shader_compiler_gles3.cpp 35 KB

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  1. /*************************************************************************/
  2. /* shader_compiler_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "shader_compiler_gles3.h"
  31. #include "os/os.h"
  32. #define SL ShaderLanguage
  33. static String _mktab(int p_level) {
  34. String tb;
  35. for (int i = 0; i < p_level; i++) {
  36. tb += "\t";
  37. }
  38. return tb;
  39. }
  40. static String _typestr(SL::DataType p_type) {
  41. return ShaderLanguage::get_datatype_name(p_type);
  42. }
  43. static int _get_datatype_size(SL::DataType p_type) {
  44. switch (p_type) {
  45. case SL::TYPE_VOID: return 0;
  46. case SL::TYPE_BOOL: return 4;
  47. case SL::TYPE_BVEC2: return 8;
  48. case SL::TYPE_BVEC3: return 12;
  49. case SL::TYPE_BVEC4: return 16;
  50. case SL::TYPE_INT: return 4;
  51. case SL::TYPE_IVEC2: return 8;
  52. case SL::TYPE_IVEC3: return 12;
  53. case SL::TYPE_IVEC4: return 16;
  54. case SL::TYPE_UINT: return 4;
  55. case SL::TYPE_UVEC2: return 8;
  56. case SL::TYPE_UVEC3: return 12;
  57. case SL::TYPE_UVEC4: return 16;
  58. case SL::TYPE_FLOAT: return 4;
  59. case SL::TYPE_VEC2: return 8;
  60. case SL::TYPE_VEC3: return 12;
  61. case SL::TYPE_VEC4: return 16;
  62. case SL::TYPE_MAT2:
  63. return 32; //4 * 4 + 4 * 4
  64. case SL::TYPE_MAT3:
  65. return 48; // 4 * 4 + 4 * 4 + 4 * 4
  66. case SL::TYPE_MAT4: return 64;
  67. case SL::TYPE_SAMPLER2D: return 16;
  68. case SL::TYPE_ISAMPLER2D: return 16;
  69. case SL::TYPE_USAMPLER2D: return 16;
  70. case SL::TYPE_SAMPLERCUBE: return 16;
  71. }
  72. ERR_FAIL_V(0);
  73. }
  74. static int _get_datatype_alignment(SL::DataType p_type) {
  75. switch (p_type) {
  76. case SL::TYPE_VOID: return 0;
  77. case SL::TYPE_BOOL: return 4;
  78. case SL::TYPE_BVEC2: return 8;
  79. case SL::TYPE_BVEC3: return 16;
  80. case SL::TYPE_BVEC4: return 16;
  81. case SL::TYPE_INT: return 4;
  82. case SL::TYPE_IVEC2: return 8;
  83. case SL::TYPE_IVEC3: return 16;
  84. case SL::TYPE_IVEC4: return 16;
  85. case SL::TYPE_UINT: return 4;
  86. case SL::TYPE_UVEC2: return 8;
  87. case SL::TYPE_UVEC3: return 16;
  88. case SL::TYPE_UVEC4: return 16;
  89. case SL::TYPE_FLOAT: return 4;
  90. case SL::TYPE_VEC2: return 8;
  91. case SL::TYPE_VEC3: return 16;
  92. case SL::TYPE_VEC4: return 16;
  93. case SL::TYPE_MAT2: return 16;
  94. case SL::TYPE_MAT3: return 16;
  95. case SL::TYPE_MAT4: return 16;
  96. case SL::TYPE_SAMPLER2D: return 16;
  97. case SL::TYPE_ISAMPLER2D: return 16;
  98. case SL::TYPE_USAMPLER2D: return 16;
  99. case SL::TYPE_SAMPLERCUBE: return 16;
  100. }
  101. ERR_FAIL_V(0);
  102. }
  103. static String _interpstr(SL::DataInterpolation p_interp) {
  104. switch (p_interp) {
  105. case SL::INTERPOLATION_FLAT: return "flat ";
  106. case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective ";
  107. case SL::INTERPOLATION_SMOOTH: return "smooth ";
  108. }
  109. return "";
  110. }
  111. static String _prestr(SL::DataPrecision p_pres) {
  112. switch (p_pres) {
  113. case SL::PRECISION_LOWP: return "lowp ";
  114. case SL::PRECISION_MEDIUMP: return "mediump ";
  115. case SL::PRECISION_HIGHP: return "highp ";
  116. case SL::PRECISION_DEFAULT: return "";
  117. }
  118. return "";
  119. }
  120. static String _qualstr(SL::ArgumentQualifier p_qual) {
  121. switch (p_qual) {
  122. case SL::ARGUMENT_QUALIFIER_IN: return "";
  123. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  124. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  125. }
  126. return "";
  127. }
  128. static String _opstr(SL::Operator p_op) {
  129. return SL::get_operator_text(p_op);
  130. }
  131. static String _mkid(const String &p_id) {
  132. return "m_" + p_id;
  133. }
  134. static String f2sp0(float p_float) {
  135. if (int(p_float) == p_float)
  136. return itos(p_float) + ".0";
  137. else
  138. return rtoss(p_float);
  139. }
  140. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  141. switch (p_type) {
  142. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  143. case SL::TYPE_BVEC2:
  144. case SL::TYPE_BVEC3:
  145. case SL::TYPE_BVEC4: {
  146. String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
  147. for (int i = 0; i < p_values.size(); i++) {
  148. if (i > 0)
  149. text += ",";
  150. text += p_values[i].boolean ? "true" : "false";
  151. }
  152. text += ")";
  153. return text;
  154. }
  155. case SL::TYPE_INT: return itos(p_values[0].sint);
  156. case SL::TYPE_IVEC2:
  157. case SL::TYPE_IVEC3:
  158. case SL::TYPE_IVEC4: {
  159. String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
  160. for (int i = 0; i < p_values.size(); i++) {
  161. if (i > 0)
  162. text += ",";
  163. text += itos(p_values[i].sint);
  164. }
  165. text += ")";
  166. return text;
  167. } break;
  168. case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
  169. case SL::TYPE_UVEC2:
  170. case SL::TYPE_UVEC3:
  171. case SL::TYPE_UVEC4: {
  172. String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
  173. for (int i = 0; i < p_values.size(); i++) {
  174. if (i > 0)
  175. text += ",";
  176. text += itos(p_values[i].uint) + "u";
  177. }
  178. text += ")";
  179. return text;
  180. } break;
  181. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
  182. case SL::TYPE_VEC2:
  183. case SL::TYPE_VEC3:
  184. case SL::TYPE_VEC4: {
  185. String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
  186. for (int i = 0; i < p_values.size(); i++) {
  187. if (i > 0)
  188. text += ",";
  189. text += f2sp0(p_values[i].real);
  190. }
  191. text += ")";
  192. return text;
  193. } break;
  194. case SL::TYPE_MAT2:
  195. case SL::TYPE_MAT3:
  196. case SL::TYPE_MAT4: {
  197. String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
  198. for (int i = 0; i < p_values.size(); i++) {
  199. if (i > 0)
  200. text += ",";
  201. text += f2sp0(p_values[i].real);
  202. }
  203. text += ")";
