2016-10-10 23:31:01 +02:00
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#ifndef SHADERCOMPILERGLES3_H
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#define SHADERCOMPILERGLES3_H
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#include "servers/visual/shader_language.h"
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#include "servers/visual/shader_types.h"
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#include "servers/visual_server.h"
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#include "pair.h"
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class ShaderCompilerGLES3 {
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public:
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struct IdentifierActions {
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Map<StringName,Pair<int*,int> > render_mode_values;
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Map<StringName,bool*> render_mode_flags;
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Map<StringName,bool*> usage_flag_pointers;
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Map<StringName,ShaderLanguage::ShaderNode::Uniform> *uniforms;
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};
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struct GeneratedCode {
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Vector<CharString> defines;
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Vector<StringName> texture_uniforms;
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2016-10-30 01:48:09 +02:00
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Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
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2016-10-10 23:31:01 +02:00
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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 vertex_global;
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String vertex;
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String fragment_global;
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String fragment;
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String light;
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2016-11-10 03:55:06 +01:00
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bool uses_fragment_time;
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bool uses_vertex_time;
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2016-10-10 23:31:01 +02:00
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};
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private:
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ShaderLanguage parser;
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struct DefaultIdentifierActions {
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Map<StringName,String> renames;
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Map<StringName,String> render_mode_defines;
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Map<StringName,String> usage_defines;
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};
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void _dump_function_deps(ShaderLanguage::ShaderNode *p_node, const StringName& p_for_func, const Map<StringName, String> &p_func_code, String& r_to_add,Set<StringName> &added);
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String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions& p_actions, const DefaultIdentifierActions& p_default_actions);
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2016-11-10 03:55:06 +01:00
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StringName current_func_name;
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StringName vertex_name;
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StringName fragment_name;
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StringName time_name;
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2016-10-10 23:31:01 +02:00
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Set<StringName> used_name_defines;
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2016-12-03 02:23:16 +01:00
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Set<StringName> used_flag_pointers;
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2016-10-10 23:31:01 +02:00
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Set<StringName> used_rmode_defines;
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Set<StringName> internal_functions;
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DefaultIdentifierActions actions[VS::SHADER_MAX];
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public:
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Error compile(VS::ShaderMode p_mode, const String& p_code, IdentifierActions* p_actions, const String& p_path, GeneratedCode& r_gen_code);
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ShaderCompilerGLES3();
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};
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#endif // SHADERCOMPILERGLES3_H
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