shader_compiler_rd.cpp 35 KB

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  1. #include "shader_compiler_rd.h"
  2. #include "core/os/os.h"
  3. #include "core/project_settings.h"
  4. #define SL ShaderLanguage
  5. static String _mktab(int p_level) {
  6. String tb;
  7. for (int i = 0; i < p_level; i++) {
  8. tb += "\t";
  9. }
  10. return tb;
  11. }
  12. static String _typestr(SL::DataType p_type) {
  13. String type = ShaderLanguage::get_datatype_name(p_type);
  14. if (ShaderLanguage::is_sampler_type(p_type)) {
  15. type = type.replace("sampler", "texture"); //we use textures instead of samplers
  16. }
  17. return type;
  18. }
  19. static int _get_datatype_size(SL::DataType p_type) {
  20. switch (p_type) {
  21. case SL::TYPE_VOID: return 0;
  22. case SL::TYPE_BOOL: return 4;
  23. case SL::TYPE_BVEC2: return 8;
  24. case SL::TYPE_BVEC3: return 12;
  25. case SL::TYPE_BVEC4: return 16;
  26. case SL::TYPE_INT: return 4;
  27. case SL::TYPE_IVEC2: return 8;
  28. case SL::TYPE_IVEC3: return 12;
  29. case SL::TYPE_IVEC4: return 16;
  30. case SL::TYPE_UINT: return 4;
  31. case SL::TYPE_UVEC2: return 8;
  32. case SL::TYPE_UVEC3: return 12;
  33. case SL::TYPE_UVEC4: return 16;
  34. case SL::TYPE_FLOAT: return 4;
  35. case SL::TYPE_VEC2: return 8;
  36. case SL::TYPE_VEC3: return 12;
  37. case SL::TYPE_VEC4: return 16;
  38. case SL::TYPE_MAT2:
  39. return 32; //4 * 4 + 4 * 4
  40. case SL::TYPE_MAT3:
  41. return 48; // 4 * 4 + 4 * 4 + 4 * 4
  42. case SL::TYPE_MAT4: return 64;
  43. case SL::TYPE_SAMPLER2D: return 16;
  44. case SL::TYPE_ISAMPLER2D: return 16;
  45. case SL::TYPE_USAMPLER2D: return 16;
  46. case SL::TYPE_SAMPLER2DARRAY: return 16;
  47. case SL::TYPE_ISAMPLER2DARRAY: return 16;
  48. case SL::TYPE_USAMPLER2DARRAY: return 16;
  49. case SL::TYPE_SAMPLER3D: return 16;
  50. case SL::TYPE_ISAMPLER3D: return 16;
  51. case SL::TYPE_USAMPLER3D: return 16;
  52. case SL::TYPE_SAMPLERCUBE: return 16;
  53. }
  54. ERR_FAIL_V(0);
  55. }
  56. static int _get_datatype_alignment(SL::DataType p_type) {
  57. switch (p_type) {
  58. case SL::TYPE_VOID: return 0;
  59. case SL::TYPE_BOOL: return 4;
  60. case SL::TYPE_BVEC2: return 8;
  61. case SL::TYPE_BVEC3: return 16;
  62. case SL::TYPE_BVEC4: return 16;
  63. case SL::TYPE_INT: return 4;
  64. case SL::TYPE_IVEC2: return 8;
  65. case SL::TYPE_IVEC3: return 16;
  66. case SL::TYPE_IVEC4: return 16;
  67. case SL::TYPE_UINT: return 4;
  68. case SL::TYPE_UVEC2: return 8;
  69. case SL::TYPE_UVEC3: return 16;
  70. case SL::TYPE_UVEC4: return 16;
  71. case SL::TYPE_FLOAT: return 4;
  72. case SL::TYPE_VEC2: return 8;
  73. case SL::TYPE_VEC3: return 16;
  74. case SL::TYPE_VEC4: return 16;
  75. case SL::TYPE_MAT2: return 16;
  76. case SL::TYPE_MAT3: return 16;
  77. case SL::TYPE_MAT4: return 16;
  78. case SL::TYPE_SAMPLER2D: return 16;
  79. case SL::TYPE_ISAMPLER2D: return 16;
  80. case SL::TYPE_USAMPLER2D: return 16;
  81. case SL::TYPE_SAMPLER2DARRAY: return 16;
  82. case SL::TYPE_ISAMPLER2DARRAY: return 16;
  83. case SL::TYPE_USAMPLER2DARRAY: return 16;
  84. case SL::TYPE_SAMPLER3D: return 16;
  85. case SL::TYPE_ISAMPLER3D: return 16;
  86. case SL::TYPE_USAMPLER3D: return 16;
  87. case SL::TYPE_SAMPLERCUBE: return 16;
  88. }
  89. ERR_FAIL_V(0);
  90. }
  91. static String _interpstr(SL::DataInterpolation p_interp) {
  92. switch (p_interp) {
  93. case SL::INTERPOLATION_FLAT: return "flat ";
  94. case SL::INTERPOLATION_SMOOTH: return "";
  95. }
  96. return "";
  97. }
  98. static String _prestr(SL::DataPrecision p_pres) {
  99. switch (p_pres) {
  100. case SL::PRECISION_LOWP: return "lowp ";
  101. case SL::PRECISION_MEDIUMP: return "mediump ";
  102. case SL::PRECISION_HIGHP: return "highp ";
  103. case SL::PRECISION_DEFAULT: return "";
  104. }
  105. return "";
  106. }
  107. static String _qualstr(SL::ArgumentQualifier p_qual) {
  108. switch (p_qual) {
  109. case SL::ARGUMENT_QUALIFIER_IN: return "";
  110. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  111. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  112. }
  113. return "";
  114. }
  115. static String _opstr(SL::Operator p_op) {
  116. return SL::get_operator_text(p_op);
  117. }
  118. static String _mkid(const String &p_id) {
  119. String id = "m_" + p_id;
  120. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  121. }
  122. static String f2sp0(float p_float) {
  123. String num = rtoss(p_float);
  124. if (num.find(".") == -1 && num.find("e") == -1) {
  125. num += ".0";
  126. }
  127. return num;
  128. }
  129. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  130. switch (p_type) {
  131. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  132. case SL::TYPE_BVEC2:
  133. case SL::TYPE_BVEC3:
  134. case SL::TYPE_BVEC4: {
  135. String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
  136. for (int i = 0; i < p_values.size(); i++) {
  137. if (i > 0)
  138. text += ",";
  139. text += p_values[i].boolean ? "true" : "false";
  140. }
  141. text += ")";
