += _mktab(p_level - 1) + "}\n";
  411. }
  412. } break;
  413. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  414. SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
  415. String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
  416. for (int i = 0; i < vdnode->declarations.size(); i++) {
  417. if (i > 0) {
  418. declaration += ",";
  419. } else {
  420. declaration += " ";
  421. }
  422. declaration += _mkid(vdnode->declarations[i].name);
  423. if (vdnode->declarations[i].initializer) {
  424. declaration += "=";
  425. declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  426. }
  427. }
  428. code += declaration;
  429. } break;
  430. case SL::Node::TYPE_VARIABLE: {
  431. SL::VariableNode *vnode = (SL::VariableNode *)p_node;
  432. if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
  433. *p_actions.write_flag_pointers[vnode->name] = true;
  434. }
  435. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  436. String define = p_default_actions.usage_defines[vnode->name];
  437. if (define.begins_with("@")) {
  438. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  439. }
  440. r_gen_code.defines.push_back(define.utf8());
  441. used_name_defines.insert(vnode->name);
  442. }
  443. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  444. *p_actions.usage_flag_pointers[vnode->name] = true;
  445. used_flag_pointers.insert(vnode->name);
  446. }
  447. if (p_default_actions.renames.has(vnode->name))
  448. code = p_default_actions.renames[vnode->name];
  449. else
  450. code = _mkid(vnode->name);
  451. if (vnode->name == time_name) {
  452. if (current_func_name == vertex_name) {
  453. r_gen_code.uses_vertex_time = true;
  454. }
  455. if (current_func_name == fragment_name) {
  456. r_gen_code.uses_fragment_time = true;
  457. }
  458. }
  459. } break;
  460. case SL::Node::TYPE_CONSTANT: {
  461. SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
  462. return get_constant_text(cnode->datatype, cnode->values);
  463. } break;
  464. case SL::Node::TYPE_OPERATOR: {
  465. SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
  466. switch (onode->op) {
  467. case SL::OP_ASSIGN:
  468. case SL::OP_ASSIGN_ADD:
  469. case SL::OP_ASSIGN_SUB:
  470. case SL::OP_ASSIGN_MUL:
  471. case SL::OP_ASSIGN_DIV:
  472. case SL::OP_ASSIGN_SHIFT_LEFT:
  473. case SL::OP_ASSIGN_SHIFT_RIGHT:
  474. case SL::OP_ASSIGN_MOD:
  475. case SL::OP_ASSIGN_BIT_AND:
  476. case SL::OP_ASSIGN_BIT_OR:
  477. case SL::OP_ASSIGN_BIT_XOR:
  478. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  479. break;
  480. case SL::OP_BIT_INVERT:
  481. case SL::OP_NEGATE:
  482. case SL::OP_NOT:
  483. case SL::OP_DECREMENT:
  484. case SL::OP_INCREMENT:
  485. code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  486. break;
  487. case SL::OP_POST_DECREMENT:
  488. case SL::OP_POST_INCREMENT:
  489. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
  490. break;
  491. case SL::OP_CALL:
  492. case SL::OP_CONSTRUCT: {
  493. ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  494. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  495. if (onode->op == SL::OP_CONSTRUCT) {
  496. code += String(vnode->name);
  497. } else {
  498. if (internal_functions.has(vnode->name)) {
  499. code += vnode->name;
  500. } else if (p_default_actions.renames.has(vnode->name)) {
  501. code += p_default_actions.renames[vnode->name];
  502. } else {
  503. code += _mkid(vnode->name);
  504. }
  505. }
  506. code += "(";
  507. for (int i = 1; i < onode->arguments.size(); i++) {
  508. if (i > 1)
  509. code += ", ";
  510. code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  511. }
  512. code += ")";
  513. } break;
  514. case SL::OP_INDEX: {
  515. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  516. code += "[";
  517. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  518. code += "]";
  519. } break;
  520. case SL::OP_SELECT_IF: {
  521. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  522. code += "?";
  523. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  524. code += ":";
  525. code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  526. } break;
  527. default: {
  528. code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")";
  529. break;
  530. }
  531. }
  532. } break;
  533. case SL::Node::TYPE_CONTROL_FLOW: {
  534. SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
  535. if (cfnode->flow_op == SL::FLOW_OP_IF) {
  536. code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  537. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  538. if (cfnode->blocks.size() == 2) {
  539. code += _mktab(p_level) + "else\n";
  540. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  541. }
  542. } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
  543. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  544. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  545. } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
  546. String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  547. String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  548. String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  549. code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
  550. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  551. } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
  552. if (cfnode->expressions.size()) {
  553. code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
  554. } else {
  555. code = "return;";
  556. }
  557. } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
  558. code = "discard;";
  559. } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
  560. code = "continue;";
  561. } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
  562. code = "break;";
  563. }
  564. } break;
  565. case SL::Node::TYPE_MEMBER: {
  566. SL::MemberNode *mnode = (SL::MemberNode *)p_node;
  567. code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
  568. } break;
  569. }
  570. return code;
  571. }
  572. Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  573. Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
  574. if (err != OK) {
  575. Vector<String> shader = p_code.split("\n");
  576. for (int i = 0; i < shader.size(); i++) {
  577. print_line(itos(i) + " " + shader[i]);
  578. }
  579. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  580. return err;
  581. }
  582. r_gen_code.defines.clear();
  583. r_gen_code.vertex = String();
  584. r_gen_code.vertex_global = String();
  585. r_gen_code.fragment = String();
  586. r_gen_code.fragment_global = String();
  587. r_gen_code.light = String();
  588. r_gen_code.uses_fragment_time = false;
  589. r_gen_code.uses_vertex_time = false;
  590. used_name_defines.clear();
  591. used_rmode_defines.clear();
  592. used_flag_pointers.clear();
  593. _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
  594. if (r_gen_code.uniform_total_size) { //uniforms used?
  595. int md = sizeof(float) * 4;
  596. if (r_gen_code.uniform_total_size % md) {
  597. r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md);
  598. }
  599. r_gen_code.uniform_total_size += md; //pad just in case
  600. }
  601. return OK;
  602. }
  603. ShaderCompilerGLES3::ShaderCompilerGLES3() {
  604. /** CANVAS ITEM SHADER **/
  605. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  606. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  607. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
  608. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  609. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  610. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
  611. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  612. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  613. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
  614. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  615. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  616. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  617. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  618. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  619. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  620. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  621. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  622. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
