virtualx-engine/drivers/gles2/shader_compiler_gles2.cpp

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/*************************************************************************/
2019-01-01 12:46:36 +01:00
/* shader_compiler_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader_compiler_gles2.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/string_buffer.h"
#include "core/string_builder.h"
#define SL ShaderLanguage
static String _mktab(int p_level) {
String tb;
for (int i = 0; i < p_level; i++) {
tb += "\t";
}
return tb;
}
static String _typestr(SL::DataType p_type) {
return ShaderLanguage::get_datatype_name(p_type);
}
static String _prestr(SL::DataPrecision p_pres) {
switch (p_pres) {
case SL::PRECISION_LOWP: return "lowp ";
case SL::PRECISION_MEDIUMP: return "mediump ";
case SL::PRECISION_HIGHP: return "highp ";
case SL::PRECISION_DEFAULT: return "";
}
return "";
}
static String _qualstr(SL::ArgumentQualifier p_qual) {
switch (p_qual) {
case SL::ARGUMENT_QUALIFIER_IN: return "in ";
case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
}
return "";
}
static String _opstr(SL::Operator p_op) {
return SL::get_operator_text(p_op);
}
static String _mkid(const String &p_id) {
String id = "m_" + p_id;
return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
}
static String f2sp0(float p_float) {
String num = rtoss(p_float);
if (num.find(".") == -1 && num.find("e") == -1) {
num += ".0";
}
return num;
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
switch (p_type) {
case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
case SL::TYPE_BVEC2:
case SL::TYPE_BVEC3:
case SL::TYPE_BVEC4: {
StringBuffer<> text;
text += "bvec";
text += itos(p_type - SL::TYPE_BOOL + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += p_values[i].boolean ? "true" : "false";
}
text += ")";
return text.as_string();
}
// GLSL ES 2 doesn't support uints, so we just use signed ints instead...
case SL::TYPE_UINT: return itos(p_values[0].uint);
case SL::TYPE_UVEC2:
case SL::TYPE_UVEC3:
case SL::TYPE_UVEC4: {
StringBuffer<> text;
text += "ivec";
text += itos(p_type - SL::TYPE_UINT + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += itos(p_values[i].uint);
}
text += ")";
return text.as_string();
} break;
case SL::TYPE_INT: return itos(p_values[0].sint);
case SL::TYPE_IVEC2:
case SL::TYPE_IVEC3:
case SL::TYPE_IVEC4: {
StringBuffer<> text;
text += "ivec";
text += itos(p_type - SL::TYPE_INT + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += itos(p_values[i].sint);
}
text += ")";
return text.as_string();
} break;
case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4: {
StringBuffer<> text;
text += "vec";
text += itos(p_type - SL::TYPE_FLOAT + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += f2sp0(p_values[i].real);
}
text += ")";
return text.as_string();
} break;
case SL::TYPE_MAT2:
case SL::TYPE_MAT3:
case SL::TYPE_MAT4: {
StringBuffer<> text;
text += "mat";
text += itos(p_type - SL::TYPE_MAT2 + 2);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += f2sp0(p_values[i].real);
}
text += ")";
return text.as_string();
} break;
default: ERR_FAIL_V(String());
}
}
void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) {
int fidx = -1;
for (int i = 0; i < p_node->functions.size(); i++) {
if (p_node->functions[i].name == p_for_func) {
fidx = i;
break;
}
}
ERR_FAIL_COND(fidx == -1);
for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
if (r_added.has(E->get())) {
continue;
}
_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added);
SL::FunctionNode *fnode = NULL;
for (int i = 0; i < p_node->functions.size(); i++) {
if (p_node->functions[i].name == E->get()) {
fnode = p_node->functions[i].function;
break;
}
}
ERR_FAIL_COND(!fnode);
r_to_add += "\n";
StringBuffer<128> header;
header += _typestr(fnode->return_type);
header += " ";
header += _mkid(fnode->name);
header += "(";
for (int i = 0; i < fnode->arguments.size(); i++) {
if (i > 0)
header += ", ";
header += _qualstr(fnode->arguments[i].qualifier);
header += _prestr(fnode->arguments[i].precision);
header += _typestr(fnode->arguments[i].type);
header += " ";
header += _mkid(fnode->arguments[i].name);
}
header += ")\n";
r_to_add += header.as_string();
r_to_add += p_func_code[E->get()];
r_added.insert(E->get());
}
}
String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
StringBuilder code;
switch (p_node->type) {
case SL::Node::TYPE_SHADER: {
SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
for (int i = 0; i < snode->render_modes.size(); i++) {
if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
used_rmode_defines.insert(snode->render_modes[i]);
}
if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
*p_actions.render_mode_flags[snode->render_modes[i]] = true;
}
if (p_actions.render_mode_values.has(snode->render_modes[i])) {
Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
*p.first = p.second;
}
}
int max_texture_uniforms = 0;
int max_uniforms = 0;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
if (SL::is_sampler_type(E->get().type))
max_texture_uniforms++;
else
max_uniforms++;
}
r_gen_code.texture_uniforms.resize(max_texture_uniforms);
r_gen_code.texture_hints.resize(max_texture_uniforms);
r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
StringBuilder vertex_global;
StringBuilder fragment_global;
// uniforms
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
StringBuffer<> uniform_code;
// use highp if no precision is specified to prevent different default values in fragment and vertex shader
SL::DataPrecision precision = E->get().precision;
if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
precision = SL::PRECISION_HIGHP;
}
uniform_code += "uniform ";
uniform_code += _prestr(precision);
uniform_code += _typestr(E->get().type);
uniform_code += " ";
uniform_code += _mkid(E->key());
uniform_code += ";\n";
if (SL::is_sampler_type(E->get().type)) {
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r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