  142. return text;
  143. }
  144. case SL::TYPE_INT: return itos(p_values[0].sint);
  145. case SL::TYPE_IVEC2:
  146. case SL::TYPE_IVEC3:
  147. case SL::TYPE_IVEC4: {
  148. String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
  149. for (int i = 0; i < p_values.size(); i++) {
  150. if (i > 0)
  151. text += ",";
  152. text += itos(p_values[i].sint);
  153. }
  154. text += ")";
  155. return text;
  156. } break;
  157. case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
  158. case SL::TYPE_UVEC2:
  159. case SL::TYPE_UVEC3:
  160. case SL::TYPE_UVEC4: {
  161. String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
  162. for (int i = 0; i < p_values.size(); i++) {
  163. if (i > 0)
  164. text += ",";
  165. text += itos(p_values[i].uint) + "u";
  166. }
  167. text += ")";
  168. return text;
  169. } break;
  170. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
  171. case SL::TYPE_VEC2:
  172. case SL::TYPE_VEC3:
  173. case SL::TYPE_VEC4: {
  174. String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
  175. for (int i = 0; i < p_values.size(); i++) {
  176. if (i > 0)
  177. text += ",";
  178. text += f2sp0(p_values[i].real);
  179. }
  180. text += ")";
  181. return text;
  182. } break;
  183. case SL::TYPE_MAT2:
  184. case SL::TYPE_MAT3:
  185. case SL::TYPE_MAT4: {
  186. String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
  187. for (int i = 0; i < p_values.size(); i++) {
  188. if (i > 0)
  189. text += ",";
  190. text += f2sp0(p_values[i].real);
  191. }
  192. text += ")";
  193. return text;
  194. } break;
  195. default: ERR_FAIL_V(String());
  196. }
  197. }
  198. String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) {
  199. if (p_filter == ShaderLanguage::FILTER_DEFAULT) {
  200. ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String());
  201. p_filter = actions.default_filter;
  202. }
  203. if (p_repeat == ShaderLanguage::REPEAT_DEFAULT) {
  204. ERR_FAIL_COND_V(actions.default_repeat == ShaderLanguage::REPEAT_DEFAULT, String());
  205. p_repeat = actions.default_repeat;
  206. }
  207. return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]";
  208. }
  209. void ShaderCompilerRD::_dump_function_deps(const 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 ShaderCompilerRD::_dump_node_code(const 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]]);
  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. Vector<int> uniform_sizes;
  273. Vector<int> uniform_alignments;
  274. Vector<StringName> uniform_defines;
  275. uniform_sizes.resize(max_uniforms);
  276. uniform_alignments.resize(max_uniforms);
  277. uniform_defines.resize(max_uniforms);
  278. bool uses_uniforms = false;
  279. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  280. String ucode;
  281. if (SL::is_sampler_type(E->get().type)) {
  282. ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + E->get().texture_order) + ") uniform ";
  283. }
  284. ucode += _prestr(E->get().precision);
  285. ucode += _typestr(E->get().type);
  286. ucode += " " + _mkid(E->key());
  287. ucode += ";\n";
  288. if (SL::is_sampler_type(E->get().type)) {
  289. r_gen_code.vertex_global += ucode;
  290. r_gen_code.fragment_global += ucode;
  291. GeneratedCode::Texture texture;
  292. texture.name = _mkid(E->key());
  293. texture.hint = E->get().hint;
  294. texture.type = E->get().type;
  295. texture.filter = E->get().filter;
  296. texture.repeat = E->get().repeat;
  297. r_gen_code.texture_uniforms.write[E->get().texture_order] = texture;
  298. } else {
  299. if (!uses_uniforms) {
  300. r_gen_code.defines.push_back(String("#define USE_MATERIAL_UNIFORMS\n"));
  301. uses_uniforms = true;
  302. }
  303. uniform_defines.write[E->get().order] = ucode;
  304. uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type);
  305. uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type);
  306. }
  307. p_actions.uniforms->insert(E->key(), E->get());
  308. }
  309. for (int i = 0; i < max_uniforms; i++) {
  310. r_gen_code.uniforms += uniform_defines[i];
  311. }
  312. #if 1
  313. // add up
  314. int offset = 0;
  315. for (int i = 0; i < uniform_sizes.size(); i++) {
  316. int align = offset % uniform_alignments[i];
  317. if (align != 0) {
  318. offset += uniform_alignments[i] - align;
  319. }
  320. r_gen_code.uniform_offsets.push_back(offset);
  321. offset += uniform_sizes[i];
  322. }
  323. r_gen_code.uniform_total_size = offset;
  324. print_line("uniform total: " + itos(r_gen_code.uniform_total_size));
  325. if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
  326. //r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);
  327. }
  328. #else
  329. // add up
  330. for (int i = 0; i < uniform_sizes.size(); i++) {
  331. if (i > 0) {
  332. int align = uniform_sizes[i - 1] % uniform_alignments[i];
  333. if (align != 0) {
  334. uniform_sizes[i - 1] += uniform_alignments[i] - align;
  335. }
  336. uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
  337. }
  338. }
  339. //offset
