shader_compiler_rd.cpp 49 KB

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  1. /*************************************************************************/
  2. /* shader_compiler_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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_rd.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_storage_rd.h"
  34. #include "servers/rendering_server.h"
  35. #define SL ShaderLanguage
  36. static String _mktab(int p_level) {
  37. String tb;
  38. for (int i = 0; i < p_level; i++) {
  39. tb += "\t";
  40. }
  41. return tb;
  42. }
  43. static String _typestr(SL::DataType p_type) {
  44. String type = ShaderLanguage::get_datatype_name(p_type);
  45. if (ShaderLanguage::is_sampler_type(p_type)) {
  46. type = type.replace("sampler", "texture"); //we use textures instead of samplers
  47. }
  48. return type;
  49. }
  50. static int _get_datatype_size(SL::DataType p_type) {
  51. switch (p_type) {
  52. case SL::TYPE_VOID: return 0;
  53. case SL::TYPE_BOOL: return 4;
  54. case SL::TYPE_BVEC2: return 8;
  55. case SL::TYPE_BVEC3: return 12;
  56. case SL::TYPE_BVEC4: return 16;
  57. case SL::TYPE_INT: return 4;
  58. case SL::TYPE_IVEC2: return 8;
  59. case SL::TYPE_IVEC3: return 12;
  60. case SL::TYPE_IVEC4: return 16;
  61. case SL::TYPE_UINT: return 4;
  62. case SL::TYPE_UVEC2: return 8;
  63. case SL::TYPE_UVEC3: return 12;
  64. case SL::TYPE_UVEC4: return 16;
  65. case SL::TYPE_FLOAT: return 4;
  66. case SL::TYPE_VEC2: return 8;
  67. case SL::TYPE_VEC3: return 12;
  68. case SL::TYPE_VEC4: return 16;
  69. case SL::TYPE_MAT2:
  70. return 32; //4 * 4 + 4 * 4
  71. case SL::TYPE_MAT3:
  72. return 48; // 4 * 4 + 4 * 4 + 4 * 4
  73. case SL::TYPE_MAT4: return 64;
  74. case SL::TYPE_SAMPLER2D: return 16;
  75. case SL::TYPE_ISAMPLER2D: return 16;
  76. case SL::TYPE_USAMPLER2D: return 16;
  77. case SL::TYPE_SAMPLER2DARRAY: return 16;
  78. case SL::TYPE_ISAMPLER2DARRAY: return 16;
  79. case SL::TYPE_USAMPLER2DARRAY: return 16;
  80. case SL::TYPE_SAMPLER3D: return 16;
  81. case SL::TYPE_ISAMPLER3D: return 16;
  82. case SL::TYPE_USAMPLER3D: return 16;
  83. case SL::TYPE_SAMPLERCUBE: return 16;
  84. case SL::TYPE_STRUCT: return 0;
  85. case SL::TYPE_MAX: {
  86. ERR_FAIL_V(0);
  87. };
  88. }
  89. ERR_FAIL_V(0);
  90. }
  91. static int _get_datatype_alignment(SL::DataType p_type) {
  92. switch (p_type) {
  93. case SL::TYPE_VOID: return 0;
  94. case SL::TYPE_BOOL: return 4;
  95. case SL::TYPE_BVEC2: return 8;
  96. case SL::TYPE_BVEC3: return 16;
  97. case SL::TYPE_BVEC4: return 16;
  98. case SL::TYPE_INT: return 4;
  99. case SL::TYPE_IVEC2: return 8;
  100. case SL::TYPE_IVEC3: return 16;
  101. case SL::TYPE_IVEC4: return 16;
  102. case SL::TYPE_UINT: return 4;
  103. case SL::TYPE_UVEC2: return 8;
  104. case SL::TYPE_UVEC3: return 16;
  105. case SL::TYPE_UVEC4: return 16;
  106. case SL::TYPE_FLOAT: return 4;
  107. case SL::TYPE_VEC2: return 8;
  108. case SL::TYPE_VEC3: return 16;
  109. case SL::TYPE_VEC4: return 16;
  110. case SL::TYPE_MAT2: return 16;
  111. case SL::TYPE_MAT3: return 16;
  112. case SL::TYPE_MAT4: return 16;
  113. case SL::TYPE_SAMPLER2D: return 16;
  114. case SL::TYPE_ISAMPLER2D: return 16;
  115. case SL::TYPE_USAMPLER2D: return 16;
  116. case SL::TYPE_SAMPLER2DARRAY: return 16;
  117. case SL::TYPE_ISAMPLER2DARRAY: return 16;
  118. case SL::TYPE_USAMPLER2DARRAY: return 16;
  119. case SL::TYPE_SAMPLER3D: return 16;
  120. case SL::TYPE_ISAMPLER3D: return 16;
  121. case SL::TYPE_USAMPLER3D: return 16;
  122. case SL::TYPE_SAMPLERCUBE: return 16;
  123. case SL::TYPE_STRUCT: return 0;
  124. case SL::TYPE_MAX: {
  125. ERR_FAIL_V(0);
  126. }
  127. }
  128. ERR_FAIL_V(0);
  129. }
  130. static String _interpstr(SL::DataInterpolation p_interp) {
  131. switch (p_interp) {
  132. case SL::INTERPOLATION_FLAT: return "flat ";
  133. case SL::INTERPOLATION_SMOOTH: return "";
  134. }
  135. return "";
  136. }
  137. static String _prestr(SL::DataPrecision p_pres) {
  138. switch (p_pres) {
  139. case SL::PRECISION_LOWP: return "lowp ";
  140. case SL::PRECISION_MEDIUMP: return "mediump ";
  141. case SL::PRECISION_HIGHP: return "highp ";
  142. case SL::PRECISION_DEFAULT: return "";
  143. }
  144. return "";
  145. }
  146. static String _qualstr(SL::ArgumentQualifier p_qual) {
  147. switch (p_qual) {
  148. case SL::ARGUMENT_QUALIFIER_IN: return "";
  149. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  150. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  151. }
  152. return "";
  153. }
  154. static String _opstr(SL::Operator p_op) {
  155. return SL::get_operator_text(p_op);
  156. }
  157. static String _mkid(const String &p_id) {
  158. String id = "m_" + p_id.replace("__", "_dus_");
  159. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  160. }
