BsSLFXCompiler.h 8.3 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. /** Maps FX queue sort type enum into in-engine queue sort type mode. */
  81. static QueueSortType parseSortType(CullAndSortModeValue sortType);
  82. /** Maps FX comparison function enum into in-engine compare function. */
  83. static CompareFunction parseCompFunc(CompFuncValue compFunc);
  84. /** Maps FX operation to in-engine blend factor. */
  85. static BlendFactor parseBlendFactor(OpValue factor);
  86. /** Maps FX blend operation to in-engine blend operation. */
  87. static BlendOperation parseBlendOp(BlendOpValue op);
  88. /** Maps FX operation to in-engine stencil operation. */
  89. static StencilOperation parseStencilOp(OpValue op);
  90. /** Maps FX cull mode enum to in-engine cull mode. */
  91. static CullingMode parseCullMode(CullAndSortModeValue cm);
  92. /** Maps FX fill mode enum to in-engine fill mode. */
  93. static PolygonMode parseFillMode(FillModeValue fm);
  94. /**
  95. * Populates the front facing operation portion of the depth-stencil state descriptor from the provided stencil-op
  96. * AST node.
  97. */
  98. static void parseStencilFront(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  99. /**
  100. * Populates the back backing operation portion of the depth-stencil state descriptor from the provided stencil-op
  101. * AST node.
  102. */
  103. static void parseStencilBack(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  104. /** Populates the color (RGB) portion of the blend state descriptor from the provided blend definition AST node. */
  105. static void parseColorBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  106. /** Populates the alpha portion of the blend state descriptor from the provided blend definition AST node. */
  107. static void parseAlphaBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  108. /**
  109. * Populates blend state descriptor for a single render target from the provided AST node. Which target gets
  110. * updated depends on the index set in the AST node.
  111. */
  112. static void parseRenderTargetBlendState(BLEND_STATE_DESC& desc, ASTFXNode* targetNode);
  113. /**
  114. * Parses the blend state AST node and populates the pass' blend state descriptor. Returns false if the descriptor
  115. * wasn't modified.
  116. */
  117. static bool parseBlendState(PassData& passData, ASTFXNode* blendNode);
  118. /**
  119. * Parses the rasterizer state AST node and populates the pass' rasterizer state descriptor. Returns false if the
  120. * descriptor wasn't modified.
  121. */
  122. static bool parseRasterizerState(PassData& passData, ASTFXNode* rasterNode);
  123. /**
  124. * Parses the depth state AST node and populates the pass' depth-stencil state descriptor. Returns false if the
  125. * descriptor wasn't modified.
  126. */
  127. static bool parseDepthState(PassData& passData, ASTFXNode* depthNode);
  128. /**
  129. * Parses the stencil state AST node and populates the pass' depth-stencil state descriptor. Returns false if the
  130. * descriptor wasn't modified.
  131. */
  132. static bool parseStencilState(PassData& passData, ASTFXNode* stencilNode);
  133. /**
  134. * Parses a code AST node and outputs the result in one of the streams within the provided pass data.
  135. *
  136. * @param[in] codeNode AST node to parse
  137. * @param[in] codeBlocks GPU program source code.
  138. * @param[in] passData Pass data containing temporary pass data, including the code streams that the code
  139. * block code will be written to.
  140. */
  141. static void parseCodeBlock(ASTFXNode* codeNode, const Vector<String>& codeBlocks, PassData& passData);
  142. /**
  143. * Parses the pass AST node and populates the provided @passData with all relevant pass parameters.
  144. *
  145. * @param[in] passNode Node to parse.
  146. * @param[in] codeBlocks GPU program source code.
  147. * @param[out] passData Will contain pass data after parsing.
  148. */
  149. static void parsePass(ASTFXNode* passNode, const Vector<String>& codeBlocks, PassData& passData);
  150. /**
  151. * Parses the technique AST node and generates a single technique object.
  152. *
  153. * @param[in] techniqueNode Node to parse.
  154. * @param[in] codeBlocks GPU program source code.
  155. * @param[out] techniqueData Will contain technique data after parsing.
  156. */
  157. static void parseTechnique(ASTFXNode* techniqueNode, const Vector<String>& codeBlocks, TechniqueData& techniqueData);
  158. /**
  159. * Parser the options AST node that contains global shader options.
  160. *
  161. * @param[in] optionsNode Node to parse.
  162. * @param[in] shaderDesc Descriptor to apply the found options to.
  163. */
  164. static void parseOptions(ASTFXNode* optionsNode, SHADER_DESC& shaderDesc);
  165. /**
  166. * Parses the AST node hierarchy and generates a shader object.
  167. *
  168. * @param[in] name Optional name for the shader.
  169. * @param[in, out] parseState Parser state object that has previously been initialized with the AST using
  170. * parseFX().
  171. * @param codeBlocks GPU program source code.
  172. * @return A result object containing the shader if successful, or error message if not.
  173. */
  174. static BSLFXCompileResult parseShader(const String& name, ParseState* parseState, Vector<String>& codeBlocks);
  175. /**
  176. * Converts a null-terminated string into a standard string, and eliminates quotes that are assumed to be at the
  177. * first and last index.
  178. */
  179. static String removeQuotes(const char* input);
  180. /** Returns one of the builtin textures based on their name. */
  181. static HTexture getBuiltinTexture(const String& name);
  182. };
  183. /** @} */
  184. }