BsSLFXCompiler.h 11 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. Vector<StringID> tags;
  60. String language;
  61. bool include = false;
  62. PassData commonPassData;
  63. Vector<PassData> passes;
  64. };
  65. public:
  66. /** Transforms a source file written in BSL FX syntax into a Shader object. */
  67. static BSLFXCompileResult compile(const String& source, const UnorderedMap<String, String>& defines);
  68. private:
  69. /** Converts the provided source into an abstract syntax tree using the lexer & parser for BSL FX syntax. */
  70. static void parseFX(ParseState* parseState, const char* source);
  71. /**
  72. * Retrieves the renderer and language specified for the technique. These two values are considered a unique
  73. * identifier for a technique.
  74. */
  75. static void getTechniqueIdentifier(ASTFXNode* technique, StringID& renderer, String& language,
  76. Vector<StringID>& tags);
  77. /**
  78. * Checks if two techniques can be matched based on the options specified in their child nodes. Used for deciding
  79. * if two techniques should be merged.
  80. *
  81. * @param[in] into Parent technique the merge should be performed into.
  82. * @param[in] from Child technique the merge should be performed from.
  83. * @param[out] isMoreSpecific Returns true if the @p from technique is more specific than @p into technique.
  84. * (e.g. @p into technique accepts any language, while @p from only accepts HLSL).
  85. * Only relevant if techniques match.
  86. * @return True if the techniques match.
  87. */
  88. static bool doTechniquesMatch(ASTFXNode* into, ASTFXNode* from, bool& isMoreSpecific);
  89. /** Converts FX renderer name into an in-engine renderer identifier. */
  90. static StringID parseRenderer(const String& name);
  91. /**
  92. * Converts FX language into an in-engine shader language (for example hlsl, glsl) and a rendering API that supports
  93. * the provided language.
  94. */
  95. static void parseLanguage(const String& name, StringID& renderAPI, String& language);
  96. /** Maps FX buffer usage enum into in-engine param block usage. */
  97. static GpuParamBlockUsage parseBlockUsage(BufferUsageValue usage);
  98. /** Maps FX filter mode enum into in-engine filter mode. */
  99. static UINT32 parseFilterMode(FilterValue filter);
  100. /** Maps FX queue sort type enum into in-engine queue sort type mode. */
  101. static QueueSortType parseSortType(QueueSortTypeValue sortType);
  102. /** Maps FX comparison function enum into in-engine compare function. */
  103. static CompareFunction parseCompFunc(CompFuncValue compFunc);
  104. /** Maps FX addressing mode enum into in-engine addressing mode. */
  105. static TextureAddressingMode parseAddrMode(AddrModeValue addrMode);
  106. /** Maps FX operation to in-engine blend factor. */
  107. static BlendFactor parseBlendFactor(OpValue factor);
  108. /** Maps FX blend operation to in-engine blend operation. */
  109. static BlendOperation parseBlendOp(BlendOpValue op);
  110. /**
  111. * Maps FX parameter type to in-engine shader parameter.
  112. *
  113. * @param[in] type Input FX parameter type.
  114. * @param[in] isObjType Output parameter signaling whether the in-engine parameter is a data or an object type.
  115. * @param[in] typeId Type ID corresponding to a value of in-game GpuParamDataType or GpuParamObjectType
  116. * enum (depending on isObjType()).
  117. */
  118. static void parseParamType(ParamType type, bool& isObjType, UINT32& typeId);
  119. /** Maps FX operation to in-engine stencil operation. */
  120. static StencilOperation parseStencilOp(OpValue op);
  121. /** Maps FX cull mode enum to in-engine cull mode. */
  122. static CullingMode parseCullMode(CullModeValue cm);
  123. /** Maps FX fill mode enum to in-engine fill mode. */
  124. static PolygonMode parseFillMode(FillModeValue fm);
  125. /**
  126. * Populates the front facing operation portion of the depth-stencil state descriptor from the provided stencil-op
  127. * AST node.
  128. */
  129. static void parseStencilFront(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  130. /**
  131. * Populates the back backing operation portion of the depth-stencil state descriptor from the provided stencil-op
  132. * AST node.
  133. */
  134. static void parseStencilBack(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  135. /**
  136. * Populates the addressing mode portion of the sampler state descriptor for U/V/W axes from the provided addressing
  137. * mode AST node.
