/**************************************************************************/ /* shader_preprocessor.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef SHADER_PREPROCESSOR_H #define SHADER_PREPROCESSOR_H #include "core/string/ustring.h" #include "core/templates/list.h" #include "core/templates/local_vector.h" #include "core/templates/rb_map.h" #include "core/templates/rb_set.h" #include "core/typedefs.h" #include "core/io/resource_loader.h" #include "core/os/os.h" #include "scene/resources/shader.h" #include "scene/resources/shader_include.h" class ShaderPreprocessor { public: enum CompletionType { COMPLETION_TYPE_NONE, COMPLETION_TYPE_DIRECTIVE, COMPLETION_TYPE_PRAGMA_DIRECTIVE, COMPLETION_TYPE_PRAGMA, COMPLETION_TYPE_CONDITION, COMPLETION_TYPE_INCLUDE_PATH, }; struct FilePosition { String file; int line = 0; }; struct Region { String file; int from_line = -1; int to_line = -1; bool enabled = false; Region *parent = nullptr; }; private: struct Token { char32_t text; int line; Token(); Token(char32_t p_text, int p_line); }; // The real preprocessor that understands basic shader and preprocessor language syntax. class Tokenizer { public: String code; int line; int index; int size; Vector<Token> generated; private: void add_generated(const Token &p_t); char32_t next(); public: int get_line() const; int get_index() const; char32_t peek(); int consume_line_continuations(int p_offset); void get_and_clear_generated(Vector<Token> *r_out); void backtrack(char32_t p_what); LocalVector<Token> advance(char32_t p_what); void skip_whitespace(); bool consume_empty_line(); String get_identifier(bool *r_is_cursor = nullptr, bool p_started = false); String peek_identifier(); Token get_token(); Tokenizer(const String &p_code); }; class CommentRemover { private: LocalVector<char32_t> stripped; String code; int index; int line; int comment_line_open; int comments_open; int strings_open; public: String get_error() const; int get_error_line() const; char32_t peek() const; bool advance(char32_t p_what); String strip(); CommentRemover(const String &p_code); }; struct Define { Vector<String> arguments; String body; }; struct Branch { Vector<bool> conditions; Branch *parent = nullptr; bool else_defined = false; Branch() {} Branch(bool p_condition, Branch *p_parent) : parent(p_parent) { conditions.push_back(p_condition); } }; struct State { RBMap<String, Define *> defines; List<Branch> branches; Branch *current_branch = nullptr; int condition_depth = 0; RBSet<String> includes; List<uint64_t> cyclic_include_hashes; // Holds code hash of includes. int include_depth = 0; String current_filename; String current_shader_type; String error; List<FilePosition> include_positions; bool save_regions = false; RBMap<String, List<Region>> regions; Region *previous_region = nullptr; bool disabled = false; CompletionType completion_type = COMPLETION_TYPE_NONE; HashSet<Ref<ShaderInclude>> shader_includes; }; private: LocalVector<char32_t> output; State *state = nullptr; private: static bool is_char_word(char32_t p_char); static bool is_char_space(char32_t p_char); static bool is_char_end(char32_t p_char); static String vector_to_string(const LocalVector<char32_t> &p_v, int p_start = 0, int p_end = -1); static String tokens_to_string(const LocalVector<Token> &p_tokens); void _set_expected_error(const String &p_what, int p_line) { set_error(vformat(RTR("Expected a '%s'."), p_what), p_line); } void _set_unexpected_token_error(const String &p_what, int p_line) { set_error(vformat(RTR("Unexpected token: '%s'."), p_what), p_line); } void process_directive(Tokenizer *p_tokenizer); void process_define(Tokenizer *p_tokenizer); void process_elif(Tokenizer *p_tokenizer); void process_else(Tokenizer *p_tokenizer); void process_endif(Tokenizer *p_tokenizer); void process_if(Tokenizer *p_tokenizer); void process_ifdef(Tokenizer *p_tokenizer); void process_ifndef(Tokenizer *p_tokenizer); void process_include(Tokenizer *p_tokenizer); void process_pragma(Tokenizer *p_tokenizer); void process_undef(Tokenizer *p_tokenizer); void add_region(int p_line, bool p_enabled, Region *p_parent_region); void start_branch_condition(Tokenizer *p_tokenizer, bool p_success, bool p_continue = false); Error expand_condition(const String &p_string, int p_line, String &r_result); void expand_output_macros(int p_start, int p_line); Error expand_macros(const String &p_string, int p_line, String &r_result); bool expand_macros_once(const String &p_line, int p_line_number, const RBMap<String, Define *>::Element *p_define_pair, String &r_expanded); bool find_match(const String &p_string, const String &p_value, int &r_index, int &r_index_start); String next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives); void add_to_output(const String &p_str); void set_error(const String &p_error, int p_line); static Define *create_define(const String &p_body); void clear_state(); Error preprocess(State *p_state, const String &p_code, String &r_result); public: typedef void (*IncludeCompletionFunction)(List<ScriptLanguage::CodeCompletionOption> *); Error preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, List<Region> *r_regions = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_defines = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr); static void get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords, bool p_ignore_context_keywords = false); static void get_pragma_list(List<String> *r_pragmas); ShaderPreprocessor(); ~ShaderPreprocessor(); }; #endif // SHADER_PREPROCESSOR_H