  161. static String f2sp0(float p_float) {
  162. String num = rtoss(p_float);
  163. if (num.find(".") == -1 && num.find("e") == -1) {
  164. num += ".0";
  165. }
  166. return num;
  167. }
  168. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  169. switch (p_type) {
  170. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  171. case SL::TYPE_BVEC2:
  172. case SL::TYPE_BVEC3:
  173. case SL::TYPE_BVEC4: {
  174. String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
  175. for (int i = 0; i < p_values.size(); i++) {
  176. if (i > 0)
  177. text += ",";
  178. text += p_values[i].boolean ? "true" : "false";
  179. }
  180. text += ")";
  181. return text;
  182. }
  183. case SL::TYPE_INT: return itos(p_values[0].sint);
  184. case SL::TYPE_IVEC2:
  185. case SL::TYPE_IVEC3:
  186. case SL::TYPE_IVEC4: {
  187. String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
  188. for (int i = 0; i < p_values.size(); i++) {
  189. if (i > 0)
  190. text += ",";
  191. text += itos(p_values[i].sint);
  192. }
  193. text += ")";
  194. return text;
  195. } break;
  196. case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
  197. case SL::TYPE_UVEC2:
  198. case SL::TYPE_UVEC3:
  199. case SL::TYPE_UVEC4: {
  200. String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
  201. for (int i = 0; i < p_values.size(); i++) {
  202. if (i > 0)
  203. text += ",";
  204. text += itos(p_values[i].uint) + "u";
  205. }
  206. text += ")";
  207. return text;
  208. } break;
  209. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
  210. case SL::TYPE_VEC2:
  211. case SL::TYPE_VEC3:
  212. case SL::TYPE_VEC4: {
  213. String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
  214. for (int i = 0; i < p_values.size(); i++) {
  215. if (i > 0)
  216. text += ",";
  217. text += f2sp0(p_values[i].real);
  218. }
  219. text += ")";
  220. return text;
  221. } break;
  222. case SL::TYPE_MAT2:
  223. case SL::TYPE_MAT3:
  224. case SL::TYPE_MAT4: {
  225. String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
  226. for (int i = 0; i < p_values.size(); i++) {
  227. if (i > 0)
  228. text += ",";
  229. text += f2sp0(p_values[i].real);
  230. }
  231. text += ")";
  232. return text;
  233. } break;
  234. default: ERR_FAIL_V(String());
  235. }
  236. }
  237. String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) {
  238. if (p_filter == ShaderLanguage::FILTER_DEFAULT) {
  239. ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String());
  240. p_filter = actions.default_filter;
  241. }
  242. if (p_repeat == ShaderLanguage::REPEAT_DEFAULT) {
  243. ERR_FAIL_COND_V(actions.default_repeat == ShaderLanguage::REPEAT_DEFAULT, String());
  244. p_repeat = actions.default_repeat;
  245. }
  246. return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]";
  247. }
  248. 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) {
  249. int fidx = -1;
  250. for (int i = 0; i < p_node->functions.size(); i++) {
  251. if (p_node->functions[i].name == p_for_func) {
  252. fidx = i;
  253. break;
  254. }
  255. }
  256. ERR_FAIL_COND(fidx == -1);
  257. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  258. if (added.has(E->get())) {
  259. continue; //was added already
  260. }
  261. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
  262. SL::FunctionNode *fnode = nullptr;
  263. for (int i = 0; i < p_node->functions.size(); i++) {
  264. if (p_node->functions[i].name == E->get()) {
  265. fnode = p_node->functions[i].function;
  266. break;
  267. }
  268. }
  269. ERR_FAIL_COND(!fnode);
  270. r_to_add += "\n";
  271. String header;
  272. if (fnode->return_type == SL::TYPE_STRUCT) {
  273. header = _mkid(fnode->return_struct_name) + " " + _mkid(fnode->name) + "(";
  274. } else {
  275. header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
  276. }
  277. for (int i = 0; i < fnode->arguments.size(); i++) {
  278. if (i > 0)
  279. header += ", ";
  280. if (fnode->arguments[i].type == SL::TYPE_STRUCT) {
  281. header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name);
  282. } else {
  283. header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
  284. }
  285. }
  286. header += ")\n";
  287. r_to_add += header;
  288. r_to_add += p_func_code[E->get()];
  289. added.insert(E->get());
  290. }
  291. }
  292. static String _get_global_variable_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {
  293. switch (p_type) {
  294. case ShaderLanguage::TYPE_BOOL: {
  295. return "(" + p_buffer + "[" + p_index + "].x != 0.0)";
  296. }
  297. case ShaderLanguage::TYPE_BVEC2: {
  298. return "(" + p_buffer + "[" + p_index + "].xy != vec2(0.0))";
  299. }
  300. case ShaderLanguage::TYPE_BVEC3: {
  301. return "(" + p_buffer + "[" + p_index + "].xyz != vec3(0.0))";
  302. }
  303. case ShaderLanguage::TYPE_BVEC4: {
