BsSLFXCompiler.h 8.9 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 "Material/BsShader.h"
  6. #include "RenderAPI/BsGpuProgram.h"
  7. #include "RenderAPI/BsRasterizerState.h"
  8. #include "RenderAPI/BsDepthStencilState.h"
  9. #include "RenderAPI/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 code; // Parsed code block
  47. String vertexCode;
  48. String fragmentCode;
  49. String geometryCode;
  50. String hullCode;
  51. String domainCode;
  52. String computeCode;
  53. };
  54. /** Information about different variations of a single technique. */
  55. struct VariationData
  56. {
  57. String identifier;
  58. Vector<UINT32> values;
  59. };
  60. /** Information describing a technique, without the actual contents. */
  61. struct TechniqueMetaData
  62. {
  63. String name;
  64. Vector<String> includes;
  65. bool isMixin;
  66. String language;
  67. StringID renderer = RendererAny;
  68. Vector<StringID> tags;
  69. Vector<VariationData> variations;
  70. };
  71. /** Temporary data for describing a technique during parsing. */
  72. struct TechniqueData
  73. {
  74. TechniqueMetaData metaData;
  75. Vector<PassData> passes;
  76. };
  77. public:
  78. /** Transforms a source file written in BSL FX syntax into a Shader object. */
  79. static BSLFXCompileResult compile(const String& name, const String& source,
  80. const UnorderedMap<String, String>& defines);
  81. private:
  82. /** Converts the provided source into an abstract syntax tree using the lexer & parser for BSL FX syntax. */
  83. static BSLFXCompileResult parseFX(ParseState* parseState, const char* source,
  84. const UnorderedMap<String, String>& defines);
  85. /** Parses the technique node and outputs the relevant meta-data. */
  86. static TechniqueMetaData parseTechniqueMetaData(ASTFXNode* technique);
  87. /** Parses technique variations and writes them to the provided meta-data object. */
  88. static void parseVariations(TechniqueMetaData& metaData, ASTFXNode* variations);
  89. /** Converts FX renderer name into an in-engine renderer identifier. */
  90. static StringID parseRenderer(const String& name);
  91. /** Maps FX queue sort type enum into in-engine queue sort type mode. */
  92. static QueueSortType parseSortType(CullAndSortModeValue sortType);
  93. /** Maps FX comparison function enum into in-engine compare function. */
  94. static CompareFunction parseCompFunc(CompFuncValue compFunc);
  95. /** Maps FX operation to in-engine blend factor. */
  96. static BlendFactor parseBlendFactor(OpValue factor);
  97. /** Maps FX blend operation to in-engine blend operation. */
  98. static BlendOperation parseBlendOp(BlendOpValue op);
  99. /** Maps FX operation to in-engine stencil operation. */
  100. static StencilOperation parseStencilOp(OpValue op);
  101. /** Maps FX cull mode enum to in-engine cull mode. */
  102. static CullingMode parseCullMode(CullAndSortModeValue cm);
  103. /** Maps FX fill mode enum to in-engine fill mode. */
  104. static PolygonMode parseFillMode(FillModeValue fm);
  105. /**
  106. * Populates the front facing operation portion of the depth-stencil state descriptor from the provided stencil-op
  107. * AST node.
  108. */
  109. static void parseStencilFront(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  110. /**
  111. * Populates the back backing operation portion of the depth-stencil state descriptor from the provided stencil-op
  112. * AST node.
  113. */
  114. static void parseStencilBack(DEPTH_STENCIL_STATE_DESC& desc, ASTFXNode* stencilOpNode);
  115. /** Populates the color (RGB) portion of the blend state descriptor from the provided blend definition AST node. */
  116. static void parseColorBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  117. /** Populates the alpha portion of the blend state descriptor from the provided blend definition AST node. */
  118. static void parseAlphaBlendDef(RENDER_TARGET_BLEND_STATE_DESC& desc, ASTFXNode* blendDefNode);
  119. /**
  120. * Populates blend state descriptor for a single render target from the provided AST node. Which target gets
  121. * updated depends on the index set in the AST node.
