shader_compiler_gles3.cpp 30 KB

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  1. /*************************************************************************/
  2. /* shader_compiler_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "shader_compiler_gles3.h"
  31. #include "os/os.h"
  32. #define SL ShaderLanguage
  33. static String _mktab(int p_level) {
  34. String tb;
  35. for (int i = 0; i < p_level; i++) {
  36. tb += "\t";
  37. }
  38. return tb;
  39. }
  40. static String _typestr(SL::DataType p_type) {
  41. return ShaderLanguage::get_datatype_name(p_type);
  42. }
  43. static int _get_datatype_size(SL::DataType p_type) {
  44. switch (p_type) {
  45. case SL::TYPE_VOID: return 0;
  46. case SL::TYPE_BOOL: return 4;
  47. case SL::TYPE_BVEC2: return 8;
  48. case SL::TYPE_BVEC3: return 16;
  49. case SL::TYPE_BVEC4: return 16;
  50. case SL::TYPE_INT: return 4;
  51. case SL::TYPE_IVEC2: return 8;
  52. case SL::TYPE_IVEC3: return 16;
  53. case SL::TYPE_IVEC4: return 16;
  54. case SL::TYPE_UINT: return 4;
  55. case SL::TYPE_UVEC2: return 8;
  56. case SL::TYPE_UVEC3: return 16;
  57. case SL::TYPE_UVEC4: return 16;
  58. case SL::TYPE_FLOAT: return 4;
  59. case SL::TYPE_VEC2: return 8;
  60. case SL::TYPE_VEC3: return 16;
  61. case SL::TYPE_VEC4: return 16;
  62. case SL::TYPE_MAT2: return 16;
  63. case SL::TYPE_MAT3: return 48;
  64. case SL::TYPE_MAT4: return 64;
  65. case SL::TYPE_SAMPLER2D: return 16;
  66. case SL::TYPE_ISAMPLER2D: return 16;
  67. case SL::TYPE_USAMPLER2D: return 16;
  68. case SL::TYPE_SAMPLERCUBE: return 16;
  69. }
  70. ERR_FAIL_V(0);
  71. }
  72. static String _prestr(SL::DataPrecision p_pres) {
  73. switch (p_pres) {
  74. case SL::PRECISION_LOWP: return "lowp ";
  75. case SL::PRECISION_MEDIUMP: return "mediump ";
  76. case SL::PRECISION_HIGHP: return "highp ";
  77. case SL::PRECISION_DEFAULT: return "";
  78. }
  79. return "";
  80. }
  81. static String _qualstr(SL::ArgumentQualifier p_qual) {
  82. switch (p_qual) {
  83. case SL::ARGUMENT_QUALIFIER_IN: return "";
  84. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  85. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  86. }
  87. return "";
  88. }
  89. static String _opstr(SL::Operator p_op) {
  90. return SL::get_operator_text(p_op);
  91. }
  92. static String _mkid(const String &p_id) {
  93. return "m_" + p_id;
  94. }
  95. static String f2sp0(float p_float) {
  96. if (int(p_float) == p_float)
  97. return itos(p_float) + ".0";
  98. else
  99. return rtoss(p_float);
  100. }
  101. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  102. switch (p_type) {
  103. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  104. case SL::TYPE_BVEC2:
  105. case SL::TYPE_BVEC3:
  106. case SL::TYPE_BVEC4: {
  107. String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
  108. for (int i = 0; i < p_values.size(); i++) {
  109. if (i > 0)
  110. text += ",";
  111. text += p_values[i].boolean ? "true" : "false";
  112. }
  113. text += ")";
  114. return text;
  115. }
  116. case SL::TYPE_INT: return itos(p_values[0].sint);
  117. case SL::TYPE_IVEC2:
  118. case SL::TYPE_IVEC3:
  119. case SL::TYPE_IVEC4: {
  120. String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
  121. for (int i = 0; i < p_values.size(); i++) {
  122. if (i > 0)
  123. text += ",";
  124. text += itos(p_values[i].sint);
  125. }
  126. text += ")";
  127. return text;
  128. } break;
  129. case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
  130. case SL::TYPE_UVEC2:
  131. case SL::TYPE_UVEC3:
  132. case SL::TYPE_UVEC4: {
  133. String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
  134. for (int i = 0; i < p_values.size(); i++) {
  135. if (i > 0)
  136. text += ",";
  137. text += itos(p_values[i].uint) + "u";
  138. }
  139. text += ")";
  140. return text;
  141. } break;
  142. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
  143. case SL::TYPE_VEC2:
  144. case SL::TYPE_VEC3:
  145. case SL::TYPE_VEC4: {
  146. String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
  147. for (int i = 0; i < p_values.size(); i++) {
  148. if (i > 0)
  149. text += ",";
  150. text += f2sp0(p_values[i].real);
  151. }
  152. text += ")";
  153. return text;
  154. } break;
  155. case SL::TYPE_MAT2:
  156. case SL::TYPE_MAT3:
  157. case SL::TYPE_MAT4: {
  158. String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
  159. for (int i = 0; i < p_values.size(); i++) {
  160. if (i > 0)
  161. text += ",";
  162. text += f2sp0(p_values[i].real);
  163. }
  164. text += ")";
  165. return text;
  166. } break;
  167. default: ERR_FAIL_V(String());
  168. }
  169. }
  170. void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
  171. int fidx = -1;
  172. for (int i = 0; i < p_node->functions.size(); i++) {
  173. if (p_node->functions[i].name == p_for_func) {
  174. fidx = i;
  175. break;
  176. }
  177. }
  178. ERR_FAIL_COND(fidx == -1);
  179. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  180. print_line(String(p_node->functions[fidx].name) + " uses function: " + String(E->get()));
  181. if (added.has(E->get())) {
  182. continue; //was added already
  183. }
  184. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
  185. SL::FunctionNode *fnode = NULL;
  186. for (int i = 0; i < p_node->functions.size(); i++) {
  187. if (p_node->functions[i].name == E->get()) {
  188. fnode = p_node->functions[i].function;
  189. break;
  190. }
  191. }
  192. ERR_FAIL_COND(!fnode);
  193. r_to_add += "\n";
  194. String header;
  195. header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
  196. for (int i = 0; i < fnode->arguments.size(); i++) {
  197. if (i > 0)
  198. header += ", ";
  199. header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
  200. }
  201. header += ")\n";
  202. r_to_add += header;
  203. r_to_add += p_func_code[E->get()];
  204. added.insert(E->get());
  205. }
  206. }
  207. String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) {
  208. String code;
  209. switch (p_node->type) {
  210. case SL::Node::TYPE_SHADER: {
  211. SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
  212. for (int i = 0; i < pnode->render_modes.size(); i++) {
  213. if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
  214. r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