  340. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  341. for (int i = 0; i < uniform_sizes.size(); i++) {
  342. if (i > 0)
  343. r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
  344. else
  345. r_gen_code.uniform_offsets[i] = 0;
  346. }
  347. /*
  348. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  349. if (SL::is_sampler_type(E->get().type)) {
  350. continue;
  351. }
  352. }
  353. */
  354. if (uniform_sizes.size()) {
  355. r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
  356. } else {
  357. r_gen_code.uniform_total_size = 0;
  358. }
  359. #endif
  360. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
  361. String vcode;
  362. String interp_mode = _interpstr(E->get().interpolation);
  363. vcode += _prestr(E->get().precision);
  364. vcode += _typestr(E->get().type);
  365. vcode += " " + _mkid(E->key());
  366. vcode += ";\n";
  367. r_gen_code.vertex_global += interp_mode + "out " + vcode;
  368. r_gen_code.fragment_global += interp_mode + "in " + vcode;
  369. }
  370. for (Map<StringName, SL::ShaderNode::Constant>::Element *E = pnode->constants.front(); E; E = E->next()) {
  371. String gcode;
  372. gcode += "const ";
  373. gcode += _prestr(E->get().precision);
  374. gcode += _typestr(E->get().type);
  375. gcode += " " + _mkid(E->key());
  376. gcode += "=";
  377. gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  378. gcode += ";\n";
  379. r_gen_code.vertex_global += gcode;
  380. r_gen_code.fragment_global += gcode;
  381. }
  382. Map<StringName, String> function_code;
  383. //code for functions
  384. for (int i = 0; i < pnode->functions.size(); i++) {
  385. SL::FunctionNode *fnode = pnode->functions[i].function;
  386. current_func_name = fnode->name;
  387. function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  388. }
  389. //place functions in actual code
  390. Set<StringName> added_vtx;
  391. Set<StringName> added_fragment; //share for light
  392. for (int i = 0; i < pnode->functions.size(); i++) {
  393. SL::FunctionNode *fnode = pnode->functions[i].function;
  394. function = fnode;
  395. current_func_name = fnode->name;
  396. if (fnode->name == vertex_name) {
  397. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
  398. r_gen_code.vertex = function_code[vertex_name];
  399. }
  400. if (fnode->name == fragment_name) {
  401. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  402. r_gen_code.fragment = function_code[fragment_name];
  403. }
  404. if (fnode->name == light_name) {
  405. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  406. r_gen_code.light = function_code[light_name];
  407. }
  408. function = NULL;
  409. }
  410. //code+=dump_node_code(pnode->body,p_level);
  411. } break;
  412. case SL::Node::TYPE_FUNCTION: {
  413. } break;
  414. case SL::Node::TYPE_BLOCK: {
  415. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  416. //variables
  417. if (!bnode->single_statement) {
  418. code += _mktab(p_level - 1) + "{\n";
  419. }
  420. for (int i = 0; i < bnode->statements.size(); i++) {
  421. String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  422. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  423. code += scode; //use directly
  424. } else {
  425. code += _mktab(p_level) + scode + ";\n";
  426. }
  427. }
  428. if (!bnode->single_statement) {
  429. code += _mktab(p_level - 1) + "}\n";
  430. }
  431. } break;
  432. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  433. SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
  434. String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
  435. for (int i = 0; i < vdnode->declarations.size(); i++) {
  436. if (i > 0) {
  437. declaration += ",";
  438. } else {
  439. declaration += " ";
  440. }
  441. declaration += _mkid(vdnode->declarations[i].name);
  442. if (vdnode->declarations[i].initializer) {
  443. declaration += "=";
  444. declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  445. }
  446. }
  447. code += declaration;
  448. } break;
  449. case SL::Node::TYPE_VARIABLE: {
  450. SL::VariableNode *vnode = (SL::VariableNode *)p_node;
  451. if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
  452. *p_actions.write_flag_pointers[vnode->name] = true;
  453. }
  454. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  455. String define = p_default_actions.usage_defines[vnode->name];
  456. if (define.begins_with("@")) {
  457. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  458. }
  459. r_gen_code.defines.push_back(define);
  460. used_name_defines.insert(vnode->name);
  461. }
  462. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  463. *p_actions.usage_flag_pointers[vnode->name] = true;
  464. used_flag_pointers.insert(vnode->name);
  465. }
  466. if (p_default_actions.renames.has(vnode->name))
  467. code = p_default_actions.renames[vnode->name];
  468. else {
  469. code = _mkid(vnode->name);
  470. if (actions.base_uniform_string != String() && shader->uniforms.has(vnode->name) && shader->uniforms[vnode->name].texture_order < 0) {
  471. code = actions.base_uniform_string + code;
