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- #pragma once
- #include "BsSLPrerequisites.h"
- #include "BsShader.h"
- #include "BsGpuProgram.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsBlendState.h"
- extern "C" {
- #include "BsASTFX.h"
- }
- namespace BansheeEngine
- {
- /**
- * @brief Contains the results of compilation returned from the BSLFXCompiler.
- */
- struct BSLFXCompileResult
- {
- ShaderPtr shader; /**< Resulting shader if compilation was successful. Null if erroro 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. */
- };
- /**
- * @brief Transforms a source file written in BSL FX syntax into a Shader object.
- */
- class BSLFXCompiler
- {
- /**
- * @brief Possible types of code blocks within a shader.
- */
- enum class CodeBlockType
- {
- Vertex, Fragment, Geometry, Hull, Domain, Compute, Common
- };
- /**
- * @brief Represents a block of code written in a GPU program language for
- * a specific GPU program type. (i.e. non-FX code)
- */
- struct CodeBlock
- {
- CodeBlockType type;
- String code;
- };
- /**
- * @brief Temporary data describing a pass during parsing.
- */
- struct PassData
- {
- BLEND_STATE_DESC blendDesc;
- RASTERIZER_STATE_DESC rasterizerDesc;
- DEPTH_STENCIL_STATE_DESC depthStencilDesc;
- bool blendIsDefault = true;
- bool rasterizerIsDefault = true;
- bool depthStencilIsDefault = true;
- String commonCode;
- String vertexCode;
- String fragmentCode;
- String geometryCode;
- String hullCode;
- String domainCode;
- String computeCode;
- };
- public:
- /**
- * @brief Transforms a source file written in BSL FX syntax into a Shader object.
- */
- static BSLFXCompileResult compile(const String& source);
- private:
- /**
- * @brief 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);
- /**
- * @brief Retrieves non-FX code blocks (i.e. actual shader code) from the source code and
- * removes them from the input so all that remains is a pure FX code. Found blocks
- * are returned so they may be compiled using their appropriate compiler.
- */
- static Vector<CodeBlock> parseCodeBlocks(String& source);
- /**
- * @brief Merges two shader AST nodes. The first node will contain the
- * combination of both after the method executes.
- *
- * @param mergeInto Parse state containing the node to be merged into.
- * @param mergeFrom Second of the nodes to be merged. All the contents of this node
- * will be merged into the first node. This node and its children will
- * remain unmodified.
- * @param codeBlockOffset Offset to apply to any code block indexes belonging to the second node.
- */
- static void mergeAST(ParseState* mergeInto, ASTFXNode* mergeFrom, UINT32 codeBlockOffset);
- /**
- * @brief Finds the blocks node in the root node of the provided parse state, and merges any entries
- * from "blocksNode" into it. A new node is created if one doesn't exist.
- */
- static void mergeBlocks(ParseState* mergeInto, ASTFXNode* blocksNode);
- /**
- * @brief Finds the parameters node in the root node of the provided parse state, and merges any entries
- * from "paramsNode" into it. A new node is created if one doesn't exist.
- */
- static void mergeParameters(ParseState* mergeInto, ASTFXNode* paramsNode);
- /**
- * @brief Retrieves the renderer and language specified for the technique. These two values are considered
- * a unique identifier for a technique.
- */
- static void getTechniqueIdentifier(ASTFXNode* technique, StringID& renderer, String& language);
- /**
- * @brief Checks if two techniques can be matched based on the options
- * specified in their child nodes.
- */
- static bool isTechniqueMergeValid(ASTFXNode* into, ASTFXNode* from);
- /**
- * @brief Copies an existing AST node option and inserts it into another node options list.
- *
- * @param into Parse state of the into which the node option will be inserted to.
- * @param parent A set of node options to insert the node option copy into.
- * @param option Node option to copy.
- *
- * @returns True if the copied node was a complex type.
- */
- static bool copyNodeOption(ParseState* into, NodeOptions* parent, NodeOption* option);
- /**
- * @brief Merges pass states and code blocks. All code blocks from "mergeFromNode"
- * will have their indexes incremented by "codeBlockOffset".