  215. used_rmode_defines.insert(pnode->render_modes[i]);
  216. }
  217. if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
  218. *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
  219. }
  220. if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
  221. Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
  222. *p.first = p.second;
  223. }
  224. }
  225. int max_texture_uniforms = 0;
  226. int max_uniforms = 0;
  227. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  228. if (SL::is_sampler_type(E->get().type))
  229. max_texture_uniforms++;
  230. else
  231. max_uniforms++;
  232. }
  233. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  234. r_gen_code.texture_hints.resize(max_texture_uniforms);
  235. Vector<int> uniform_sizes;
  236. Vector<int> uniform_alignments;
  237. Vector<StringName> uniform_defines;
  238. uniform_sizes.resize(max_uniforms);
  239. uniform_alignments.resize(max_uniforms);
  240. uniform_defines.resize(max_uniforms);
  241. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  242. String ucode;
  243. if (SL::is_sampler_type(E->get().type)) {
  244. ucode = "uniform ";
  245. }
  246. ucode += _prestr(E->get().precission);
  247. ucode += _typestr(E->get().type);
  248. ucode += " " + _mkid(E->key());
  249. ucode += ";\n";
  250. if (SL::is_sampler_type(E->get().type)) {
  251. r_gen_code.vertex_global += ucode;
  252. r_gen_code.fragment_global += ucode;
  253. r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
  254. r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
  255. } else {
  256. if (r_gen_code.uniforms.empty()) {
  257. r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
  258. }
  259. uniform_defines[E->get().order] = ucode;
  260. uniform_sizes[E->get().order] = _get_datatype_size(E->get().type);
  261. uniform_alignments[E->get().order] = MIN(16, _get_datatype_size(E->get().type));
  262. }
  263. p_actions.uniforms->insert(E->key(), E->get());
  264. }
  265. for (int i = 0; i < max_uniforms; i++) {
  266. r_gen_code.uniforms += uniform_defines[i];
  267. }
  268. // add up
  269. for (int i = 0; i < uniform_sizes.size(); i++) {
  270. if (i > 0) {
  271. int align = uniform_sizes[i - 1] % uniform_alignments[i];
  272. if (align != 0) {
  273. uniform_sizes[i - 1] += uniform_alignments[i] - align;
  274. }
  275. uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
  276. }
  277. }
  278. //offset
  279. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  280. for (int i = 0; i < uniform_sizes.size(); i++) {
  281. if (i > 0)
  282. r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
  283. else
  284. r_gen_code.uniform_offsets[i] = 0;
  285. }
  286. /*
  287. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  288. if (SL::is_sampler_type(E->get().type)) {
  289. continue;
  290. }
  291. print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
  292. }
  293. */
  294. if (uniform_sizes.size()) {
  295. r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
  296. } else {
  297. r_gen_code.uniform_total_size = 0;
  298. }
  299. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
  300. String vcode;
  301. vcode += _prestr(E->get().precission);
  302. vcode += _typestr(E->get().type);
  303. vcode += " " + _mkid(E->key());
  304. vcode += ";\n";
  305. r_gen_code.vertex_global += "out " + vcode;
  306. r_gen_code.fragment_global += "in " + vcode;
  307. }
  308. Map<StringName, String> function_code;
  309. //code for functions
  310. for (int i = 0; i < pnode->functions.size(); i++) {
  311. SL::FunctionNode *fnode = pnode->functions[i].function;
  312. function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions);
  313. }
  314. //place functions in actual code
  315. Set<StringName> added_vtx;
  316. Set<StringName> added_fragment; //share for light
  317. for (int i = 0; i < pnode->functions.size(); i++) {
  318. SL::FunctionNode *fnode = pnode->functions[i].function;
  319. current_func_name = fnode->name;
  320. if (fnode->name == "vertex") {
  321. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
  322. r_gen_code.vertex = function_code["vertex"];
  323. }
  324. if (fnode->name == "fragment") {
  325. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  326. r_gen_code.fragment = function_code["fragment"];
  327. }
  328. if (fnode->name == "light") {
  329. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  330. r_gen_code.light = function_code["light"];
  331. }
  332. }
  333. //code+=dump_node_code(pnode->body,p_level);
  334. } break;
  335. case SL::Node::TYPE_FUNCTION: {
  336. } break;
  337. case SL::Node::TYPE_BLOCK: {
  338. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  339. //variables
  340. code += _mktab(p_level - 1) + "{\n";
  341. for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) {
  342. code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + _mkid(E->key()) + ";\n";
  343. }
  344. for (int i = 0; i < bnode->statements.size(); i++) {
  345. String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions);
  346. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) {
  347. // FIXME: if (A || A) ? I am hesitant to delete one of them, could be copy-paste error.
  348. code += scode; //use directly
  349. } else {
  350. code += _mktab(p_level) + scode + ";\n";
  351. }
  352. }
  353. code += _mktab(p_level - 1) + "}\n";
  354. } break;
  355. case SL::Node::TYPE_VARIABLE: {
  356. SL::VariableNode *vnode = (SL::VariableNode *)p_node;
  357. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  358. String define = p_default_actions.usage_defines[vnode->name];
  359. if (define.begins_with("@")) {
  360. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  361. }
  362. r_gen_code.defines.push_back(define.utf8());
  363. used_name_defines.insert(vnode->name);
  364. }
  365. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  366. *p_actions.usage_flag_pointers[vnode->name] = true;
  367. used_flag_pointers.insert(vnode->name);
  368. }
  369. if (p_default_actions.renames.has(vnode->name))
  370. code = p_default_actions.renames[vnode->name];
  371. else
  372. code = _mkid(vnode->name);
  373. if (vnode->name == time_name) {
  374. if (current_func_name == vertex_name) {
  375. r_gen_code.uses_vertex_time = true;
  376. }
  377. if (current_func_name == fragment_name) {