  122. */
  123. static void parseRenderTargetBlendState(BLEND_STATE_DESC& desc, ASTFXNode* targetNode);
  124. /**
  125. * Parses the blend state AST node and populates the pass' blend state descriptor. Returns false if the descriptor
  126. * wasn't modified.
  127. */
  128. static bool parseBlendState(PassData& passData, ASTFXNode* blendNode);
  129. /**
  130. * Parses the rasterizer state AST node and populates the pass' rasterizer state descriptor. Returns false if the
  131. * descriptor wasn't modified.
  132. */
  133. static bool parseRasterizerState(PassData& passData, ASTFXNode* rasterNode);
  134. /**
  135. * Parses the depth state AST node and populates the pass' depth-stencil state descriptor. Returns false if the
  136. * descriptor wasn't modified.
  137. */
  138. static bool parseDepthState(PassData& passData, ASTFXNode* depthNode);
  139. /**
  140. * Parses the stencil state AST node and populates the pass' depth-stencil state descriptor. Returns false if the
  141. * descriptor wasn't modified.
  142. */
  143. static bool parseStencilState(PassData& passData, ASTFXNode* stencilNode);
  144. /**
  145. * Parses a code AST node and outputs the result in one of the streams within the provided pass data.
  146. *
  147. * @param[in] codeNode AST node to parse
  148. * @param[in] codeBlocks GPU program source code.
  149. * @param[in] passData Pass data containing temporary pass data, including the code streams that the code
  150. * block code will be written to.
  151. */
  152. static void parseCodeBlock(ASTFXNode* codeNode, const Vector<String>& codeBlocks, PassData& passData);
  153. /**
  154. * Parses the pass AST node and populates the provided @p passData with all relevant pass parameters.
  155. *
  156. * @param[in] passNode Node to parse.
  157. * @param[in] codeBlocks GPU program source code.
  158. * @param[out] passData Will contain pass data after parsing.
  159. */
  160. static void parsePass(ASTFXNode* passNode, const Vector<String>& codeBlocks, PassData& passData);
  161. /**
  162. * Parses the technique AST node and generates a single technique object.
  163. *
  164. * @param[in] techniqueNode Node to parse.
  165. * @param[in] codeBlocks GPU program source code.
  166. * @param[out] techniqueData Will contain technique data after parsing.
  167. */
  168. static void parseTechnique(ASTFXNode* techniqueNode, const Vector<String>& codeBlocks, TechniqueData& techniqueData);
  169. /**
  170. * Parser the options AST node that contains global shader options.
  171. *
  172. * @param[in] optionsNode Node to parse.
  173. * @param[in] shaderDesc Descriptor to apply the found options to.
  174. */
  175. static void parseOptions(ASTFXNode* optionsNode, SHADER_DESC& shaderDesc);
  176. /**
  177. * Parses the AST node hierarchy and generates a variation of the of the named technique.
  178. *
  179. * @param[in, out] parseState Parser state object that has previously been initialized with the AST using
  180. * parseFX().
  181. * @param[in] name Name of the technique to generate the variation for.
  182. * @param[in] codeBlocks Blocks containing GPU program source code that are referenced by the AST.
  183. * @param[in] variation Shader variation the AST was parsed with.
  184. * @param[out] techniques Vector to append newly found techniques to.
  185. * @param[out] includes Set to append newly found includes to.
  186. * @param[out] shaderDesc Shader descriptor too append new parameters to.
  187. * @return A result object containing an error message if not successful.
  188. */
  189. static BSLFXCompileResult parseTechnique(ParseState* parseState, const String& name,
  190. const Vector<String>& codeBlocks, const ShaderVariation& variation, Vector<SPtr<Technique>>& techniques,
  191. UnorderedSet<String>& includes, SHADER_DESC& shaderDesc);
  192. /**
  193. * Converts a null-terminated string into a standard string, and eliminates quotes that are assumed to be at the
  194. * first and last index.
  195. */
  196. static String removeQuotes(const char* input);
  197. };
  198. /** @} */
  199. }