BsSLFXCompiler.h 10 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsSLPrerequisites.h"
  5. #include "BsShader.h"
  6. #include "BsGpuProgram.h"
  7. #include "BsRasterizerState.h"
  8. #include "BsDepthStencilState.h"
  9. #include "BsBlendState.h"
  10. extern "C" {
  11. #include "BsASTFX.h"
  12. }
  13. namespace BansheeEngine
  14. {
  15. /** @addtogroup BansheeSL
  16. * @{
  17. */
  18. /** Contains the results of compilation returned from the BSLFXCompiler. */
  19. struct BSLFXCompileResult
  20. {
  21. SPtr<Shader> shader; /**< Resulting shader if compilation was successful. Null if error occurred. */
  22. String errorMessage; /**< Error message if compilation failed. */
  23. int errorLine = 0; /**< Line of the error if one occurred. */
  24. int errorColumn = 0; /**< Column of the error if one occurred. */
  25. String errorFile; /**< File in which the error occurred. Empty if root file. */
  26. };
  27. /** Transforms a source file written in BSL FX syntax into a Shader object. */
  28. class BSLFXCompiler
  29. {
  30. /** Possible types of code blocks within a shader. */
  31. enum class CodeBlockType
  32. {
  33. Vertex, Fragment, Geometry, Hull, Domain, Compute, Common
  34. };
  35. /** Temporary data describing a pass during parsing. */
  36. struct PassData
  37. {
  38. BLEND_STATE_DESC blendDesc;
  39. RASTERIZER_STATE_DESC rasterizerDesc;
  40. DEPTH_STENCIL_STATE_DESC depthStencilDesc;
  41. UINT32 stencilRefValue = 0;
  42. UINT32 seqIdx = 0;
  43. bool blendIsDefault = true;
  44. bool rasterizerIsDefault = true;
  45. bool depthStencilIsDefault = true;
  46. String commonCode;
  47. String vertexCode;
  48. String fragmentCode;
  49. String geometryCode;
  50. String hullCode;
  51. String domainCode;
  52. String computeCode;
  53. };
  54. /** Temporary data for describing a technique during parsing. */
  55. struct TechniqueData
  56. {
  57. StringID renderer = RendererAny;
  58. StringID renderAPI = RenderAPIAny;
  59. String language;
  60. PassData commonPassData;
  61. Vector<PassData> passes;
  62. };
  63. public:
  64. /** Transforms a source file written in BSL FX syntax into a Shader object. */
  65. static BSLFXCompileResult compile(const String& source, const UnorderedMap<String, String>& defines);
  66. private:
  67. /** Converts the provided source into an abstract syntax tree using the lexer & parser for BSL FX syntax. */
  68. static void parseFX(ParseState* parseState, const char* source);
  69. /**
  70. * Retrieves the renderer and language specified for the technique. These two values are considered a unique
  71. * identifier for a technique.
  72. */
  73. static void getTechniqueIdentifier(ASTFXNode* technique, StringID& renderer, String& language);
  74. /** Checks if two techniques can be matched based on the options specified in their child nodes. */
  75. static bool doTechniquesMatch(ASTFXNode* into, ASTFXNode* from);
  76. /** Converts FX renderer name into an in-engine renderer identifier. */
  77. static StringID parseRenderer(const String& name);
  78. /**
  79. * Converts FX language into an in-engine shader language (for example hlsl, glsl) and a rendering API that supports
  80. * the provided language.
  81. */
  82. static void parseLanguage(const String& name, StringID& renderAPI, String& language);
  83. /** Maps FX buffer usage enum into in-engine param block usage. */
  84. static GpuParamBlockUsage parseBlockUsage(BufferUsageValue usage);
  85. /** Maps FX filter mode enum into in-engine filter mode. */
  86. static UINT32 parseFilterMode(FilterValue filter);
  87. /** Maps FX queue sort type enum into in-engine queue sort type mode. */
  88. static QueueSortType parseSortType(QueueSortTypeValue sortType);
  89. /** Maps FX comparison function enum into in-engine compare function. */
  90. static CompareFunction parseCompFunc(CompFuncValue compFunc);
  91. /** Maps FX addressing mode enum into in-engine addressing mode. */
  92. static TextureAddressingMode parseAddrMode(AddrModeValue addrMode);
  93. /** Maps FX operation to in-engine blend factor. */
  94. static BlendFactor parseBlendFactor(OpValue factor);
  95. /** Maps FX blend operation to in-engine blend operation. */
  96. static BlendOperation parseBlendOp(BlendOpValue op);
  97. /**
  98. * Maps FX parameter type to in-engine shader parameter.
  99. *
  100. * @param[in] type Input FX parameter type.
  101. * @param[in] isObjType Output parameter signaling whether the in-engine parameter is a data or an object type.
  102. * @param[in] typeId Type ID corresponding to a value of in-game GpuParamDataType or GpuParamObjectType
  103. * enum (depending on isObjType()).
