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			137 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  shader_compiler.h                                                     */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#pragma once
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#include "core/templates/pair.h"
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#include "servers/rendering/rendering_server.h"
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#include "servers/rendering/shader_language.h"
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class ShaderCompiler {
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public:
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	enum Stage {
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		STAGE_VERTEX,
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		STAGE_FRAGMENT,
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		STAGE_COMPUTE,
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		STAGE_MAX
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	};
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	struct IdentifierActions {
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		HashMap<StringName, Stage> entry_point_stages;
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		HashMap<StringName, Pair<int *, int>> render_mode_values;
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		HashMap<StringName, bool *> render_mode_flags;
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		HashMap<StringName, bool *> usage_flag_pointers;
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		HashMap<StringName, bool *> write_flag_pointers;
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		HashMap<StringName, Pair<int *, int>> stencil_mode_values;
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		int *stencil_reference = nullptr;
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		HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms = nullptr;
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	};
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	struct GeneratedCode {
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		Vector<String> defines;
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		struct Texture {
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			StringName name;
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			ShaderLanguage::DataType type = ShaderLanguage::DataType::TYPE_VOID;
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			ShaderLanguage::ShaderNode::Uniform::Hint hint = ShaderLanguage::ShaderNode::Uniform::Hint::HINT_NONE;
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			bool use_color = false;
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			ShaderLanguage::TextureFilter filter = ShaderLanguage::TextureFilter::FILTER_DEFAULT;
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			ShaderLanguage::TextureRepeat repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT;
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			bool global = false;
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			int array_size = 0;
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		};
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		Vector<Texture> texture_uniforms;
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		Vector<uint32_t> uniform_offsets;
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		uint32_t uniform_total_size = 0;
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		String uniforms;
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		String stage_globals[STAGE_MAX];
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		HashMap<String, String> code;
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		bool uses_global_textures = false;
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		bool uses_fragment_time = false;
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		bool uses_vertex_time = false;
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		bool uses_screen_texture_mipmaps = false;
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		bool uses_screen_texture = false;
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		bool uses_depth_texture = false;
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		bool uses_normal_roughness_texture = false;
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	};
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	struct DefaultIdentifierActions {
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		HashMap<StringName, String> renames;
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		HashMap<StringName, String> render_mode_defines;
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		HashMap<StringName, String> usage_defines;
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		HashMap<StringName, String> custom_samplers;
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		ShaderLanguage::TextureFilter default_filter = ShaderLanguage::TextureFilter::FILTER_NEAREST;
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		ShaderLanguage::TextureRepeat default_repeat = ShaderLanguage::TextureRepeat::REPEAT_DISABLE;
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		int base_texture_binding_index = 0;
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		int texture_layout_set = 0;
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		String base_uniform_string;
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		String global_buffer_array_variable;
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		String instance_uniform_index_variable;
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		uint32_t base_varying_index = 0;
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		bool apply_luminance_multiplier = false;
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		bool check_multiview_samplers = false;
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	};
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private:
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	ShaderLanguage parser;
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	String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
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	void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added);
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	String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true);
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	const ShaderLanguage::ShaderNode *shader = nullptr;
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	const ShaderLanguage::FunctionNode *function = nullptr;
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	StringName current_func_name;
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	StringName time_name;
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	HashSet<StringName> texture_functions;
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	HashSet<StringName> used_name_defines;
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	HashSet<StringName> used_flag_pointers;
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	HashSet<StringName> used_rmode_defines;
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	HashSet<StringName> internal_functions;
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	HashSet<StringName> fragment_varyings;
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	DefaultIdentifierActions actions;
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	static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_name);
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public:
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	Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
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	void initialize(DefaultIdentifierActions p_actions);
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	ShaderCompiler();
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};
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