} else {
r_gen_code.uniforms.write[E->get().order] = E->key();
}
vertex_global += uniform_code.as_string();
fragment_global += uniform_code.as_string();
p_actions.uniforms->insert(E->key(), E->get());
}
// varyings
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
StringBuffer<> varying_code;
varying_code += "varying ";
varying_code += _prestr(E->get().precision);
varying_code += _typestr(E->get().type);
varying_code += " ";
varying_code += _mkid(E->key());
varying_code += ";\n";
String final_code = varying_code.as_string();
vertex_global += final_code;
fragment_global += final_code;
}
// constants
for (Map<StringName, SL::ShaderNode::Constant>::Element *E = snode->constants.front(); E; E = E->next()) {
String gcode;
gcode += "const ";
gcode += _prestr(E->get().precision);
gcode += _typestr(E->get().type);
gcode += " " + _mkid(E->key());
gcode += "=";
gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
gcode += ";\n";
vertex_global += gcode;
fragment_global += gcode;
}
// functions
Map<StringName, String> function_code;
for (int i = 0; i < snode->functions.size(); i++) {
SL::FunctionNode *fnode = snode->functions[i].function;
current_func_name = fnode->name;
function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
Set<StringName> added_vertex;
Set<StringName> added_fragment;
for (int i = 0; i < snode->functions.size(); i++) {
SL::FunctionNode *fnode = snode->functions[i].function;
current_func_name = fnode->name;
if (fnode->name == vertex_name) {
_dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
r_gen_code.vertex = function_code[vertex_name];
} else if (fnode->name == fragment_name) {
_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
r_gen_code.fragment = function_code[fragment_name];
} else if (fnode->name == light_name) {
_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
r_gen_code.light = function_code[light_name];
}
}
r_gen_code.vertex_global = vertex_global.as_string();
r_gen_code.fragment_global = fragment_global.as_string();
} break;
case SL::Node::TYPE_FUNCTION: {
} break;
case SL::Node::TYPE_BLOCK: {
SL::BlockNode *bnode = (SL::BlockNode *)p_node;
if (!bnode->single_statement) {
code += _mktab(p_level - 1);
code += "{\n";
}
for (int i = 0; i < bnode->statements.size(); i++) {
String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
code += statement_code;
} else {
code += _mktab(p_level);
code += statement_code;
code += ";\n";
}
}
if (!bnode->single_statement) {
code += _mktab(p_level - 1);
code += "}\n";
}
} break;
case SL::Node::TYPE_VARIABLE_DECLARATION: {
SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
StringBuffer<> declaration;
declaration += _prestr(var_dec_node->precision);
declaration += _typestr(var_dec_node->datatype);
for (int i = 0; i < var_dec_node->declarations.size(); i++) {
if (i > 0) {
declaration += ",";
}
declaration += " ";
declaration += _mkid(var_dec_node->declarations[i].name);
if (var_dec_node->declarations[i].initializer) {
declaration += " = ";
declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
}
code += declaration.as_string();
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *var_node = (SL::VariableNode *)p_node;
if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
*p_actions.write_flag_pointers[var_node->name] = true;
}
if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
String define = p_default_actions.usage_defines[var_node->name];
if (define.begins_with("@")) {
define = p_default_actions.usage_defines[define.substr(1, define.length())];
}
r_gen_code.custom_defines.push_back(define.utf8());
used_name_defines.insert(var_node->name);
}
if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
*p_actions.usage_flag_pointers[var_node->name] = true;
used_flag_pointers.insert(var_node->name);
}
if (p_default_actions.renames.has(var_node->name)) {
code += p_default_actions.renames[var_node->name];
} else {
code += _mkid(var_node->name);
}
if (var_node->name == time_name) {
if (current_func_name == vertex_name) {
r_gen_code.uses_vertex_time = true;
}
if (current_func_name == fragment_name || current_func_name == light_name) {
r_gen_code.uses_fragment_time = true;
}
}
} break;
case SL::Node::TYPE_CONSTANT: {
SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
return get_constant_text(const_node->datatype, const_node->values);
} break;
case SL::Node::TYPE_OPERATOR: {
SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
switch (op_node->op) {
case SL::OP_ASSIGN:
case SL::OP_ASSIGN_ADD:
case SL::OP_ASSIGN_SUB:
case SL::OP_ASSIGN_MUL:
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += " ";
code += _opstr(op_node->op);
code += " ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
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case SL::OP_ASSIGN_MOD: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += " = ";
code += "mod(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += ", ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT: {
code += _opstr(op_node->op);
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += _opstr(op_node->op);
} break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT: {
ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
if (op_node->op == SL::OP_CONSTRUCT) {
code += var_node->name;
} else {
if (var_node->name == "texture") {
// emit texture call
if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
code += "texture2D";
} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
code += "textureCube";
}
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} else if (var_node->name == "textureLod") {
// emit texture call
if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
code += "texture2DLod";
} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
code += "textureCubeLod";
}
} else if (var_node->name == "mix") {
switch (op_node->arguments[3]->get_datatype()) {
case SL::TYPE_BVEC2: {
code += "select2";
} break;
case SL::TYPE_BVEC3: {
code += "select3";
} break;
