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- /*************************************************************************/
- /* shader_compiler_rd.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef SHADER_COMPILER_RD_H
- #define SHADER_COMPILER_RD_H
- #include "core/pair.h"
- #include "servers/visual/shader_language.h"
- #include "servers/visual/shader_types.h"
- #include "servers/visual_server.h"
- class ShaderCompilerRD {
- public:
- struct IdentifierActions {
- Map<StringName, Pair<int *, int> > render_mode_values;
- Map<StringName, bool *> render_mode_flags;
- Map<StringName, bool *> usage_flag_pointers;
- Map<StringName, bool *> write_flag_pointers;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
- };
- struct GeneratedCode {
- Vector<String> defines;
- struct Texture {
- StringName name;
- ShaderLanguage::DataType type;
- ShaderLanguage::ShaderNode::Uniform::Hint hint;
- ShaderLanguage::TextureFilter filter;
- ShaderLanguage::TextureRepeat repeat;
- };
- Vector<Texture> texture_uniforms;
- Vector<uint32_t> uniform_offsets;
- uint32_t uniform_total_size;
- String uniforms;
- String vertex_global;
- String vertex;
- String fragment_global;
- String fragment;
- String light;
- bool uses_fragment_time;
- bool uses_vertex_time;
- };
- struct DefaultIdentifierActions {
- Map<StringName, String> renames;
- Map<StringName, String> render_mode_defines;
- Map<StringName, String> usage_defines;
- Map<StringName, String> custom_samplers;
- ShaderLanguage::TextureFilter default_filter;
- ShaderLanguage::TextureRepeat default_repeat;
- String sampler_array_name;
- int base_texture_binding_index = 0;
- int texture_layout_set = 0;
- String base_uniform_string;
- uint32_t base_varying_index = 0;
- };
- private:
- ShaderLanguage parser;
- String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
- void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
- String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning);
- const ShaderLanguage::ShaderNode *shader;
- const ShaderLanguage::FunctionNode *function;
- StringName current_func_name;
- StringName vertex_name;
- StringName fragment_name;
- StringName light_name;
- StringName time_name;
- Set<StringName> texture_functions;
- Set<StringName> used_name_defines;
- Set<StringName> used_flag_pointers;
- Set<StringName> used_rmode_defines;
- Set<StringName> internal_functions;
- DefaultIdentifierActions actions;
- public:
- Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
- void initialize(DefaultIdentifierActions p_actions);
- ShaderCompilerRD();
- };
- #endif // SHADERCOMPILERRD_H
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