  138. */
  139. static void parseAddrMode(SAMPLER_STATE_DESC& desc, ASTFXNode* addrModeNode);
  140. /** Populates the color (RGB) portion of the blend state descriptor from the provided blend definition AST node. */
  141. static void parseColorBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  142. /** Populates the alpha portion of the blend state descriptor from the provided blend definition AST node. */
  143. static void parseAlphaBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  144. /**
  145. * Populates blend state descriptor for a single render target from the provided AST node. Which target gets
  146. * updated depends on the index set in the AST node.
  147. */
  148. static void parseRenderTargetBlendState(BLEND_STATE_DESC& desc, ASTFXNode* targetNode);
  149. /**
  150. * Parses the blend state AST node and outputs a blend state descriptor. Returns false if the descriptor wasn't
  151. * modified.
  152. */
  153. static bool parseBlendState(BLEND_STATE_DESC& desc, ASTFXNode* passNode);
  154. /**
  155. * Parses the rasterizer state AST node and outputs a rasterizer state descriptor. Returns false if the descriptor
  156. * wasn't modified.
  157. */
  158. static bool parseRasterizerState(RASTERIZER_STATE_DESC& desc, ASTFXNode* passNode);
  159. /**
  160. * Parses the depth-stencil state AST node and outputs a depth-stencil state descriptor. Returns false if the
  161. * descriptor wasn't modified.
  162. */
  163. static bool parseDepthStencilState(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* passNode);
  164. /** Parses the sampler state AST node and outputs a sampler state object, or a nullptr in case AST node is empty. */
  165. static SPtr<SamplerState> parseSamplerState(ASTFXNode* samplerStateNode);
  166. /**
  167. * Parses a code AST node and outputs the result in one of the streams within the provided pass data.
  168. *
  169. * @param[in] codeNode AST node to parse
  170. * @param[in] codeBlocks GPU program source code.
  171. * @param[in] passData Pass data containing temporary pass data, including the code streams that the code
  172. * block code will be written to.
  173. */
  174. static void parseCodeBlock(ASTFXNode* codeNode, const Vector<String>& codeBlocks, PassData& passData);
  175. /**
  176. * Parses the pass AST node and populates the provided @passData with all relevant pass parameters.
  177. *
  178. * @param[in] passNode Node to parse.
  179. * @param[in] codeBlocks GPU program source code.
  180. * @param[out] passData Will contain pass data after parsing.
  181. */
  182. static void parsePass(ASTFXNode* passNode, const Vector<String>& codeBlocks, PassData& passData);
  183. /**
  184. * Parses the technique AST node and generates a single technique object. Returns null if no technique can be
  185. * parsed.
  186. *
  187. * @param[in] techniqueNode Node to parse.
  188. * @param[in] codeBlocks GPU program source code.
  189. * @param[out] techniqueData Will contain technique data after parsing.
  190. */
  191. static void parseTechnique(ASTFXNode* techniqueNode, const Vector<String>& codeBlocks, TechniqueData& techniqueData);
  192. /**
  193. * Parses the parameters AST node and populates the shader descriptor with information about GPU program parameters
  194. * and their default values.
  195. */
  196. static void parseParameters(SHADER_DESC& desc, ASTFXNode* parametersNode);
  197. /**
  198. * Parses the blocks AST node and populates the shader descriptor with information about GPU program parameter
  199. * blocks.
  200. */
  201. static void parseBlocks(SHADER_DESC& desc, ASTFXNode* blocksNode);
  202. /**
  203. * Parses the AST node hierarchy and generates a shader object.
  204. *
  205. * @param[in] name Optional name for the shader.
  206. * @param[in, out] parseState Parser state object that has previously been initialized with the AST using
  207. * parseFX().
  208. * @param codeBlocks GPU program source code.
  209. * @return A result object containing the shader if successful, or error message if not.
  210. */
  211. static BSLFXCompileResult parseShader(const String& name, ParseState* parseState, Vector<String>& codeBlocks);
  212. /**
  213. * Converts a null-terminated string into a standard string, and eliminates quotes that are assumed to be at the
  214. * first and last index.
  215. */
  216. static String removeQuotes(const char* input);
  217. /** Retrieves a GPU program profile to use with the specified API and GPU program type. */
  218. static GpuProgramProfile getProfile(const StringID& renderAPI, GpuProgramType type);
  219. /** Returns one of the builtin textures based on their name. */
  220. static HTexture getBuiltinTexture(const String& name);
  221. };
  222. /** @} */
  223. }