- */
- static void mergePass(ParseState* mergeInto, ASTFXNode* mergeIntoNode, ASTFXNode* mergeFromNode, UINT32 codeBlockOffset);
- /**
- * @brief Merges code blocks. All code blocks from "mergeFromNode"
- * will have their indexes incremented by "codeBlockOffset".
- */
- static void mergeCode(ParseState* mergeInto, ASTFXNode* mergeIntoNode, ASTFXNode* mergeFromNode, UINT32 codeBlockOffset);
- /**
- * @brief Merges all pass states by copying all child nodes and their options to the destination node.
- *
- * @note Certain node types are ignored as we handle their merging specially.
- * Should only be called on Technique nodes or its children.
- */
- static void mergePassStates(ParseState* mergeInto, ASTFXNode* mergeIntoNode, ASTFXNode* mergeFromNode);
- /**
- * @brief Merges two techniques. All technique states, code blocks and passes will be merged.
- * Passes will be merged according to the pass index (new passes will be inserted if the destination
- * doesn't already have a pass with an index belonging to the source pass).
- * All code blocks from "mergeFromNode" will have their indexes incremented by "codeBlockOffset".
- */
- static void mergeTechnique(ParseState* mergeInto, ASTFXNode* mergeIntoNode, ASTFXNode* mergeFromNode, UINT32 codeBlockOffset);
- /**
- * @brief Find matching techniques from the root shader node in "mergeInto" and merges them with "techniqueNode".
- * All code blocks from "mergeFromNode" will have their indexes incremented by "codeBlockOffset".
- *
- * @see BSLFXCompiler::mergeTechnique
- */
- static void mergeTechniques(ParseState* mergeInto, ASTFXNode* techniqueNode, UINT32 codeBlockOffset);
- /**
- * @brief Converts FX renderer name into an in-engine renderer identifier.
- */
- static StringID parseRenderer(const String& name);
- /**
- * @brief Converts FX language into an in-engine shader language (e.g. hlsl, glsl) and
- * a rendering API that supports the provided language.
- */
- static void parseLanguage(const String& name, StringID& renderAPI, String& language);
- /**
- * @brief Maps FX buffer usage enum into in-engine param block usage.
- */
- static GpuParamBlockUsage parseBlockUsage(BufferUsageValue usage);
- /**
- * @brief Maps FX filter mode enum into in-engine filter mode.
- */
- static UINT32 parseFilterMode(FilterValue filter);
- /**
- * @brief Maps FX comparison function enum into in-engine compare function.
- */
- static CompareFunction parseCompFunc(CompFuncValue compFunc);
- /**
- * @brief Maps FX addressing mode enum into in-engine addressing mode.
- */
- static TextureAddressingMode parseAddrMode(AddrModeValue addrMode);
- /**
- * @brief Maps FX operation to in-engine blend factor.
- */
- static BlendFactor parseBlendFactor(OpValue factor);
- /**
- * @brief Maps FX blend operation to in-engine blend operation.
- */
- static BlendOperation parseBlendOp(BlendOpValue op);
- /**
- * @brief Maps FX parameter type to in-engine shader parameter.
- *
- * @param type Input FX parameter type.
- * @param isObjType Output parameter signaling whether the in-engine parameter is
- * a data or an object type.
- * @param typeId Type ID corresponding to a value of in-game GpuParamDataType or GpuParamObjectType
- * enum (depending on "isObjType").
- */
- static void parseParamType(ParamType type, bool& isObjType, UINT32& typeId);
- /**
- * @brief Maps FX operation to in-engine stencil operation.
- */
- static StencilOperation parseStencilOp(OpValue op);
-
- /**
- * @brief Maps FX cull mode enum to in-engine cull mode.
- */
- static CullingMode parseCullMode(CullModeValue cm);
- /**
- * @brief Maps FX fill mode enum to in-engine fill mode.