  304. return "(" + p_buffer + "[" + p_index + "].xyzw != vec4(0.0))";
  305. }
  306. case ShaderLanguage::TYPE_INT: {
  307. return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";
  308. }
  309. case ShaderLanguage::TYPE_IVEC2: {
  310. return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xy)";
  311. }
  312. case ShaderLanguage::TYPE_IVEC3: {
  313. return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyz)";
  314. }
  315. case ShaderLanguage::TYPE_IVEC4: {
  316. return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyzw)";
  317. }
  318. case ShaderLanguage::TYPE_UINT: {
  319. return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].x)";
  320. }
  321. case ShaderLanguage::TYPE_UVEC2: {
  322. return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xy)";
  323. }
  324. case ShaderLanguage::TYPE_UVEC3: {
  325. return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xyz)";
  326. }
  327. case ShaderLanguage::TYPE_UVEC4: {
  328. return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xyzw)";
  329. }
  330. case ShaderLanguage::TYPE_FLOAT: {
  331. return "(" + p_buffer + "[" + p_index + "].x)";
  332. }
  333. case ShaderLanguage::TYPE_VEC2: {
  334. return "(" + p_buffer + "[" + p_index + "].xy)";
  335. }
  336. case ShaderLanguage::TYPE_VEC3: {
  337. return "(" + p_buffer + "[" + p_index + "].xyz)";
  338. }
  339. case ShaderLanguage::TYPE_VEC4: {
  340. return "(" + p_buffer + "[" + p_index + "].xyzw)";
  341. }
  342. case ShaderLanguage::TYPE_MAT2: {
  343. return "mat2(" + p_buffer + "[" + p_index + "].xy," + p_buffer + "[" + p_index + "+1].xy)";
  344. }
  345. case ShaderLanguage::TYPE_MAT3: {
  346. return "mat3(" + p_buffer + "[" + p_index + "].xyz," + p_buffer + "[" + p_index + "+1].xyz," + p_buffer + "[" + p_index + "+2].xyz)";
  347. }
  348. case ShaderLanguage::TYPE_MAT4: {
  349. return "mat4(" + p_buffer + "[" + p_index + "].xyzw," + p_buffer + "[" + p_index + "+1].xyzw," + p_buffer + "[" + p_index + "+2].xyzw," + p_buffer + "[" + p_index + "+3].xyzw)";
  350. }
  351. default: {
  352. ERR_FAIL_V("void");
  353. }
  354. }
  355. }
  356. 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) {
  357. String code;
  358. switch (p_node->type) {
  359. case SL::Node::TYPE_SHADER: {
  360. SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
  361. for (int i = 0; i < pnode->render_modes.size(); i++) {
  362. if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
  363. r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]]);
  364. used_rmode_defines.insert(pnode->render_modes[i]);
  365. }
  366. if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
  367. *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
  368. }
  369. if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
  370. Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
  371. *p.first = p.second;
  372. }
  373. }
  374. // structs
  375. for (int i = 0; i < pnode->vstructs.size(); i++) {
  376. SL::StructNode *st = pnode->vstructs[i].shader_struct;
  377. String struct_code;
  378. struct_code += "struct ";
  379. struct_code += _mkid(pnode->vstructs[i].name);
  380. struct_code += " ";
  381. struct_code += "{\n";
  382. for (int j = 0; j < st->members.size(); j++) {
  383. SL::MemberNode *m = st->members[j];
  384. if (m->datatype == SL::TYPE_STRUCT) {
  385. struct_code += _mkid(m->struct_name);
  386. } else {
  387. struct_code += _prestr(m->precision);
  388. struct_code += _typestr(m->datatype);
  389. }
  390. struct_code += " ";
  391. struct_code += m->name;
  392. if (m->array_size > 0) {
  393. struct_code += "[";
  394. struct_code += itos(m->array_size);
  395. struct_code += "]";
  396. }
  397. struct_code += ";\n";
  398. }
  399. struct_code += "}";
  400. struct_code += ";\n";
  401. r_gen_code.vertex_global += struct_code;
  402. r_gen_code.fragment_global += struct_code;
  403. }
  404. int max_texture_uniforms = 0;
  405. int max_uniforms = 0;
  406. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  407. if (SL::is_sampler_type(E->get().type)) {
  408. max_texture_uniforms++;
  409. } else {
  410. if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
  411. continue; //instances are indexed directly, dont need index uniforms
  412. }
  413. max_uniforms++;
  414. }
  415. }
  416. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  417. Vector<int> uniform_sizes;
  418. Vector<int> uniform_alignments;
  419. Vector<StringName> uniform_defines;
  420. uniform_sizes.resize(max_uniforms);
  421. uniform_alignments.resize(max_uniforms);
  422. uniform_defines.resize(max_uniforms);
  423. bool uses_uniforms = false;
  424. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  425. String ucode;
  426. if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
  427. //insert, but don't generate any code.