  204. return text;
  205. } break;
  206. default: ERR_FAIL_V(String());
  207. }
  208. }
  209. void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
  210. int fidx = -1;
  211. for (int i = 0; i < p_node->functions.size(); i++) {
  212. if (p_node->functions[i].name == p_for_func) {
  213. fidx = i;
  214. break;
  215. }
  216. }
  217. ERR_FAIL_COND(fidx == -1);
  218. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  219. if (added.has(E->get())) {
  220. continue; //was added already
  221. }
  222. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
  223. SL::FunctionNode *fnode = NULL;
  224. for (int i = 0; i < p_node->functions.size(); i++) {
  225. if (p_node->functions[i].name == E->get()) {
  226. fnode = p_node->functions[i].function;
  227. break;
  228. }
  229. }
  230. ERR_FAIL_COND(!fnode);
  231. r_to_add += "\n";
  232. String header;
  233. header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
  234. for (int i = 0; i < fnode->arguments.size(); i++) {
  235. if (i > 0)
  236. header += ", ";
  237. header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
  238. }
  239. header += ")\n";
  240. r_to_add += header;
  241. r_to_add += p_func_code[E->get()];
  242. added.insert(E->get());
  243. }
  244. }
  245. String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
  246. String code;
  247. switch (p_node->type) {
  248. case SL::Node::TYPE_SHADER: {
  249. SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
  250. for (int i = 0; i < pnode->render_modes.size(); i++) {
  251. if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
  252. r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
  253. used_rmode_defines.insert(pnode->render_modes[i]);
  254. }
  255. if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
  256. *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
  257. }
  258. if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
  259. Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
  260. *p.first = p.second;
  261. }
  262. }
  263. int max_texture_uniforms = 0;
  264. int max_uniforms = 0;
  265. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  266. if (SL::is_sampler_type(E->get().type))
  267. max_texture_uniforms++;
  268. else
  269. max_uniforms++;
  270. }
  271. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  272. r_gen_code.texture_hints.resize(max_texture_uniforms);
  273. r_gen_code.texture_types.resize(max_texture_uniforms);
  274. Vector<int> uniform_sizes;
  275. Vector<int> uniform_alignments;
  276. Vector<StringName> uniform_defines;
  277. uniform_sizes.resize(max_uniforms);
  278. uniform_alignments.resize(max_uniforms);
  279. uniform_defines.resize(max_uniforms);
  280. bool uses_uniforms = false;
  281. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
  282. String ucode;
  283. if (SL::is_sampler_type(E->get().type)) {
  284. ucode = "uniform ";
  285. }
  286. ucode += _prestr(E->get().precission);
  287. ucode += _typestr(E->get().type);
  288. ucode += " " + _mkid(E->key());
  289. ucode += ";\n";
  290. if (SL::is_sampler_type(E->get().type)) {
  291. r_gen_code.vertex_global += ucode;
  292. r_gen_code.fragment_global += ucode;
  293. r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key());
  294. r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
  295. r_gen_code.texture_types.write[E->get().texture_order] = E->get().type;
  296. } else {
  297. if (!uses_uniforms) {
  298. r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
  299. uses_uniforms = true;
  300. }
  301. uniform_defines.write[E->get().order] = ucode;
  302. uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type);
  303. uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type);
  304. }
  305. p_actions.uniforms->insert(E->key(), E->get());
  306. }
  307. for (int i = 0; i < max_uniforms; i++) {
  308. r_gen_code.uniforms += uniform_defines[i];
  309. }
  310. #if 1
  311. // add up
  312. int offset = 0;
  313. for (int i = 0; i < uniform_sizes.size(); i++) {
  314. int align = offset % uniform_alignments[i];
  315. if (align != 0) {
  316. offset += uniform_alignments[i] - align;
  317. }
  318. r_gen_code.uniform_offsets.push_back(offset);
  319. offset += uniform_sizes[i];
  320. }
  321. r_gen_code.uniform_total_size = offset;
  322. if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
  323. r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
  324. }
  325. #else
  326. // add up
  327. for (int i = 0; i < uniform_sizes.size(); i++) {
  328. if (i > 0) {
  329. int align = uniform_sizes[i - 1] % uniform_alignments[i];
  330. if (align != 0) {
  331. uniform_sizes[i - 1] += uniform_alignments[i] - align;
  332. }
  333. uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
  334. }
  335. }
  336. //offset
  337. r_gen_code.uniform_offsets.resize(uniform_sizes.size());
  338. for (int i = 0; i < uniform_sizes.size(); i++) {
  339. if (i > 0)
  340. r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
  341. else
  342. r_gen_code.uniform_offsets[i] = 0;
  343. }
  344. /*
  345. for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  346. if (SL::is_sampler_type(E->get().type)) {
  347. continue;
  348. }
  349. }
  350. */
  351. if (uniform_sizes.size()) {
  352. r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
  353. } else {
  354. r_gen_code.uniform_total_size = 0;
  355. }
  356. #endif
  357. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
  358. String vcode;
  359. String interp_mode = _interpstr(E->get().interpolation);
  360. vcode += _prestr(E->get().precission);
  361. vcode += _typestr(E->get().type);
  362. vcode += " " + _mkid(E->key());
  363. vcode += ";\n";
  364. r_gen_code.vertex_global += interp_mode + "out " + vcode;
  365. r_gen_code.fragment_global += interp_mode + "in " + vcode;
  366. }
  367. Map<StringName, String> function_code;
  368. //code for functions
  369. for (int i = 0; i < pnode->functions.size(); i++) {