  623. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  624. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  625. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  626. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  627. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  628. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  629. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  630. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  631. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  632. //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
  633. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  634. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  635. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  636. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  637. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  638. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  639. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  640. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  641. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
  642. actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  643. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  644. /** SPATIAL SHADER **/
  645. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  646. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  647. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  648. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  649. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
  650. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  651. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  652. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  653. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  654. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  655. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  656. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  657. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  658. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  659. //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
  660. //builtins
  661. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  662. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  663. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  664. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  665. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  666. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  667. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  668. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  669. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  670. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  671. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  672. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  673. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  674. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  675. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  676. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  677. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  678. //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
  679. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  680. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  681. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  682. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  683. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  684. //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
  685. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  686. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  687. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  688. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  689. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  690. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  691. //for light
  692. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  693. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  694. actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  695. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  696. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  697. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  698. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  699. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  700. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  701. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  702. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  703. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  704. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  705. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  706. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  707. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  708. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  709. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  710. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  711. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  712. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  713. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  714. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  715. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  716. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  717. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  718. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  719. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  720. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  721. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  722. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  723. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  724. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  725. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  726. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  727. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  728. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  729. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  730. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  731. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  732. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  733. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  734. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  735. /* PARTICLES SHADER */
  736. actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  737. actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  738. actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
  739. actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
  740. actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  741. actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  742. actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  743. actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
  744. actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  745. actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  746. actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  747. actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
  748. actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  749. actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  750. actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  751. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  752. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  753. actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  754. vertex_name = "vertex";
  755. fragment_name = "fragment";
  756. time_name = "TIME";
  757. List<String> func_list;
  758. ShaderLanguage::get_builtin_funcs(&func_list);
  759. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  760. internal_functions.insert(E->get());
  761. }
  762. }