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