  472. }
  473. }
  474. if (vnode->name == time_name) {
  475. if (current_func_name == vertex_name) {
  476. r_gen_code.uses_vertex_time = true;
  477. }
  478. if (current_func_name == fragment_name || current_func_name == light_name) {
  479. r_gen_code.uses_fragment_time = true;
  480. }
  481. }
  482. } break;
  483. case SL::Node::TYPE_CONSTANT: {
  484. SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
  485. return get_constant_text(cnode->datatype, cnode->values);
  486. } break;
  487. case SL::Node::TYPE_OPERATOR: {
  488. SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
  489. switch (onode->op) {
  490. case SL::OP_ASSIGN:
  491. case SL::OP_ASSIGN_ADD:
  492. case SL::OP_ASSIGN_SUB:
  493. case SL::OP_ASSIGN_MUL:
  494. case SL::OP_ASSIGN_DIV:
  495. case SL::OP_ASSIGN_SHIFT_LEFT:
  496. case SL::OP_ASSIGN_SHIFT_RIGHT:
  497. case SL::OP_ASSIGN_MOD:
  498. case SL::OP_ASSIGN_BIT_AND:
  499. case SL::OP_ASSIGN_BIT_OR:
  500. case SL::OP_ASSIGN_BIT_XOR:
  501. 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);
  502. break;
  503. case SL::OP_BIT_INVERT:
  504. case SL::OP_NEGATE:
  505. case SL::OP_NOT:
  506. case SL::OP_DECREMENT:
  507. case SL::OP_INCREMENT:
  508. code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  509. break;
  510. case SL::OP_POST_DECREMENT:
  511. case SL::OP_POST_INCREMENT:
  512. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
  513. break;
  514. case SL::OP_CALL:
  515. case SL::OP_CONSTRUCT: {
  516. ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  517. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  518. bool is_texture_func = false;
  519. if (onode->op == SL::OP_CONSTRUCT) {
  520. code += String(vnode->name);
  521. } else {
  522. if (internal_functions.has(vnode->name)) {
  523. code += vnode->name;
  524. is_texture_func = texture_functions.has(vnode->name);
  525. } else if (p_default_actions.renames.has(vnode->name)) {
  526. code += p_default_actions.renames[vnode->name];
  527. } else {
  528. code += _mkid(vnode->name);
  529. }
  530. }
  531. code += "(";
  532. for (int i = 1; i < onode->arguments.size(); i++) {
  533. if (i > 1)
  534. code += ", ";
  535. String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  536. if (is_texture_func && i == 1 && onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) {
  537. //need to map from texture to sampler in order to sample
  538. const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
  539. StringName texture_uniform = varnode->name;
  540. String sampler_name;
  541. if (actions.custom_samplers.has(texture_uniform)) {
  542. sampler_name = actions.custom_samplers[texture_uniform];
  543. } else {
  544. if (shader->uniforms.has(texture_uniform)) {
  545. print_line("shader from texture uniform " + itos(shader->uniforms[texture_uniform].filter) + ", " + itos(shader->uniforms[texture_uniform].repeat));
  546. sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat);
  547. } else {
  548. bool found = false;
  549. for (int j = 0; j < function->arguments.size(); j++) {
  550. if (function->arguments[j].name == texture_uniform) {
  551. if (function->arguments[j].tex_builtin_check) {
  552. ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin));
  553. sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin];
  554. found = true;
  555. break;
  556. }
  557. if (function->arguments[j].tex_argument_check) {
  558. sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat);
  559. found = true;
  560. break;
  561. }
  562. }
  563. }
  564. if (!found) {
  565. //function was most likely unused, so use anything (compiler will remove it anyway)
  566. sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT);
  567. }
  568. }
  569. }
  570. code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")";
  571. } else {
  572. code += node_code;
  573. }
  574. }
  575. code += ")";
  576. } break;
  577. case SL::OP_INDEX: {
  578. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  579. code += "[";
  580. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  581. code += "]";
  582. } break;
  583. case SL::OP_SELECT_IF: {
  584. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  585. code += "?";
  586. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  587. code += ":";
  588. code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  589. } break;
  590. default: {
  591. 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) + ")";
  592. break;
  593. }
  594. }
  595. } break;
  596. case SL::Node::TYPE_CONTROL_FLOW: {
  597. SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
  598. if (cfnode->flow_op == SL::FLOW_OP_IF) {
  599. code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  600. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  601. if (cfnode->blocks.size() == 2) {
  602. code += _mktab(p_level) + "else\n";
  603. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  604. }
  605. } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
