shader_compiler_gles3.cpp 32 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879
  1. /*************************************************************************/
  2. /* shader_compiler_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 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. bool uses_uniforms = false;
  242. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  243. String ucode;
  244. if (SL::is_sampler_type(E->get().type)) {
  245. ucode = "uniform ";
  246. }
  247. ucode += _prestr(E->get().precission);
  248. ucode += _typestr(E->get().type);
  249. ucode += " " + _mkid(E->key());
  250. ucode += ";\n";
  251. if (SL::is_sampler_type(E->get().type)) {
  252. r_gen_code.vertex_global += ucode;
  253. r_gen_code.fragment_global += ucode;
  254. r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
  255. r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
  256. } else {
  257. if (!uses_uniforms) {
  258. r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
  259. uses_uniforms = true;
  260. }
  261. uniform_defines[E->get().order] = ucode;
  262. uniform_sizes[E->get().order] = _get_datatype_size(E->get().type);
  263. uniform_alignments[E->get().order] = MIN(16, _get_datatype_size(E->get().type));
  264. }
  265. p_actions.uniforms->insert(E->key(), E->get());
  266. }
  267. for (int i = 0; i < max_uniforms; i++) {
  268. r_gen_code.uniforms += uniform_defines[i];
  269. }
  270. // add up
  271. for (int i = 0; i < uniform_sizes.size(); i++) {
  272. if (i > 0) {
  273. int align = uniform_sizes[i - 1] % uniform_alignments[i];
  274. if (align != 0) {
  275. uniform_sizes[i - 1] += uniform_alignments[i] - align;
  276. }
  277. uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
  278. }
  279. }
  280. //offset
  281. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  282. for (int i = 0; i < uniform_sizes.size(); i++) {
  283. if (i > 0)
  284. r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
  285. else
  286. r_gen_code.uniform_offsets[i] = 0;
  287. }
  288. /*
  289. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  290. if (SL::is_sampler_type(E->get().type)) {
  291. continue;
  292. }
  293. print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
  294. }
  295. */
  296. if (uniform_sizes.size()) {
  297. r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
  298. } else {
  299. r_gen_code.uniform_total_size = 0;
  300. }
  301. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
  302. String vcode;
  303. vcode += _prestr(E->get().precission);
  304. vcode += _typestr(E->get().type);
  305. vcode += " " + _mkid(E->key());
  306. vcode += ";\n";
  307. r_gen_code.vertex_global += "out " + vcode;
  308. r_gen_code.fragment_global += "in " + vcode;
  309. }
  310. Map<StringName, String> function_code;
  311. //code for functions
  312. for (int i = 0; i < pnode->functions.size(); i++) {
  313. SL::FunctionNode *fnode = pnode->functions[i].function;
  314. function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions);
  315. }
  316. //place functions in actual code
  317. Set<StringName> added_vtx;
  318. Set<StringName> added_fragment; //share for light
  319. for (int i = 0; i < pnode->functions.size(); i++) {
  320. SL::FunctionNode *fnode = pnode->functions[i].function;
  321. current_func_name = fnode->name;
  322. if (fnode->name == "vertex") {
  323. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
  324. r_gen_code.vertex = function_code["vertex"];
  325. }
  326. if (fnode->name == "fragment") {
  327. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  328. r_gen_code.fragment = function_code["fragment"];
  329. }
  330. if (fnode->name == "light") {
  331. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  332. r_gen_code.light = function_code["light"];
  333. }
  334. }
  335. //code+=dump_node_code(pnode->body,p_level);
  336. } break;
  337. case SL::Node::TYPE_FUNCTION: {
  338. } break;
  339. case SL::Node::TYPE_BLOCK: {
  340. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  341. //variables
  342. if (!bnode->single_statement) {
  343. code += _mktab(p_level - 1) + "{\n";
  344. }
  345. for (int i = 0; i < bnode->statements.size(); i++) {
  346. String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions);
  347. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  348. code += scode; //use directly
  349. } else {
  350. code += _mktab(p_level) + scode + ";\n";
  351. }
  352. }
  353. if (!bnode->single_statement) {
  354. code += _mktab(p_level - 1) + "}\n";
  355. }
  356. } break;
  357. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  358. SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
  359. String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
  360. for (int i = 0; i < vdnode->declarations.size(); i++) {
  361. if (i > 0) {
  362. declaration += ",";
  363. } else {
  364. declaration += " ";
  365. }
  366. declaration += _mkid(vdnode->declarations[i].name);
  367. if (vdnode->declarations[i].initializer) {
  368. declaration += "=";
  369. declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions);
  370. }
  371. }
  372. code += declaration;
  373. } break;
  374. case SL::Node::TYPE_VARIABLE: {
  375. SL::VariableNode *vnode = (SL::VariableNode *)p_node;
  376. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  377. String define = p_default_actions.usage_defines[vnode->name];
  378. if (define.begins_with("@")) {
  379. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  380. }
  381. r_gen_code.defines.push_back(define.utf8());
  382. used_name_defines.insert(vnode->name);
  383. }
  384. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  385. *p_actions.usage_flag_pointers[vnode->name] = true;
  386. used_flag_pointers.insert(vnode->name);
  387. }
  388. if (p_default_actions.renames.has(vnode->name))
  389. code = p_default_actions.renames[vnode->name];
  390. else
  391. code = _mkid(vnode->name);
  392. if (vnode->name == time_name) {
  393. if (current_func_name == vertex_name) {
  394. r_gen_code.uses_vertex_time = true;
  395. }
  396. if (current_func_name == fragment_name) {
  397. r_gen_code.uses_fragment_time = true;
  398. }
  399. }
  400. } break;
  401. case SL::Node::TYPE_CONSTANT: {
  402. SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
  403. return get_constant_text(cnode->datatype, cnode->values);
  404. } break;
  405. case SL::Node::TYPE_OPERATOR: {
  406. SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
  407. switch (onode->op) {
  408. case SL::OP_ASSIGN:
  409. case SL::OP_ASSIGN_ADD:
  410. case SL::OP_ASSIGN_SUB:
  411. case SL::OP_ASSIGN_MUL:
  412. case SL::OP_ASSIGN_DIV:
  413. case SL::OP_ASSIGN_SHIFT_LEFT:
  414. case SL::OP_ASSIGN_SHIFT_RIGHT:
  415. case SL::OP_ASSIGN_MOD:
  416. case SL::OP_ASSIGN_BIT_AND:
  417. case SL::OP_ASSIGN_BIT_OR:
  418. case SL::OP_ASSIGN_BIT_XOR:
  419. if (onode->arguments[0]->type == SL::Node::TYPE_VARIABLE) {
  420. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  421. if (p_actions.write_flag_pointers.has(vnode->name)) {
  422. *p_actions.write_flag_pointers[vnode->name] = true;
  423. }
  424. }
  425. 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);
  426. break;
  427. case SL::OP_BIT_INVERT:
  428. case SL::OP_NEGATE:
  429. case SL::OP_NOT:
  430. case SL::OP_DECREMENT:
  431. case SL::OP_INCREMENT:
  432. code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
  433. break;
  434. case SL::OP_POST_DECREMENT:
  435. case SL::OP_POST_INCREMENT:
  436. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op);
  437. break;
  438. case SL::OP_CALL:
  439. case SL::OP_CONSTRUCT: {
  440. ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  441. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  442. if (onode->op == SL::OP_CONSTRUCT) {
  443. code += String(vnode->name);
  444. } else {
  445. if (internal_functions.has(vnode->name)) {
  446. code += vnode->name;
  447. } else if (p_default_actions.renames.has(vnode->name)) {
  448. code += p_default_actions.renames[vnode->name];
  449. } else {
  450. code += _mkid(vnode->name);
  451. }
  452. }
  453. code += "(";
  454. for (int i = 1; i < onode->arguments.size(); i++) {
  455. if (i > 1)
  456. code += ", ";
  457. code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions);
  458. }
  459. code += ")";
  460. } break;
  461. case SL::OP_INDEX: {
  462. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
  463. code += "[";
  464. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
  465. code += "]";
  466. } break;
  467. case SL::OP_SELECT_IF: {
  468. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
  469. code += "?";
  470. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
  471. code += ":";
  472. code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions);
  473. } break;
  474. default: {
  475. 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) + ")";
  476. break;
  477. }
  478. }
  479. } break;
  480. case SL::Node::TYPE_CONTROL_FLOW: {
  481. SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
  482. if (cfnode->flow_op == SL::FLOW_OP_IF) {
  483. code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
  484. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
  485. if (cfnode->blocks.size() == 2) {
  486. code += _mktab(p_level) + "else\n";
  487. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions);
  488. }
  489. } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
  490. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
  491. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
  492. } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
  493. String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions);
  494. String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions);
  495. String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions);
  496. code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
  497. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions);
  498. } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
  499. if (cfnode->expressions.size()) {
  500. code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ";";
  501. } else {
  502. code = "return;";
  503. }
  504. } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
  505. code = "discard;";
  506. } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
  507. code = "continue;";
  508. } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
  509. code = "break;";
  510. }
  511. } break;
  512. case SL::Node::TYPE_MEMBER: {
  513. SL::MemberNode *mnode = (SL::MemberNode *)p_node;
  514. code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions) + "." + mnode->name;
  515. } break;
  516. }
  517. return code;
  518. }
  519. Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  520. 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());
  521. if (err != OK) {
  522. Vector<String> shader = p_code.split("\n");
  523. for (int i = 0; i < shader.size(); i++) {
  524. print_line(itos(i) + " " + shader[i]);
  525. }
  526. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  527. return err;
  528. }
  529. r_gen_code.defines.clear();
  530. r_gen_code.vertex = String();
  531. r_gen_code.vertex_global = String();
  532. r_gen_code.fragment = String();
  533. r_gen_code.fragment_global = String();
  534. r_gen_code.light = String();
  535. r_gen_code.uses_fragment_time = false;
  536. r_gen_code.uses_vertex_time = false;
  537. used_name_defines.clear();
  538. used_rmode_defines.clear();
  539. used_flag_pointers.clear();
  540. _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode]);
  541. if (r_gen_code.uniform_total_size) { //uniforms used?
  542. int md = sizeof(float) * 4;
  543. if (r_gen_code.uniform_total_size % md) {
  544. r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md);
  545. }
  546. r_gen_code.uniform_total_size += md; //pad just in case
  547. }
  548. return OK;
  549. }
  550. ShaderCompilerGLES3::ShaderCompilerGLES3() {
  551. /** CANVAS ITEM SHADER **/
  552. actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"] = "vertex";
  553. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  554. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color";
  555. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  556. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
  557. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  558. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  559. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
  560. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  561. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  562. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  563. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  564. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  565. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  566. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  567. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  568. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  569. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  570. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  571. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  572. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  573. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  574. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  575. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  576. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  577. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  578. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  579. //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