  378. r_gen_code.uses_fragment_time = true;
  379. }
  380. }
  381. } break;
  382. case SL::Node::TYPE_CONSTANT: {
  383. SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
  384. return get_constant_text(cnode->datatype, cnode->values);
  385. } break;
  386. case SL::Node::TYPE_OPERATOR: {
  387. SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
  388. switch (onode->op) {
  389. case SL::OP_ASSIGN:
  390. case SL::OP_ASSIGN_ADD:
  391. case SL::OP_ASSIGN_SUB:
  392. case SL::OP_ASSIGN_MUL:
  393. case SL::OP_ASSIGN_DIV:
  394. case SL::OP_ASSIGN_SHIFT_LEFT:
  395. case SL::OP_ASSIGN_SHIFT_RIGHT:
  396. case SL::OP_ASSIGN_MOD:
  397. case SL::OP_ASSIGN_BIT_AND:
  398. case SL::OP_ASSIGN_BIT_OR:
  399. case SL::OP_ASSIGN_BIT_XOR:
  400. if (onode->arguments[0]->type == SL::Node::TYPE_VARIABLE) {
  401. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  402. if (p_actions.write_flag_pointers.has(vnode->name)) {
  403. *p_actions.write_flag_pointers[vnode->name] = true;
  404. }
  405. }
  406. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
  407. break;
  408. case SL::OP_BIT_INVERT:
  409. case SL::OP_NEGATE:
  410. case SL::OP_NOT:
  411. case SL::OP_DECREMENT:
  412. case SL::OP_INCREMENT:
  413. code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
  414. break;
  415. case SL::OP_POST_DECREMENT:
  416. case SL::OP_POST_INCREMENT:
  417. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op);
  418. break;
  419. case SL::OP_CALL:
  420. case SL::OP_CONSTRUCT: {
  421. ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  422. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  423. if (onode->op == SL::OP_CONSTRUCT) {
  424. code += String(vnode->name);
  425. } else {
  426. if (internal_functions.has(vnode->name)) {
  427. code += vnode->name;
  428. } else if (p_default_actions.renames.has(vnode->name)) {
  429. code += p_default_actions.renames[vnode->name];
  430. } else {
  431. code += _mkid(vnode->name);
  432. }
  433. }
  434. code += "(";
  435. for (int i = 1; i < onode->arguments.size(); i++) {
  436. if (i > 1)
  437. code += ", ";
  438. code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions);
  439. }
  440. code += ")";
  441. } break;
  442. case SL::OP_INDEX: {
  443. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
  444. code += "[";
  445. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
  446. code += "]";
  447. } break;
  448. case SL::OP_SELECT_IF: {
  449. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
  450. code += "?";
  451. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
  452. code += ":";
  453. code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions);
  454. } break;
  455. default: {
  456. code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")";
  457. break;
  458. }
  459. }
  460. } break;
  461. case SL::Node::TYPE_CONTROL_FLOW: {
  462. SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
  463. if (cfnode->flow_op == SL::FLOW_OP_IF) {
  464. code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
  465. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
  466. if (cfnode->blocks.size() == 2) {
  467. code += _mktab(p_level) + "else\n";
  468. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions);
  469. }
  470. } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
  471. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
  472. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
  473. } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
  474. if (cfnode->expressions.size()) {
  475. code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ";";
  476. } else {
  477. code = "return;";
  478. }
  479. }
  480. } break;
  481. case SL::Node::TYPE_MEMBER: {
  482. SL::MemberNode *mnode = (SL::MemberNode *)p_node;
  483. code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions) + "." + mnode->name;
  484. } break;
  485. }
  486. return code;
  487. }
  488. Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  489. 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());
  490. if (err != OK) {
  491. #if 1
  492. Vector<String> shader = p_code.split("\n");
  493. for (int i = 0; i < shader.size(); i++) {
  494. print_line(itos(i) + " " + shader[i]);
  495. }
  496. #endif
  497. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  498. return err;
  499. }
  500. r_gen_code.defines.clear();
  501. r_gen_code.vertex = String();
  502. r_gen_code.vertex_global = String();
  503. r_gen_code.fragment = String();
  504. r_gen_code.fragment_global = String();
  505. r_gen_code.light = String();
  506. r_gen_code.uses_fragment_time = false;
  507. r_gen_code.uses_vertex_time = false;
  508. used_name_defines.clear();
  509. used_rmode_defines.clear();
  510. used_flag_pointers.clear();
  511. _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode]);
  512. return OK;
  513. }
  514. ShaderCompilerGLES3::ShaderCompilerGLES3() {
  515. /** CANVAS ITEM SHADER **/
  516. actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"] = "vertex";
  517. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  518. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color";
  519. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  520. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
  521. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  522. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  523. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
  524. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  525. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  526. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  527. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  528. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  529. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  530. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  531. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  532. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  533. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  534. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  535. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  536. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  537. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  538. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  539. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  540. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  541. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  542. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  543. //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