  370. SL::FunctionNode *fnode = pnode->functions[i].function;
  371. function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  372. }
  373. //place functions in actual code
  374. Set<StringName> added_vtx;
  375. Set<StringName> added_fragment; //share for light
  376. for (int i = 0; i < pnode->functions.size(); i++) {
  377. SL::FunctionNode *fnode = pnode->functions[i].function;
  378. current_func_name = fnode->name;
  379. if (fnode->name == vertex_name) {
  380. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
  381. r_gen_code.vertex = function_code[vertex_name];
  382. }
  383. if (fnode->name == fragment_name) {
  384. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  385. r_gen_code.fragment = function_code[fragment_name];
  386. }
  387. if (fnode->name == light_name) {
  388. _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
  389. r_gen_code.light = function_code[light_name];
  390. }
  391. }
  392. //code+=dump_node_code(pnode->body,p_level);
  393. } break;
  394. case SL::Node::TYPE_FUNCTION: {
  395. } break;
  396. case SL::Node::TYPE_BLOCK: {
  397. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  398. //variables
  399. if (!bnode->single_statement) {
  400. code += _mktab(p_level - 1) + "{\n";
  401. }
  402. for (int i = 0; i < bnode->statements.size(); i++) {
  403. String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  404. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  405. code += scode; //use directly
  406. } else {
  407. code += _mktab(p_level) + scode + ";\n";
  408. }
  409. }
  410. if (!bnode->single_statement) {
  411. code += _mktab(p_level - 1) + "}\n";
  412. }
  413. } break;
  414. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  415. SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
  416. String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
  417. for (int i = 0; i < vdnode->declarations.size(); i++) {
  418. if (i > 0) {
  419. declaration += ",";
  420. } else {
  421. declaration += " ";
  422. }
  423. declaration += _mkid(vdnode->declarations[i].name);
  424. if (vdnode->declarations[i].initializer) {
  425. declaration += "=";
  426. declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  427. }
  428. }
  429. code += declaration;
  430. } break;
  431. case SL::Node::TYPE_VARIABLE: {
  432. SL::VariableNode *vnode = (SL::VariableNode *)p_node;
  433. if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
  434. *p_actions.write_flag_pointers[vnode->name] = true;
  435. }
  436. if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
  437. String define = p_default_actions.usage_defines[vnode->name];
  438. if (define.begins_with("@")) {
  439. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  440. }
  441. r_gen_code.defines.push_back(define.utf8());
  442. used_name_defines.insert(vnode->name);
  443. }
  444. if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
  445. *p_actions.usage_flag_pointers[vnode->name] = true;
  446. used_flag_pointers.insert(vnode->name);
  447. }
  448. if (p_default_actions.renames.has(vnode->name))
  449. code = p_default_actions.renames[vnode->name];
  450. else
  451. code = _mkid(vnode->name);
  452. if (vnode->name == time_name) {
  453. if (current_func_name == vertex_name) {
  454. r_gen_code.uses_vertex_time = true;
  455. }
  456. if (current_func_name == fragment_name || current_func_name == light_name) {
  457. r_gen_code.uses_fragment_time = true;
  458. }
  459. }
  460. } break;
  461. case SL::Node::TYPE_CONSTANT: {
  462. SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
  463. return get_constant_text(cnode->datatype, cnode->values);
  464. } break;
  465. case SL::Node::TYPE_OPERATOR: {
  466. SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
  467. switch (onode->op) {
  468. case SL::OP_ASSIGN:
  469. case SL::OP_ASSIGN_ADD:
  470. case SL::OP_ASSIGN_SUB:
  471. case SL::OP_ASSIGN_MUL:
  472. case SL::OP_ASSIGN_DIV:
  473. case SL::OP_ASSIGN_SHIFT_LEFT:
  474. case SL::OP_ASSIGN_SHIFT_RIGHT:
  475. case SL::OP_ASSIGN_MOD:
  476. case SL::OP_ASSIGN_BIT_AND:
  477. case SL::OP_ASSIGN_BIT_OR:
  478. case SL::OP_ASSIGN_BIT_XOR:
  479. 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);
  480. break;
  481. case SL::OP_BIT_INVERT:
  482. case SL::OP_NEGATE:
  483. case SL::OP_NOT:
  484. case SL::OP_DECREMENT:
  485. case SL::OP_INCREMENT:
  486. code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  487. break;
  488. case SL::OP_POST_DECREMENT:
  489. case SL::OP_POST_INCREMENT:
  490. code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
  491. break;
  492. case SL::OP_CALL:
  493. case SL::OP_CONSTRUCT: {
  494. ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  495. SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
  496. if (onode->op == SL::OP_CONSTRUCT) {
  497. code += String(vnode->name);
  498. } else {
  499. if (internal_functions.has(vnode->name)) {
  500. code += vnode->name;
  501. } else if (p_default_actions.renames.has(vnode->name)) {
  502. code += p_default_actions.renames[vnode->name];
  503. } else {
  504. code += _mkid(vnode->name);
  505. }
  506. }
  507. code += "(";
  508. for (int i = 1; i < onode->arguments.size(); i++) {
  509. if (i > 1)
  510. code += ", ";
  511. code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  512. }
  513. code += ")";
  514. } break;
  515. case SL::OP_INDEX: {
  516. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  517. code += "[";
  518. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  519. code += "]";
  520. } break;
  521. case SL::OP_SELECT_IF: {
  522. code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  523. code += "?";
  524. code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  525. code += ":";
  526. code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  527. } break;
  528. default: {
  529. 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) + ")";
  530. break;
  531. }
  532. }
  533. } break;