  428. p_actions.uniforms->insert(E->key(), E->get());
  429. continue; //instances are indexed directly, dont need index uniforms
  430. }
  431. if (SL::is_sampler_type(E->get().type)) {
  432. ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + E->get().texture_order) + ") uniform ";
  433. }
  434. bool is_buffer_global = !SL::is_sampler_type(E->get().type) && E->get().scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL;
  435. if (is_buffer_global) {
  436. //this is an integer to index the global table
  437. ucode += _typestr(ShaderLanguage::TYPE_UINT);
  438. } else {
  439. ucode += _prestr(E->get().precision);
  440. ucode += _typestr(E->get().type);
  441. }
  442. ucode += " " + _mkid(E->key());
  443. ucode += ";\n";
  444. if (SL::is_sampler_type(E->get().type)) {
  445. r_gen_code.vertex_global += ucode;
  446. r_gen_code.fragment_global += ucode;
  447. GeneratedCode::Texture texture;
  448. texture.name = E->key();
  449. texture.hint = E->get().hint;
  450. texture.type = E->get().type;
  451. texture.filter = E->get().filter;
  452. texture.repeat = E->get().repeat;
  453. texture.global = E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL;
  454. if (texture.global) {
  455. r_gen_code.uses_global_textures = true;
  456. }
  457. r_gen_code.texture_uniforms.write[E->get().texture_order] = texture;
  458. } else {
  459. if (!uses_uniforms) {
  460. r_gen_code.defines.push_back(String("#define USE_MATERIAL_UNIFORMS\n"));
  461. uses_uniforms = true;
  462. }
  463. uniform_defines.write[E->get().order] = ucode;
  464. if (is_buffer_global) {
  465. //globals are indices into the global table
  466. uniform_sizes.write[E->get().order] = _get_datatype_size(ShaderLanguage::TYPE_UINT);
  467. uniform_alignments.write[E->get().order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);
  468. } else {
  469. uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type);
  470. uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type);
  471. }
  472. }
  473. p_actions.uniforms->insert(E->key(), E->get());
  474. }
  475. for (int i = 0; i < max_uniforms; i++) {
  476. r_gen_code.uniforms += uniform_defines[i];
  477. }
  478. #if 1
  479. // add up
  480. int offset = 0;
  481. for (int i = 0; i < uniform_sizes.size(); i++) {
  482. int align = offset % uniform_alignments[i];
  483. if (align != 0) {
  484. offset += uniform_alignments[i] - align;
  485. }
  486. r_gen_code.uniform_offsets.push_back(offset);
  487. offset += uniform_sizes[i];
  488. }
  489. r_gen_code.uniform_total_size = offset;
  490. if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
  491. r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);
  492. }
  493. #else
  494. // add up
  495. for (int i = 0; i < uniform_sizes.size(); i++) {
  496. if (i > 0) {
  497. int align = uniform_sizes[i - 1] % uniform_alignments[i];
  498. if (align != 0) {
  499. uniform_sizes[i - 1] += uniform_alignments[i] - align;
  500. }
  501. uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
  502. }
  503. }
  504. //offset
  505. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  506. for (int i = 0; i < uniform_sizes.size(); i++) {
  507. if (i > 0)
  508. r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
  509. else
  510. r_gen_code.uniform_offsets[i] = 0;
  511. }
  512. /*
  513. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  514. if (SL::is_sampler_type(E->get().type)) {
  515. continue;
  516. }
  517. }
  518. */
  519. if (uniform_sizes.size()) {
  520. r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
  521. } else {
  522. r_gen_code.uniform_total_size = 0;
  523. }
  524. #endif
  525. uint32_t index = p_default_actions.base_varying_index;
  526. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
  527. String vcode;
  528. String interp_mode = _interpstr(E->get().interpolation);
  529. vcode += _prestr(E->get().precision);
  530. vcode += _typestr(E->get().type);
  531. vcode += " " + _mkid(E->key());
  532. if (E->get().array_size > 0) {
  533. vcode += "[";
  534. vcode += itos(E->get().array_size);
  535. vcode += "]";
  536. }
  537. vcode += ";\n";
  538. r_gen_code.vertex_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
  539. r_gen_code.fragment_global += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
  540. index++;
  541. }