  580. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  581. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  582. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  583. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  584. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  585. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  586. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  587. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  588. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
  589. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  590. /** SPATIAL SHADER **/
  591. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  592. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  593. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  594. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  595. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
  596. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  597. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  598. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  599. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  600. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  601. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  602. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  603. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  604. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  605. //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
  606. //builtins
  607. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  608. //actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
  609. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  610. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrotFacing";
  611. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  612. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  613. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  614. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  615. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  616. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  617. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  618. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  619. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  620. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  621. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  622. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  623. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  624. //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
  625. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  626. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  627. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  628. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  629. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  630. //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
  631. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  632. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  633. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  634. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  635. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  636. actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
  637. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  638. //for light
  639. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  640. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  641. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  642. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  643. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  644. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  645. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  646. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  647. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  648. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  649. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  650. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  651. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  652. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  653. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  654. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  655. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  656. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  657. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  658. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  659. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  660. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  661. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  662. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  663. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  664. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  665. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  666. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  667. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  668. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  669. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  670. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  671. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  672. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  673. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  674. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  675. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  676. /* PARTICLES SHADER */
  677. actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  678. actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  679. actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
  680. actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
  681. actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  682. actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  683. actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  684. actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
  685. actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  686. actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  687. actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  688. actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
  689. actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  690. actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  691. actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  692. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  693. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  694. actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  695. vertex_name = "vertex";
  696. fragment_name = "fragment";
  697. time_name = "TIME";
  698. List<String> func_list;
  699. ShaderLanguage::get_builtin_funcs(&func_list);
  700. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  701. internal_functions.insert(E->get());
  702. }
  703. }