  534. case SL::Node::TYPE_CONTROL_FLOW: {
  535. SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
  536. if (cfnode->flow_op == SL::FLOW_OP_IF) {
  537. code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  538. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  539. if (cfnode->blocks.size() == 2) {
  540. code += _mktab(p_level) + "else\n";
  541. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  542. }
  543. } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
  544. code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
  545. code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  546. } else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
  547. String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  548. String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  549. String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  550. code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
  551. code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  552. } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
  553. if (cfnode->expressions.size()) {
  554. code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
  555. } else {
  556. code = "return;";
  557. }
  558. } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
  559. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  560. *p_actions.usage_flag_pointers["DISCARD"] = true;
  561. used_flag_pointers.insert("DISCARD");
  562. }
  563. code = "discard;";
  564. } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
  565. code = "continue;";
  566. } else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
  567. code = "break;";
  568. }
  569. } break;
  570. case SL::Node::TYPE_MEMBER: {
  571. SL::MemberNode *mnode = (SL::MemberNode *)p_node;
  572. code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
  573. } break;
  574. }
  575. return code;
  576. }
  577. Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  578. 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());
  579. if (err != OK) {
  580. Vector<String> shader = p_code.split("\n");
  581. for (int i = 0; i < shader.size(); i++) {
  582. print_line(itos(i) + " " + shader[i]);
  583. }
  584. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  585. return err;
  586. }
  587. r_gen_code.defines.clear();
  588. r_gen_code.vertex = String();
  589. r_gen_code.vertex_global = String();
  590. r_gen_code.fragment = String();
  591. r_gen_code.fragment_global = String();
  592. r_gen_code.light = String();
  593. r_gen_code.uses_fragment_time = false;
  594. r_gen_code.uses_vertex_time = false;
  595. used_name_defines.clear();
  596. used_rmode_defines.clear();
  597. used_flag_pointers.clear();
  598. _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
  599. if (r_gen_code.uniform_total_size) { //uniforms used?
  600. int md = sizeof(float) * 4;
  601. if (r_gen_code.uniform_total_size % md) {
  602. r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md);
  603. }
  604. r_gen_code.uniform_total_size += md; //pad just in case
  605. }
  606. return OK;
  607. }
  608. ShaderCompilerGLES3::ShaderCompilerGLES3() {
  609. /** CANVAS ITEM SHADER **/
  610. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  611. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  612. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
  613. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  614. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  615. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
  616. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  617. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  618. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
  619. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  620. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  621. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  622. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  623. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  624. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  625. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
  626. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  627. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  628. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  629. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  630. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  631. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  632. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  633. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  634. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  635. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  636. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  637. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  638. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  639. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  640. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  641. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  642. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  643. actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  644. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  645. /** SPATIAL SHADER **/
  646. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  647. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  648. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  649. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  650. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
  651. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  652. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  653. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  654. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  655. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  656. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  657. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  658. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  659. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  660. actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
