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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsSLPrerequisites.h"
- #include "Material/BsShader.h"
- #include "RenderAPI/BsGpuProgram.h"
- #include "RenderAPI/BsRasterizerState.h"
- #include "RenderAPI/BsDepthStencilState.h"
- #include "RenderAPI/BsBlendState.h"
- extern "C" {
- #include "BsASTFX.h"
- }
- namespace bs
- {
- /** @addtogroup BansheeSL
- * @{
- */
- /** Contains the results of compilation returned from the BSLFXCompiler. */
- struct BSLFXCompileResult
- {
- SPtr<Shader> shader; /**< Resulting shader if compilation was successful. Null if error occurred. */
- String errorMessage; /**< Error message if compilation failed. */
- int errorLine = 0; /**< Line of the error if one occurred. */
- int errorColumn = 0; /**< Column of the error if one occurred. */
- String errorFile; /**< File in which the error occurred. Empty if root file. */
- };
- /** Transforms a source file written in BSL FX syntax into a Shader object. */
- class BSLFXCompiler
- {
- /** Possible types of code blocks within a shader. */
- enum class CodeBlockType
- {
- Vertex, Fragment, Geometry, Hull, Domain, Compute, Common
- };
- /** Temporary data describing a pass during parsing. */
- struct PassData
- {
- BLEND_STATE_DESC blendDesc;
- RASTERIZER_STATE_DESC rasterizerDesc;
- DEPTH_STENCIL_STATE_DESC depthStencilDesc;
- UINT32 stencilRefValue = 0;
- UINT32 seqIdx = 0;
- bool blendIsDefault = true;
- bool rasterizerIsDefault = true;
- bool depthStencilIsDefault = true;
- String code; // Parsed code block
- String vertexCode;
- String fragmentCode;
- String geometryCode;
- String hullCode;
- String domainCode;
- String computeCode;
- };
- /** Information describing a technique, without the actual contents. */
- struct TechniqueMetaData
- {
- String name;
- Vector<String> includes;
- bool isMixin;
- String language;
- StringID renderer = RendererAny;
- Vector<StringID> tags;
- };
- /** Temporary data for describing a technique during parsing. */
- struct TechniqueData
- {
- TechniqueMetaData metaData;
- Vector<PassData> passes;
- };
- public:
- /** Transforms a source file written in BSL FX syntax into a Shader object. */
- static BSLFXCompileResult compile(const String& name, const String& source,
- const UnorderedMap<String, String>& defines);
- private:
- /** Converts the provided source into an abstract syntax tree using the lexer & parser for BSL FX syntax. */
- static void parseFX(ParseState* parseState, const char* source);
- /** Parses the technique node and outputs the relevant meta-data. */
- static TechniqueMetaData parseTechniqueMetaData(ASTFXNode* technique);
- /** Converts FX renderer name into an in-engine renderer identifier. */
- static StringID parseRenderer(const String& name);
- /** Maps FX queue sort type enum into in-engine queue sort type mode. */
- static QueueSortType parseSortType(CullAndSortModeValue sortType);
- /** Maps FX comparison function enum into in-engine compare function. */
- static CompareFunction parseCompFunc(CompFuncValue compFunc);
- /** Maps FX operation to in-engine blend factor. */
- static BlendFactor parseBlendFactor(OpValue factor);
- /** Maps FX blend operation to in-engine blend operation. */
- static BlendOperation parseBlendOp(BlendOpValue op);
- /** Maps FX operation to in-engine stencil operation. */
- static StencilOperation parseStencilOp(OpValue op);
-
- /** Maps FX cull mode enum to in-engine cull mode. */
- static CullingMode parseCullMode(CullAndSortModeValue cm);
- /** Maps FX fill mode enum to in-engine fill mode. */
- static PolygonMode parseFillMode(FillModeValue fm);
- /**
- * Populates the front facing operation portion of the depth-stencil state descriptor from the provided stencil-op
- * AST node.
- */
- static void parseStencilFront(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
- /**
- * Populates the back backing operation portion of the depth-stencil state descriptor from the provided stencil-op
- * AST node.
- */
- static void parseStencilBack(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
- /** Populates the color (RGB) portion of the blend state descriptor from the provided blend definition AST node. */
- static void parseColorBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
- /** Populates the alpha portion of the blend state descriptor from the provided blend definition AST node. */
- static void parseAlphaBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
- /**
- * Populates blend state descriptor for a single render target from the provided AST node. Which target gets
- * updated depends on the index set in the AST node.
- */
- static void parseRenderTargetBlendState(BLEND_STATE_DESC& desc, ASTFXNode* targetNode);
- /**
- * Parses the blend state AST node and populates the pass' blend state descriptor. Returns false if the descriptor
- * wasn't modified.
- */
- static bool parseBlendState(PassData& passData, ASTFXNode* blendNode);
- /**
- * Parses the rasterizer state AST node and populates the pass' rasterizer state descriptor. Returns false if the
- * descriptor wasn't modified.
- */
- static bool parseRasterizerState(PassData& passData, ASTFXNode* rasterNode);
- /**
- * Parses the depth state AST node and populates the pass' depth-stencil state descriptor. Returns false if the
- * descriptor wasn't modified.
- */
- static bool parseDepthState(PassData& passData, ASTFXNode* depthNode);
- /**
- * Parses the stencil state AST node and populates the pass' depth-stencil state descriptor. Returns false if the
- * descriptor wasn't modified.
- */
- static bool parseStencilState(PassData& passData, ASTFXNode* stencilNode);
- /**
- * Parses a code AST node and outputs the result in one of the streams within the provided pass data.
- *
- * @param[in] codeNode AST node to parse
- * @param[in] codeBlocks GPU program source code.
- * @param[in] passData Pass data containing temporary pass data, including the code streams that the code
- * block code will be written to.
- */
- static void parseCodeBlock(ASTFXNode* codeNode, const Vector<String>& codeBlocks, PassData& passData);
- /**
- * Parses the pass AST node and populates the provided @passData with all relevant pass parameters.
- *
- * @param[in] passNode Node to parse.
- * @param[in] codeBlocks GPU program source code.
- * @param[out] passData Will contain pass data after parsing.
- */
- static void parsePass(ASTFXNode* passNode, const Vector<String>& codeBlocks, PassData& passData);
- /**
- * Parses the technique AST node and generates a single technique object.
- *
- * @param[in] techniqueNode Node to parse.
- * @param[in] codeBlocks GPU program source code.
- * @param[out] techniqueData Will contain technique data after parsing.
- */
- static void parseTechnique(ASTFXNode* techniqueNode, const Vector<String>& codeBlocks, TechniqueData& techniqueData);
- /**
- * Parser the options AST node that contains global shader options.
- *
- * @param[in] optionsNode Node to parse.
- * @param[in] shaderDesc Descriptor to apply the found options to.
- */
- static void parseOptions(ASTFXNode* optionsNode, SHADER_DESC& shaderDesc);
- /**
- * Parses the AST node hierarchy and generates a shader object.
- *
- * @param[in] name Optional name for the shader.
- * @param[in, out] parseState Parser state object that has previously been initialized with the AST using
- * parseFX().
- * @param codeBlocks GPU program source code.
- * @return A result object containing the shader if successful, or error message if not.
- */
- static BSLFXCompileResult parseShader(const String& name, ParseState* parseState, Vector<String>& codeBlocks);
- /**
- * Converts a null-terminated string into a standard string, and eliminates quotes that are assumed to be at the
- * first and last index.
- */
- static String removeQuotes(const char* input);
- };
- /** @} */
- }
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