  544. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  545. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  546. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  547. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  548. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  549. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  550. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  551. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  552. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
  553. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n";
  554. /** SPATIAL SHADER **/
  555. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  556. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  557. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  558. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  559. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  560. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  561. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  562. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  563. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  564. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  565. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  566. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  567. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  568. //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
  569. //builtins
  570. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  571. //actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
  572. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  573. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrotFacing";
  574. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  575. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  576. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  577. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  578. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  579. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  580. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  581. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  582. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  583. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  584. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  585. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  586. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  587. actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
  588. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  589. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  590. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  591. actions[VS::SHADER_SPATIAL].renames["DISCARD"] = "_discard";
  592. //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
  593. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  594. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  595. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  596. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  597. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  598. actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
  599. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  600. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  601. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  602. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  603. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  604. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  605. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  606. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  607. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  608. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  609. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  610. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  611. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  612. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  613. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  614. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  615. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  616. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  617. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  618. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n";
  619. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  620. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  621. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n";
  622. /* PARTICLES SHADER */
  623. actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  624. actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  625. actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
  626. actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
  627. actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  628. actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  629. actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  630. actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
  631. actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  632. actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  633. actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  634. actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
  635. actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  636. actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  637. actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  638. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  639. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  640. actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  641. vertex_name = "vertex";
  642. fragment_name = "fragment";
  643. time_name = "TIME";
  644. List<String> func_list;
  645. ShaderLanguage::get_builtin_funcs(&func_list);
  646. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  647. internal_functions.insert(E->get());
  648. }
  649. }