  661. //builtins
  662. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  663. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  664. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  665. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  666. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  667. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  668. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  669. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  670. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  671. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  672. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  673. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  674. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  675. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  676. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  677. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  678. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  679. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  680. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  681. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  682. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  683. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  684. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  685. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  686. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  687. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  688. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  689. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  690. //for light
  691. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  692. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  693. actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
  694. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  695. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  696. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  697. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  698. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  699. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  700. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  701. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  702. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  703. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  704. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  705. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  706. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  707. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  708. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  709. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  710. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  711. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  712. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  713. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  714. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  715. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  716. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  717. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  718. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  719. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  720. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  721. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  722. actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
  723. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
  724. actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
  725. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  726. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  727. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  728. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  729. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  730. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  731. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  732. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  733. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  734. actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  735. actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  736. /* PARTICLES SHADER */
  737. actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  738. actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  739. actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
  740. actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
  741. actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  742. actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  743. actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  744. actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
  745. actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  746. actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  747. actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  748. actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
  749. actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  750. actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  751. actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  752. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  753. actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  754. actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  755. vertex_name = "vertex";
  756. fragment_name = "fragment";
  757. light_name = "light";
  758. time_name = "TIME";
  759. List<String> func_list;
  760. ShaderLanguage::get_builtin_funcs(&func_list);
  761. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  762. internal_functions.insert(E->get());
  763. }
  764. }