BsSLFXCompiler.h 9.7 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 bs
  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. /** Information describing a technique, without the actual contents. */
  55. struct TechniqueMetaData
  56. {
  57. StringID renderer = RendererAny;
  58. Vector<StringID> tags;
  59. String language;
  60. String baseName;
  61. Vector<String> inherits;
  62. };
  63. /** Temporary data for describing a technique during parsing. */
  64. struct TechniqueData
  65. {
  66. TechniqueMetaData metaData;
  67. Vector<PassData> passes;
  68. };
  69. public:
  70. /** Transforms a source file written in BSL FX syntax into a Shader object. */
  71. static BSLFXCompileResult compile(const String& name, const String& source,
  72. const UnorderedMap<String, String>& defines);
  73. private:
  74. /** Converts the provided source into an abstract syntax tree using the lexer & parser for BSL FX syntax. */
  75. static void parseFX(ParseState* parseState, const char* source);
  76. /** Parses the technique node and outputs the relevant meta-data. */
  77. static TechniqueMetaData parseTechniqueMetaData(ASTFXNode* technique);
  78. /** Converts FX renderer name into an in-engine renderer identifier. */
  79. static StringID parseRenderer(const String& name);
  80. /** Converts FX language string into an in-engine shader language string (for example hlsl, glsl). */
  81. static void parseLanguage(const String& name, String& language);
  82. /** Maps FX buffer usage enum into in-engine param block usage. */
  83. static GpuParamBlockUsage parseBlockUsage(BufferUsageValue usage);
  84. /** Maps FX filter mode enum into in-engine filter mode. */
  85. static UINT32 parseFilterMode(FilterValue filter);
  86. /** Maps FX queue sort type enum into in-engine queue sort type mode. */
  87. static QueueSortType parseSortType(QueueSortTypeValue sortType);
  88. /** Maps FX comparison function enum into in-engine compare function. */
  89. static CompareFunction parseCompFunc(CompFuncValue compFunc);
  90. /** Maps FX addressing mode enum into in-engine addressing mode. */
  91. static TextureAddressingMode parseAddrMode(AddrModeValue addrMode);
  92. /** Maps FX operation to in-engine blend factor. */
  93. static BlendFactor parseBlendFactor(OpValue factor);
  94. /** Maps FX blend operation to in-engine blend operation. */
  95. static BlendOperation parseBlendOp(BlendOpValue op);
  96. /**
  97. * Maps FX parameter type to in-engine shader parameter.
  98. *
  99. * @param[in] type Input FX parameter type.
  100. * @param[in] isObjType Output parameter signaling whether the in-engine parameter is a data or an object type.
  101. * @param[in] typeId Type ID corresponding to a value of in-game GpuParamDataType or GpuParamObjectType
  102. * enum (depending on isObjType()).
  103. */
  104. static void parseParamType(ParamType type, bool& isObjType, UINT32& typeId);
  105. /** Maps FX operation to in-engine stencil operation. */
  106. static StencilOperation parseStencilOp(OpValue op);
  107. /** Maps FX cull mode enum to in-engine cull mode. */
  108. static CullingMode parseCullMode(CullModeValue cm);
  109. /** Maps FX fill mode enum to in-engine fill mode. */
  110. static PolygonMode parseFillMode(FillModeValue fm);
  111. /**
  112. * Populates the front facing operation portion of the depth-stencil state descriptor from the provided stencil-op
  113. * AST node.
  114. */
  115. static void parseStencilFront(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  116. /**
  117. * Populates the back backing operation portion of the depth-stencil state descriptor from the provided stencil-op
  118. * AST node.
  119. */
  120. static void parseStencilBack(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  121. /**
  122. * Populates the addressing mode portion of the sampler state descriptor for U/V/W axes from the provided addressing
  123. * mode AST node.