  104. */
  105. static void parseParamType(ParamType type, bool& isObjType, UINT32& typeId);
  106. /** Maps FX operation to in-engine stencil operation. */
  107. static StencilOperation parseStencilOp(OpValue op);
  108. /** Maps FX cull mode enum to in-engine cull mode. */
  109. static CullingMode parseCullMode(CullModeValue cm);
  110. /** Maps FX fill mode enum to in-engine fill mode. */
  111. static PolygonMode parseFillMode(FillModeValue fm);
  112. /**
  113. * Populates the front facing operation portion of the depth-stencil state descriptor from the provided stencil-op
  114. * AST node.
  115. */
  116. static void parseStencilFront(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  117. /**
  118. * Populates the back backing operation portion of the depth-stencil state descriptor from the provided stencil-op
  119. * AST node.
  120. */
  121. static void parseStencilBack(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  122. /**
  123. * Populates the addressing mode portion of the sampler state descriptor for U/V/W axes from the provided addressing
  124. * mode AST node.
  125. */
  126. static void parseAddrMode(SAMPLER_STATE_DESC& desc, ASTFXNode* addrModeNode);
  127. /** Populates the color (RGB) portion of the blend state descriptor from the provided blend definition AST node. */
  128. static void parseColorBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  129. /** Populates the alpha portion of the blend state descriptor from the provided blend definition AST node. */
  130. static void parseAlphaBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  131. /**
  132. * Populates blend state descriptor for a single render target from the provided AST node. Which target gets
  133. * updated depends on the index set in the AST node.
  134. */
  135. static void parseRenderTargetBlendState(BLEND_STATE_DESC& desc, ASTFXNode* targetNode);
  136. /**
  137. * Parses the blend state AST node and outputs a blend state descriptor. Returns false if the descriptor wasn't
  138. * modified.
  139. */
  140. static bool parseBlendState(BLEND_STATE_DESC& desc, ASTFXNode* passNode);
  141. /**
  142. * Parses the rasterizer state AST node and outputs a rasterizer state descriptor. Returns false if the descriptor
  143. * wasn't modified.
  144. */
  145. static bool parseRasterizerState(RASTERIZER_STATE_DESC& desc, ASTFXNode* passNode);
  146. /**
  147. * Parses the depth-stencil state AST node and outputs a depth-stencil state descriptor. Returns false if the
  148. * descriptor wasn't modified.
  149. */
  150. static bool parseDepthStencilState(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* passNode);
  151. /** Parses the sampler state AST node and outputs a sampler state object, or a nullptr in case AST node is empty. */
  152. static SPtr<SamplerState> parseSamplerState(ASTFXNode* samplerStateNode);
  153. /**
  154. * Parses a code AST node and outputs the result in one of the streams within the provided pass data.
  155. *
  156. * @param[in] codeNode AST node to parse
  157. * @param[in] codeBlocks GPU program source code.
  158. * @param[in] passData Pass data containing temporary pass data, including the code streams that the code
  159. * block code will be written to.
  160. */
  161. static void parseCodeBlock(ASTFXNode* codeNode, const Vector<String>& codeBlocks, PassData& passData);
  162. /**
  163. * Parses the pass AST node and populates the provided @passData with all relevant pass parameters.
  164. *
  165. * @param[in] passNode Node to parse.
  166. * @param[in] codeBlocks GPU program source code.
  167. * @param[out] passData Will contain pass data after parsing.
  168. */
  169. static void parsePass(ASTFXNode* passNode, const Vector<String>& codeBlocks, PassData& passData);
  170. /**
  171. * Parses the technique AST node and generates a single technique object. Returns null if no technique can be
  172. * parsed.
  173. *
  174. * @param[in] techniqueNode Node to parse.
  175. * @param[in] codeBlocks GPU program source code.
  176. * @param[out] techniqueData Will contain technique data after parsing.
  177. */
  178. static void parseTechnique(ASTFXNode* techniqueNode, const Vector<String>& codeBlocks, TechniqueData& techniqueData);
  179. /**
  180. * Parses the parameters AST node and populates the shader descriptor with information about GPU program parameters
  181. * and their default values.
  182. */
  183. static void parseParameters(SHADER_DESC& desc, ASTFXNode* parametersNode);
  184. /**
  185. * Parses the blocks AST node and populates the shader descriptor with information about GPU program parameter
  186. * blocks.
  187. */
  188. static void parseBlocks(SHADER_DESC& desc, ASTFXNode* blocksNode);
  189. /**
  190. * Parses the AST node hierarchy and generates a shader object.
  191. *
  192. * @param[in] name Optional name for the shader.
  193. * @param[in, out] parseState Parser state object that has previously been initialized with the AST using
  194. * parseFX().
  195. * @param codeBlocks GPU program source code.
  196. * @return A result object containing the shader if successful, or error message if not.
  197. */
  198. static BSLFXCompileResult parseShader(const String& name, ParseState* parseState, Vector<String>& codeBlocks);
  199. /**
  200. * Converts a null-terminated string into a standard string, and eliminates quotes that are assumed to be at the
  201. * first and last index.
  202. */
  203. static String removeQuotes(const char* input);
  204. /** Retrieves a GPU program profile to use with the specified API and GPU program type. */
  205. static GpuProgramProfile getProfile(const StringID& renderAPI, GpuProgramType type);
  206. /** Returns one of the builtin textures based on their name. */
  207. static HTexture getBuiltinTexture(const String& name);
  208. };
  209. /** @} */
  210. }