  542. for (Map<StringName, SL::ShaderNode::Constant>::Element *E = pnode->constants.front(); E; E = E->next()) {
  543. String gcode;
  544. gcode += "const ";
  545. gcode += _prestr(E->get().precision);
  546. if (E->get().type == SL::TYPE_STRUCT) {
  547. gcode += _mkid(E->get().type_str);
  548. } else {
  549. gcode += _typestr(E->get().type);
  550. }
  551. gcode += " " + _mkid(E->key());
  552. gcode += "=";
  553. gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  554. gcode += ";\n";
  555. r_gen_code.vertex_global += gcode;
  556. r_gen_code.fragment_global += gcode;
  557. }
  558. Map<StringName, String> function_code;
  559. //code for functions
  560. for (int i = 0; i < pnode->functions.size(); i++) {
  561. SL::FunctionNode *fnode = pnode->functions[i].function;
  562. function = fnode;
  563. current_func_name = fnode->name;
  564. function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  565. function = nullptr;
  566. }
  567. //place functions in actual code
  568. Set<StringName> added_vtx;
  569. Set<StringName> added_fragment; //share for light
  570. for (int i = 0; i < pnode->functions.size(); i++) {
  571. SL::FunctionNode *fnode = pnode->functions[i].function;
  572. function = fnode;
  573. current_func_name = fnode->name;
  574. if (fnode->name == vertex_name) {
  575. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
  576. r_gen_code.vertex = function_code[vertex_name];
  577. }
  578. if (fnode->name == fragment_name) {
  579. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  580. r_gen_code.fragment = function_code[fragment_name];
  581. }
  582. if (fnode->name == light_name) {
  583. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  584. r_gen_code.light = function_code[light_name];
  585. }
  586. function = nullptr;
  587. }
  588. //code+=dump_node_code(pnode->body,p_level);
  589. } break;
  590. case SL::Node::TYPE_STRUCT: {
  591. } break;
  592. case SL::Node::TYPE_FUNCTION: {
  593. } break;
  594. case SL::Node::TYPE_BLOCK: {
  595. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  596. //variables
  597. if (!bnode->single_statement) {
  598. code += _mktab(p_level - 1) + "{\n";
  599. }
  600. for (int i = 0; i < bnode->statements.size(); i++) {
  601. String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  602. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  603. code += scode; //use directly
  604. } else {
  605. code += _mktab(p_level) + scode + ";\n";
  606. }
  607. }
  608. if (!bnode->single_statement) {
  609. code += _mktab(p_level - 1) + "}\n";
  610. }
  611. } break;
  612. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  613. SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
  614. String declaration;
  615. if (vdnode->is_const) {
  616. declaration += "const ";
  617. }
  618. if (vdnode->datatype == SL::TYPE_STRUCT) {
  619. declaration += _mkid(vdnode->struct_name);
  620. } else {
  621. declaration += _prestr(vdnode->precision) + _typestr(vdnode->datatype);
  622. }
  623. for (int i = 0; i < vdnode->declarations.size(); i++) {
  624. if (i > 0) {
  625. declaration += ",";
  626. } else {
  627. declaration += " ";
  628. }
  629. declaration += _mkid(vdnode->declarations[i].name);
  630. if (vdnode->declarations[i].initializer) {
  631. declaration += "=";
  632. declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  633. }
  634. }
  635. code += declaration;
  636. } break;
  637. case SL::Node::TYPE_VARIABLE: {
  638. SL::VariableNode *vnode = (SL::VariableNode *)p_node;
  639. if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
  640. *p_actions.write_flag_pointers[vnode->name] = true;
  641. }
  642. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  643. String define = p_default_actions.usage_defines[vnode->name];
  644. if (define.begins_with("@")) {
  645. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  646. }
  647. r_gen_code.defines.push_back(define);
  648. used_name_defines.insert(vnode->name);
  649. }
  650. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  651. *p_actions.usage_flag_pointers[vnode->name] = true;
  652. used_flag_pointers.insert(vnode->name);
  653. }
  654. if (p_default_actions.renames.has(vnode->name))
  655. code = p_default_actions.renames[vnode->name];
  656. else {
  657. if (shader->uniforms.has(vnode->name)) {
  658. //its a uniform!
