1/**************************************************************************/
2/* shader_compiler.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef SHADER_COMPILER_H
32#define SHADER_COMPILER_H
33
34#include "core/templates/pair.h"
35#include "servers/rendering/shader_language.h"
36#include "servers/rendering_server.h"
37
38class ShaderCompiler {
39public:
40 enum Stage {
41 STAGE_VERTEX,
42 STAGE_FRAGMENT,
43 STAGE_COMPUTE,
44 STAGE_MAX
45 };
46
47 struct IdentifierActions {
48 HashMap<StringName, Stage> entry_point_stages;
49
50 HashMap<StringName, Pair<int *, int>> render_mode_values;
51 HashMap<StringName, bool *> render_mode_flags;
52 HashMap<StringName, bool *> usage_flag_pointers;
53 HashMap<StringName, bool *> write_flag_pointers;
54
55 HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
56 };
57
58 struct GeneratedCode {
59 Vector<String> defines;
60 struct Texture {
61 StringName name;
62 ShaderLanguage::DataType type;
63 ShaderLanguage::ShaderNode::Uniform::Hint hint;
64 bool use_color = false;
65 ShaderLanguage::TextureFilter filter;
66 ShaderLanguage::TextureRepeat repeat;
67 bool global;
68 int array_size;
69 };
70
71 Vector<Texture> texture_uniforms;
72
73 Vector<uint32_t> uniform_offsets;
74 uint32_t uniform_total_size;
75 String uniforms;
76 String stage_globals[STAGE_MAX];
77
78 HashMap<String, String> code;
79
80 bool uses_global_textures;
81 bool uses_fragment_time;
82 bool uses_vertex_time;
83 bool uses_screen_texture_mipmaps;
84 bool uses_screen_texture;
85 bool uses_depth_texture;
86 bool uses_normal_roughness_texture;
87 };
88
89 struct DefaultIdentifierActions {
90 HashMap<StringName, String> renames;
91 HashMap<StringName, String> render_mode_defines;
92 HashMap<StringName, String> usage_defines;
93 HashMap<StringName, String> custom_samplers;
94 ShaderLanguage::TextureFilter default_filter;
95 ShaderLanguage::TextureRepeat default_repeat;
96 int base_texture_binding_index = 0;
97 int texture_layout_set = 0;
98 String base_uniform_string;
99 String global_buffer_array_variable;
100 String instance_uniform_index_variable;
101 uint32_t base_varying_index = 0;
102 bool apply_luminance_multiplier = false;
103 bool check_multiview_samplers = false;
104 };
105
106private:
107 ShaderLanguage parser;
108
109 String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
110
111 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);
112 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);
113
114 const ShaderLanguage::ShaderNode *shader = nullptr;
115 const ShaderLanguage::FunctionNode *function = nullptr;
116 StringName current_func_name;
117 StringName time_name;
118 HashSet<StringName> texture_functions;
119
120 HashSet<StringName> used_name_defines;
121 HashSet<StringName> used_flag_pointers;
122 HashSet<StringName> used_rmode_defines;
123 HashSet<StringName> internal_functions;
124 HashSet<StringName> fragment_varyings;
125
126 DefaultIdentifierActions actions;
127
128 static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_name);
129
130public:
131 Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
132
133 void initialize(DefaultIdentifierActions p_actions);
134 ShaderCompiler();
135};
136
137#endif // SHADER_COMPILER_H
138