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028ef2edc8
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
135 lines
5.3 KiB
C++
135 lines
5.3 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef SHADER_COMPILER_H
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#define SHADER_COMPILER_H
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#include "core/templates/pair.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering_server.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, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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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;
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ShaderLanguage::ShaderNode::Uniform::Hint hint;
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bool use_color = false;
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ShaderLanguage::TextureFilter filter;
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ShaderLanguage::TextureRepeat repeat;
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bool global;
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int array_size;
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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;
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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;
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bool uses_fragment_time;
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bool uses_vertex_time;
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bool uses_screen_texture_mipmaps;
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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;
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ShaderLanguage::TextureRepeat default_repeat;
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String sampler_array_name;
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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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};
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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_variable_type(const StringName &p_type);
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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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#endif // SHADER_COMPILER_H
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