  659. const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
  660. if (u.texture_order >= 0) {
  661. code = _mkid(vnode->name); //texture, use as is
  662. } else {
  663. //a scalar or vector
  664. if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
  665. code = actions.base_uniform_string + _mkid(vnode->name); //texture, use as is
  666. //global variable, this means the code points to an index to the global table
  667. code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
  668. } else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  669. //instance variable, index it as such
  670. code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";
  671. code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
  672. } else {
  673. //regular uniform, index from UBO
  674. code = actions.base_uniform_string + _mkid(vnode->name);
  675. }
  676. }
  677. } else {
  678. code = _mkid(vnode->name); //its something else (local var most likely) use as is
  679. }
  680. }
  681. if (vnode->name == time_name) {
  682. if (current_func_name == vertex_name) {
  683. r_gen_code.uses_vertex_time = true;
  684. }
  685. if (current_func_name == fragment_name || current_func_name == light_name) {
  686. r_gen_code.uses_fragment_time = true;
  687. }
  688. }
  689. } break;
  690. case SL::Node::TYPE_ARRAY_CONSTRUCT: {
  691. SL::ArrayConstructNode *acnode = (SL::ArrayConstructNode *)p_node;
  692. int sz = acnode->initializer.size();
  693. if (acnode->datatype == SL::TYPE_STRUCT) {
  694. code += _mkid(acnode->struct_name);
  695. } else {
  696. code += _typestr(acnode->datatype);
  697. }
  698. code += "[";
  699. code += itos(acnode->initializer.size());
  700. code += "]";
  701. code += "(";
  702. for (int i = 0; i < sz; i++) {
  703. code += _dump_node_code(acnode->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  704. if (i != sz - 1) {
  705. code += ", ";
  706. }
  707. }
  708. code += ")";
  709. } break;
  710. case SL::Node::TYPE_ARRAY_DECLARATION: {
  711. SL::ArrayDeclarationNode *adnode = (SL::ArrayDeclarationNode *)p_node;
  712. String declaration;
  713. if (adnode->is_const) {
  714. declaration += "const ";
  715. }
  716. if (adnode->datatype == SL::TYPE_STRUCT) {
  717. declaration += _mkid(adnode->struct_name);
  718. } else {
  719. declaration = _prestr(adnode->precision) + _typestr(adnode->datatype);
  720. }
  721. for (int i = 0; i < adnode->declarations.size(); i++) {
  722. if (i > 0) {
  723. declaration += ",";
  724. } else {
  725. declaration += " ";
  726. }
  727. declaration += _mkid(adnode->declarations[i].name);
  728. declaration += "[";
  729. declaration += itos(adnode->declarations[i].size);
  730. declaration += "]";
  731. int sz = adnode->declarations[i].initializer.size();
  732. if (sz > 0) {
  733. declaration += "=";
  734. if (adnode->datatype == SL::TYPE_STRUCT) {
  735. declaration += _mkid(adnode->struct_name);
  736. } else {
  737. declaration += _typestr(adnode->datatype);
  738. }
  739. declaration += "[";
  740. declaration += itos(sz);
  741. declaration += "]";
  742. declaration += "(";
  743. for (int j = 0; j < sz; j++) {
  744. declaration += _dump_node_code(adnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  745. if (j != sz - 1) {
  746. declaration += ", ";
  747. }
  748. }
  749. declaration += ")";
  750. }
  751. }
  752. code += declaration;
  753. } break;
  754. case SL::Node::TYPE_ARRAY: {
  755. SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
  756. if (p_assigning && p_actions.write_flag_pointers.has(anode->name)) {
  757. *p_actions.write_flag_pointers[anode->name] = true;
  758. }
  759. if (p_default_actions.usage_defines.has(anode->name) && !used_name_defines.has(anode->name)) {
  760. String define = p_default_actions.usage_defines[anode->name];
  761. if (define.begins_with("@")) {
  762. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  763. }
  764. r_gen_code.defines.push_back(define);
  765. used_name_defines.insert(anode->name);
  766. }
  767. if (p_actions.usage_flag_pointers.has(anode->name) && !used_flag_pointers.has(anode->name)) {
  768. *p_actions.usage_flag_pointers[anode->name] = true;
  769. used_flag_pointers.insert(anode->name);
  770. }
  771. if (p_default_actions.renames.has(anode->name))
  772. code = p_default_actions.renames[anode->name];
  773. else
  774. code = _mkid(anode->name);
  775. if (anode->call_expression != nullptr) {
  776. code += ".";
  777. code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  778. }
  779. if (anode->index_expression != nullptr) {
  780. code += "[";
  781. code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  782. code += "]";
  783. }
  784. if (anode->name == time_name) {
  785. if (current_func_name == vertex_name) {
  786. r_gen_code.uses_vertex_time = true;
  787. }
  788. if (current_func_name == fragment_name || current_func_name == light_name) {
  789. r_gen_code.uses_fragment_time = true;
  790. }
  791. }
  792. } break;
  793. case SL::Node::TYPE_CONSTANT: {
  794. SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
  795. return get_constant_text(cnode->datatype, cnode->values);
  796. } break;
  797. case SL::Node::TYPE_OPERATOR: {
  798. SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
  799. switch (onode->op) {
  800. case SL::OP_ASSIGN:
  801. case SL::OP_ASSIGN_ADD:
  802. case SL::OP_ASSIGN_SUB:
  803. case SL::OP_ASSIGN_MUL:
  804. case SL::OP_ASSIGN_DIV:
  805. case SL::OP_ASSIGN_SHIFT_LEFT:
  806. case SL::OP_ASSIGN_SHIFT_RIGHT:
  807. case SL::OP_ASSIGN_MOD:
  808. case SL::OP_ASSIGN_BIT_AND:
  809. case SL::OP_ASSIGN_BIT_OR:
  810. case SL::OP_ASSIGN_BIT_XOR:
  811. 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);
  812. break;
  813. case SL::OP_BIT_INVERT:
  814. case SL::OP_NEGATE:
  815. case SL::OP_NOT:
  816. case SL::OP_DECREMENT:
  817. case SL::OP_INCREMENT:
  818. code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  819. break;
  820. case SL::OP_POST_DECREMENT:
  821. case SL::OP_POST_INCREMENT:
  822. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
  823. break;
  824. case SL::OP_CALL:
  825. case SL::OP_STRUCT:
  826. case SL::OP_CONSTRUCT: {
  827. ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  828. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  829. bool is_texture_func = false;
  830. if (onode->op == SL::OP_STRUCT) {
  831. code += _mkid(vnode->name);
  832. } else if (onode->op == SL::OP_CONSTRUCT) {
  833. code += String(vnode->name);
  834. } else {
  835. if (internal_functions.has(vnode->name)) {
  836. code += vnode->name;
  837. is_texture_func = texture_functions.has(vnode->name);
  838. } else if (p_default_actions.renames.has(vnode->name)) {
  839. code += p_default_actions.renames[vnode->name];
  840. } else {
  841. code += _mkid(vnode->name);
  842. }
  843. }
  844. code += "(";
  845. for (int i = 1; i < onode->arguments.size(); i++) {
  846. if (i > 1)
  847. code += ", ";
  848. String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  849. if (is_texture_func && i == 1 && onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) {
  850. //need to map from texture to sampler in order to sample
  851. const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