  606. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  607. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  608. } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
  609. String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  610. String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  611. String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  612. code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
  613. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  614. } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
  615. if (cfnode->expressions.size()) {
  616. code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
  617. } else {
  618. code = "return;";
  619. }
  620. } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
  621. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  622. *p_actions.usage_flag_pointers["DISCARD"] = true;
  623. used_flag_pointers.insert("DISCARD");
  624. }
  625. code = "discard;";
  626. } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
  627. code = "continue;";
  628. } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
  629. code = "break;";
  630. }
  631. } break;
  632. case SL::Node::TYPE_MEMBER: {
  633. SL::MemberNode *mnode = (SL::MemberNode *)p_node;
  634. code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
  635. } break;
  636. }
  637. return code;
  638. }
  639. Error ShaderCompilerRD::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  640. 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());
  641. if (err != OK) {
  642. Vector<String> shader = p_code.split("\n");
  643. for (int i = 0; i < shader.size(); i++) {
  644. print_line(itos(i + 1) + " " + shader[i]);
  645. }
  646. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  647. return err;
  648. }
  649. r_gen_code.defines.clear();
  650. r_gen_code.vertex = String();
  651. r_gen_code.vertex_global = String();
  652. r_gen_code.fragment = String();
  653. r_gen_code.fragment_global = String();
  654. r_gen_code.light = String();
  655. r_gen_code.uses_fragment_time = false;
  656. r_gen_code.uses_vertex_time = false;
  657. used_name_defines.clear();
  658. used_rmode_defines.clear();
  659. used_flag_pointers.clear();
  660. shader = parser.get_shader();
  661. function = NULL;
  662. _dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false);
  663. return OK;
  664. }
  665. void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
  666. actions = p_actions;
  667. vertex_name = "vertex";
  668. fragment_name = "fragment";
  669. light_name = "light";
  670. time_name = "TIME";
  671. List<String> func_list;
  672. ShaderLanguage::get_builtin_funcs(&func_list);
  673. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  674. internal_functions.insert(E->get());
  675. }
  676. texture_functions.insert("texture");
  677. texture_functions.insert("textureProj");
  678. texture_functions.insert("textureLod");
  679. texture_functions.insert("textureProjLod");
  680. texture_functions.insert("textureGrad");
  681. }
  682. ShaderCompilerRD::ShaderCompilerRD() {
  683. #if 0
  684. /** SPATIAL SHADER **/
  685. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  686. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  687. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  688. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  689. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
  690. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  691. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  692. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  693. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  694. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  695. actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
  696. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  697. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  698. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  699. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  700. actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
  701. //builtins
  702. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  703. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  704. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  705. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  706. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  707. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  708. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  709. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  710. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  711. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  712. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  713. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  714. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  715. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  716. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  717. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  718. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  719. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  720. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  721. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  722. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  723. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  724. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  725. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  726. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  727. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  728. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  729. actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
  730. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  731. actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  732. //for light
  733. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  734. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  735. actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  736. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  737. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  738. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  739. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  740. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  741. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  742. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  743. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  744. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  745. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  746. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  747. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  748. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  749. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  750. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  751. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  752. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  753. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  754. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  755. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  756. actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  757. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  758. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  759. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  760. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  761. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  762. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  763. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  764. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  765. actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  766. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  767. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  768. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  769. if (!force_lambert) {
  770. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  771. }
  772. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  773. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  774. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  775. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  776. if (!force_blinn) {
  777. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  778. } else {
  779. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  780. }
  781. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  782. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  783. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  784. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  785. actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  786. actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  787. actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  788. /* PARTICLES SHADER */
  789. actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  790. actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  791. actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
  792. actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
  793. actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  794. actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  795. actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  796. actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
  797. actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  798. actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  799. actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  800. actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
  801. actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  802. actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  803. actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  804. actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  805. actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  806. actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  807. #endif
  808. }