case SL::TYPE_BVEC4: {
code += "select4";
} break;
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4:
case SL::TYPE_FLOAT: {
code += "mix";
} break;
default: {
SL::DataType type = op_node->arguments[3]->get_datatype();
// FIXME: Proper error print or graceful handling
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print_line(String("uhhhh invalid mix with type: ") + itos(type));
} break;
}
} else if (p_default_actions.renames.has(var_node->name)) {
code += p_default_actions.renames[var_node->name];
} else if (internal_functions.has(var_node->name)) {
code += var_node->name;
} else {
code += _mkid(var_node->name);
}
}
code += "(";
for (int i = 1; i < op_node->arguments.size(); i++) {
if (i > 1) {
code += ", ";
}
code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
code += ")";
} break;
case SL::OP_INDEX: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "[";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
} break;
case SL::OP_SELECT_IF: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += " ? ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += " : ";
code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
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case SL::OP_MOD: {
code += "mod(float(";
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code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "), float(";
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code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "))";
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} break;
default: {
code += "(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += " ";
code += _opstr(op_node->op);
code += " ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
}
} break;
case SL::Node::TYPE_CONTROL_FLOW: {
SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
if (cf_node->flow_op == SL::FLOW_OP_IF) {
code += _mktab(p_level);
code += "if (";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")\n";
code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
if (cf_node->blocks.size() == 2) {
code += _mktab(p_level);
code += "else\n";
code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
} else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
code += _mktab(p_level);
code += "while (";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")\n";
code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
} else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
code += _mktab(p_level);
code += "for (";
code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "; ";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "; ";
code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")\n";
code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
code += _mktab(p_level);
code += "return";
if (cf_node->expressions.size()) {
code += " ";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
code += ";\n";
} else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
*p_actions.usage_flag_pointers["DISCARD"] = true;
used_flag_pointers.insert("DISCARD");
}
code += "discard;";
} else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
code += "continue;";
} else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
code += "break;";
}
} break;
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *member_node = (SL::MemberNode *)p_node;
code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ".";
code += member_node->name;
} break;
}
return code.as_string();
}
Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
if (err != OK) {
Vector<String> shader = p_code.split("\n");
for (int i = 0; i < shader.size(); i++) {
print_line(itos(i + 1) + " " + shader[i]);
}
_err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
return err;
}
r_gen_code.custom_defines.clear();
r_gen_code.uniforms.clear();
r_gen_code.texture_uniforms.clear();
r_gen_code.texture_hints.clear();
r_gen_code.vertex = String();
r_gen_code.vertex_global = String();
r_gen_code.fragment = String();
r_gen_code.fragment_global = String();
r_gen_code.light = String();
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
used_name_defines.clear();
used_rmode_defines.clear();
used_flag_pointers.clear();
_dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
return OK;
}
ShaderCompilerGLES2::ShaderCompilerGLES2() {
/** CANVAS ITEM SHADER **/
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
/** SPATIAL SHADER **/
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
2018-11-30 19:20:16 +01:00
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
2018-02-24 14:48:22 +01:00
actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
2018-11-28 12:07:33 +01:00
actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
// gl_InstanceID is not available in OpenGL ES 2.0
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
//builtins
actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
// Defined in GLES3, but not available in GLES2
//actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
//for light
actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
2018-11-28 12:07:33 +01:00
actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
// Defined in GLES3, could be implemented in GLES2 too if there's a need for it
//actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
if (!force_lambert) {
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
if (!force_blinn) {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
} else {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
}
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
2019-05-20 16:37:13 +02:00
actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
// No defines for particle shaders in GLES2, there are no GPU particles
vertex_name = "vertex";
fragment_name = "fragment";
light_name = "light";
time_name = "TIME";
List<String> func_list;
ShaderLanguage::get_builtin_funcs(&func_list);
for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
internal_functions.insert(E->get());
}
}