  852. StringName texture_uniform = varnode->name;
  853. String sampler_name;
  854. if (actions.custom_samplers.has(texture_uniform)) {
  855. sampler_name = actions.custom_samplers[texture_uniform];
  856. } else {
  857. if (shader->uniforms.has(texture_uniform)) {
  858. sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat);
  859. } else {
  860. bool found = false;
  861. for (int j = 0; j < function->arguments.size(); j++) {
  862. if (function->arguments[j].name == texture_uniform) {
  863. if (function->arguments[j].tex_builtin_check) {
  864. ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin));
  865. sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin];
  866. found = true;
  867. break;
  868. }
  869. if (function->arguments[j].tex_argument_check) {
  870. sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat);
  871. found = true;
  872. break;
  873. }
  874. }
  875. }
  876. if (!found) {
  877. //function was most likely unused, so use anything (compiler will remove it anyway)
  878. sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT);
  879. }
  880. }
  881. }
  882. code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")";
  883. } else {
  884. code += node_code;
  885. }
  886. }
  887. code += ")";
  888. } break;
  889. case SL::OP_INDEX: {
  890. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  891. code += "[";
  892. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  893. code += "]";
  894. } break;
  895. case SL::OP_SELECT_IF: {
  896. code += "(";
  897. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  898. code += "?";
  899. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  900. code += ":";
  901. code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  902. code += ")";
  903. } break;
  904. default: {
  905. 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) + ")";
  906. break;
  907. }
  908. }
  909. } break;
  910. case SL::Node::TYPE_CONTROL_FLOW: {
  911. SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
  912. if (cfnode->flow_op == SL::FLOW_OP_IF) {
  913. code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  914. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  915. if (cfnode->blocks.size() == 2) {
  916. code += _mktab(p_level) + "else\n";
  917. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  918. }
  919. } else if (cfnode->flow_op == SL::FLOW_OP_SWITCH) {
  920. code += _mktab(p_level) + "switch (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  921. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  922. } else if (cfnode->flow_op == SL::FLOW_OP_CASE) {
  923. code += _mktab(p_level) + "case " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ":\n";
  924. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  925. } else if (cfnode->flow_op == SL::FLOW_OP_DEFAULT) {
  926. code += _mktab(p_level) + "default:\n";
  927. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  928. } else if (cfnode->flow_op == SL::FLOW_OP_DO) {
  929. code += _mktab(p_level) + "do";
  930. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  931. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ");";
  932. } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
  933. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  934. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  935. } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
  936. String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  937. String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  938. String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  939. code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
  940. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  941. } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
  942. if (cfnode->expressions.size()) {
  943. code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
  944. } else {
  945. code = "return;";
  946. }
  947. } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
  948. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  949. *p_actions.usage_flag_pointers["DISCARD"] = true;
  950. used_flag_pointers.insert("DISCARD");
  951. }
  952. code = "discard;";
  953. } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
  954. code = "continue;";
  955. } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
  956. code = "break;";
  957. }
  958. } break;
  959. case SL::Node::TYPE_MEMBER: {
  960. SL::MemberNode *mnode = (SL::MemberNode *)p_node;
  961. code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
  962. if (mnode->index_expression != nullptr) {
  963. code += "[";
  964. code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  965. code += "]";
  966. }
  967. } break;
  968. }
  969. return code;
  970. }
  971. ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &p_type) {
  972. RS::GlobalVariableType gvt = ((RasterizerStorageRD *)(RasterizerStorage::base_singleton))->global_variable_get_type_internal(p_type);
  973. return RS::global_variable_type_get_shader_datatype(gvt);
  974. }
  975. Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  976. 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(), _get_variable_type);
  977. if (err != OK) {
  978. Vector<String> shader = p_code.split("\n");
  979. for (int i = 0; i < shader.size(); i++) {
  980. print_line(itos(i + 1) + " " + shader[i]);
  981. }
  982. _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  983. return err;
  984. }
  985. r_gen_code.defines.clear();
  986. r_gen_code.vertex = String();
  987. r_gen_code.vertex_global = String();
  988. r_gen_code.fragment = String();
  989. r_gen_code.fragment_global = String();
  990. r_gen_code.light = String();
  991. r_gen_code.uses_fragment_time = false;
  992. r_gen_code.uses_vertex_time = false;
  993. r_gen_code.uses_global_textures = false;
  994. used_name_defines.clear();
  995. used_rmode_defines.clear();
  996. used_flag_pointers.clear();
  997. shader = parser.get_shader();
  998. function = nullptr;
  999. _dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false);
  1000. return OK;
  1001. }
  1002. void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
  1003. actions = p_actions;
  1004. vertex_name = "vertex";
  1005. fragment_name = "fragment";
  1006. light_name = "light";
  1007. time_name = "TIME";
  1008. List<String> func_list;
  1009. ShaderLanguage::get_builtin_funcs(&func_list);
  1010. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  1011. internal_functions.insert(E->get());
  1012. }
  1013. texture_functions.insert("texture");
  1014. texture_functions.insert("textureProj");
  1015. texture_functions.insert("textureLod");
  1016. texture_functions.insert("textureProjLod");
  1017. texture_functions.insert("textureGrad");
  1018. }
  1019. ShaderCompilerRD::ShaderCompilerRD() {
  1020. #if 0
  1021. /** SPATIAL SHADER **/
  1022. actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  1023. actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  1024. actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  1025. actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  1026. actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