  124. */
  125. static void parseAddrMode(SAMPLER_STATE_DESC& desc, ASTFXNode* addrModeNode);
  126. /** Populates the color (RGB) portion of the blend state descriptor from the provided blend definition AST node. */
  127. static void parseColorBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  128. /** Populates the alpha portion of the blend state descriptor from the provided blend definition AST node. */
  129. static void parseAlphaBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  130. /**
  131. * Populates blend state descriptor for a single render target from the provided AST node. Which target gets
  132. * updated depends on the index set in the AST node.
  133. */
  134. static void parseRenderTargetBlendState(BLEND_STATE_DESC& desc, ASTFXNode* targetNode);
  135. /**
  136. * Parses the blend state AST node and outputs a blend state descriptor. Returns false if the descriptor wasn't
  137. * modified.
  138. */
  139. static bool parseBlendState(BLEND_STATE_DESC& desc, ASTFXNode* passNode);
  140. /**
  141. * Parses the rasterizer state AST node and outputs a rasterizer state descriptor. Returns false if the descriptor
  142. * wasn't modified.
  143. */
  144. static bool parseRasterizerState(RASTERIZER_STATE_DESC& desc, ASTFXNode* passNode);
  145. /**
  146. * Parses the depth-stencil state AST node and outputs a depth-stencil state descriptor. Returns false if the
  147. * descriptor wasn't modified.
  148. */
  149. static bool parseDepthStencilState(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* passNode);
  150. /** Parses the sampler state AST node and outputs a sampler state object, or a nullptr in case AST node is empty. */
  151. static SPtr<SamplerState> parseSamplerState(ASTFXNode* samplerStateNode);
  152. /**
  153. * Parses a code AST node and outputs the result in one of the streams within the provided pass data.
  154. *
  155. * @param[in] codeNode AST node to parse
  156. * @param[in] codeBlocks GPU program source code.
  157. * @param[in] passData Pass data containing temporary pass data, including the code streams that the code
  158. * block code will be written to.
  159. */
  160. static void parseCodeBlock(ASTFXNode* codeNode, const Vector<String>& codeBlocks, PassData& passData);
  161. /**
  162. * Parses the pass AST node and populates the provided @passData with all relevant pass parameters.
  163. *
  164. * @param[in] passNode Node to parse.
  165. * @param[in] codeBlocks GPU program source code.
  166. * @param[out] passData Will contain pass data after parsing.
  167. */
  168. static void parsePass(ASTFXNode* passNode, const Vector<String>& codeBlocks, PassData& passData);
  169. /**
  170. * Parses the technique AST node and generates a single technique object. Returns null if no technique can be
  171. * parsed.
  172. *
  173. * @param[in] techniqueNode Node to parse.
  174. * @param[in] codeBlocks GPU program source code.
  175. * @param[out] techniqueData Will contain technique data after parsing.
  176. */
  177. static void parseTechnique(ASTFXNode* techniqueNode, const Vector<String>& codeBlocks, TechniqueData& techniqueData);
  178. /**
  179. * Parses the parameters AST node and populates the shader descriptor with information about GPU program parameters
  180. * and their default values.
  181. */
  182. static void parseParameters(SHADER_DESC& desc, ASTFXNode* parametersNode);
  183. /**
  184. * Parses the blocks AST node and populates the shader descriptor with information about GPU program parameter
  185. * blocks.
  186. */
  187. static void parseBlocks(SHADER_DESC& desc, ASTFXNode* blocksNode);
  188. /**
  189. * Parses the AST node hierarchy and generates a shader object.
  190. *
  191. * @param[in] name Optional name for the shader.
  192. * @param[in, out] parseState Parser state object that has previously been initialized with the AST using
  193. * parseFX().
  194. * @param codeBlocks GPU program source code.
  195. * @return A result object containing the shader if successful, or error message if not.
  196. */
  197. static BSLFXCompileResult parseShader(const String& name, ParseState* parseState, Vector<String>& codeBlocks);
  198. /**
  199. * Converts a null-terminated string into a standard string, and eliminates quotes that are assumed to be at the
  200. * first and last index.
  201. */
  202. static String removeQuotes(const char* input);
  203. /** Returns one of the builtin textures based on their name. */
  204. static HTexture getBuiltinTexture(const String& name);
  205. };
  206. /** @} */
  207. }