- */
- static PolygonMode parseFillMode(FillModeValue fm);
- /**
- * @brief 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);
- /**
- * @brief 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);
- /**
- * @brief Populates the addressing mode portion of the sampler state descriptor for U/V/W axes from
- * the provided addressing mode AST node.
- */
- static void parseAddrMode(SAMPLER_STATE_DESC& desc, ASTFXNode* addrModeNode);
- /**
- * @brief 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);
- /**
- * @brief 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);
- /**
- * @brief 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);
- /**
- * @brief Parses the blend state AST node and outputs a blend state descriptor. Returns false
- * if the descriptor wasn't modified.
- */
- static bool parseBlendState(BLEND_STATE_DESC& desc, ASTFXNode* passNode);
- /**
- * @brief Parses the rasterizer state AST node and outputs a rasterizer state descriptor. Returns false
- * if the descriptor wasn't modified.
- */
- static bool parseRasterizerState(RASTERIZER_STATE_DESC& desc, ASTFXNode* passNode);
- /**
- * @brief Parses the depth-stencil state AST node and outputs a depth-stencil state descriptor. Returns false
- * if the descriptor wasn't modified.
- */
- static bool parseDepthStencilState(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* passNode);
- /**
- * @brief Parses the sampler state AST node and outputs a sampler state object, or a nullptr
- * in case AST node is empty.
- */
- static SamplerStatePtr parseSamplerState(ASTFXNode* samplerStateNode);
- /**
- * @brief Parses a code AST node and outputs the result in one of the streams within the
- * provided pass data.
- *
- * @param codeNode AST node to parse
- * @param codeBlocks GPU program source code retrieved from "parseCodeBlocks".
- * @param 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<CodeBlock>& codeBlocks, PassData& passData);
- /**
- * @brief Parses the pass AST node and generates a single pass object. Returns null
- * if no pass can be parsed. This method will generate any child state objects and
- * compile any child GPU programs.
- *
- * @param passNode Node to parse.
- * @param codeBlocks GPU program source code retrieved from "parseCodeBlocks".
- * @param passData Data containing pass render state descriptors.
- * @param renderAPI API to use for compiling the GPU programs.
- * @param language GPU program language to use for parsing the provided code blocks.
- * @param seqIdx Output sequential index of the pass that determines its rendering order.
- */
- static PassPtr parsePass(ASTFXNode* passNode, const Vector<CodeBlock>& codeBlocks, PassData& passData,
- const StringID& renderAPI, const String& language, UINT32& seqIdx);
- /**
- * @brief Parses the technique AST node and generates a single technique object. Returns null
- * if no technique can be parsed.
- *
- * @param techniqueNode Node to parse.
- * @param codeBlocks GPU program source code retrieved from "parseCodeBlocks".
- */
- static TechniquePtr parseTechnique(ASTFXNode* techniqueNode, const Vector<CodeBlock>& codeBlocks);
- /**
- * @brief Parses the parameters AST node and populates the shader descriptor with information
- * about GPU program parameters and their default values.
- */
- static void parseParameters(SHADER_DESC& desc, ASTFXNode* parametersNode);
- /**
- * @brief Parses the blocks AST node and populates the shader descriptor with information
- * about GPU program parameter blocks.
- */
- static void parseBlocks(SHADER_DESC& desc, ASTFXNode* blocksNode);
- /**
- * @brief Parses the AST node hierarchy and generates a shader object.
- *
- * @param name Optional name for the shader.
- * @param parseState Parser state object that has previously been initialized with the
- * AST using "parseFX".
- * @param codeBlocks GPU program source code retrieved from "parseCodeBlocks".
- *
- * @return A result object containing the shader if successful, or error message if not.
- */
- static BSLFXCompileResult parseShader(const String& name, ParseState* parseState, Vector<CodeBlock>& codeBlocks);
- /**
- * @brief 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);
- /**
- * @brief Retrieves a GPU program profile to use with the specified API and GPU program type.
- */
- static GpuProgramProfile getProfile(const StringID& renderAPI, GpuProgramType type);
- };
- }
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