  1027. actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  1028. actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  1029. actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  1030. actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  1031. actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  1032. actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position";
  1033. actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  1034. actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  1035. actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  1036. actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  1037. actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
  1038. //builtins
  1039. actions[RS::SHADER_SPATIAL].renames["TIME"] = "time";
  1040. actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  1041. actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  1042. actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  1043. actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  1044. actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  1045. actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  1046. actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  1047. actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  1048. actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  1049. actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  1050. actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim";
  1051. actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  1052. actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  1053. actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  1054. actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  1055. actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  1056. actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  1057. actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  1058. actions[RS::SHADER_SPATIAL].renames["AO"] = "ao";
  1059. actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  1060. actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  1061. actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  1062. actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  1063. actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  1064. actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  1065. actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  1066. actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
  1067. actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  1068. actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  1069. //for light
  1070. actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view";
  1071. actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  1072. actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  1073. actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  1074. actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  1075. actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  1076. actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  1077. actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  1078. actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  1079. actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  1080. actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  1081. actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  1082. actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  1083. actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  1084. actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  1085. actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  1086. actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  1087. actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  1088. actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  1089. actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  1090. actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  1091. actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  1092. actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  1093. actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  1094. actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  1095. actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  1096. actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1097. actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1098. actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1099. actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  1100. actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1101. actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  1102. actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  1103. actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  1104. actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  1105. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  1106. if (!force_lambert) {
  1107. actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  1108. }
  1109. actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  1110. actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  1111. actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  1112. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  1113. if (!force_blinn) {
  1114. actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  1115. } else {
  1116. actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  1117. }
  1118. actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  1119. actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  1120. actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  1121. actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  1122. actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  1123. actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  1124. actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
  1125. /* PARTICLES SHADER */
  1126. actions[RS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  1127. actions[RS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  1128. actions[RS::SHADER_PARTICLES].renames["MASS"] = "mass";
  1129. actions[RS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
  1130. actions[RS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  1131. actions[RS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  1132. actions[RS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  1133. actions[RS::SHADER_PARTICLES].renames["TIME"] = "time";
  1134. actions[RS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  1135. actions[RS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  1136. actions[RS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  1137. actions[RS::SHADER_PARTICLES].renames["INDEX"] = "index";
  1138. actions[RS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  1139. actions[RS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  1140. actions[RS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  1141. actions[RS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  1142. actions[RS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  1143. actions[RS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  1144. #endif
  1145. }