0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
356 lines
12 KiB
C++
356 lines
12 KiB
C++
/*************************************************************************/
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/* test_shader_lang.cpp */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#include "test_shader_lang.h"
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#include "core/os/file_access.h"
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#include "core/os/main_loop.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "scene/gui/control.h"
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#include "scene/gui/text_edit.h"
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#include "servers/rendering/shader_language.h"
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typedef ShaderLanguage SL;
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namespace TestShaderLang {
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static String _mktab(int p_level) {
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String tb;
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for (int i = 0; i < p_level; i++) {
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tb += "\t";
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}
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return tb;
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}
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static String _typestr(SL::DataType p_type) {
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return ShaderLanguage::get_datatype_name(p_type);
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}
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static String _prestr(SL::DataPrecision p_pres) {
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switch (p_pres) {
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case SL::PRECISION_LOWP:
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return "lowp ";
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case SL::PRECISION_MEDIUMP:
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return "mediump ";
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case SL::PRECISION_HIGHP:
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return "highp ";
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case SL::PRECISION_DEFAULT:
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return "";
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}
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return "";
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}
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static String _opstr(SL::Operator p_op) {
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return ShaderLanguage::get_operator_text(p_op);
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}
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static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
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switch (p_type) {
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case SL::TYPE_BOOL:
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return p_values[0].boolean ? "true" : "false";
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case SL::TYPE_BVEC2:
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return String() + "bvec2(" + (p_values[0].boolean ? "true" : "false") + (p_values[1].boolean ? "true" : "false") + ")";
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case SL::TYPE_BVEC3:
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return String() + "bvec3(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + ")";
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case SL::TYPE_BVEC4:
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return String() + "bvec4(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + "," + (p_values[3].boolean ? "true" : "false") + ")";
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case SL::TYPE_INT:
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return rtos(p_values[0].sint);
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case SL::TYPE_IVEC2:
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return String() + "ivec2(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + ")";
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case SL::TYPE_IVEC3:
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return String() + "ivec3(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + ")";
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case SL::TYPE_IVEC4:
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return String() + "ivec4(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + "," + rtos(p_values[3].sint) + ")";
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case SL::TYPE_UINT:
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return rtos(p_values[0].real);
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case SL::TYPE_UVEC2:
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return String() + "uvec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
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case SL::TYPE_UVEC3:
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return String() + "uvec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
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case SL::TYPE_UVEC4:
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return String() + "uvec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
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case SL::TYPE_FLOAT:
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return rtos(p_values[0].real);
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case SL::TYPE_VEC2:
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return String() + "vec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
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case SL::TYPE_VEC3:
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return String() + "vec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
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case SL::TYPE_VEC4:
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return String() + "vec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
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default:
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ERR_FAIL_V(String());
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}
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}
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static String dump_node_code(SL::Node *p_node, int p_level) {
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String code;
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switch (p_node->type) {
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case SL::Node::TYPE_SHADER: {
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SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
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String ucode = "uniform ";
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ucode += _prestr(E->get().precision);
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ucode += _typestr(E->get().type);
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ucode += " " + String(E->key());
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if (E->get().default_value.size()) {
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ucode += " = " + get_constant_text(E->get().type, E->get().default_value);
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}
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static const char *hint_name[SL::ShaderNode::Uniform::HINT_MAX] = {
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"",
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"color",
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"range",
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"albedo",
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"normal",
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"black",
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"white"
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};
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if (E->get().hint)
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ucode += " : " + String(hint_name[E->get().hint]);
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code += ucode + "\n";
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}
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for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
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String vcode = "varying ";
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vcode += _prestr(E->get().precision);
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vcode += _typestr(E->get().type);
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vcode += " " + String(E->key());
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code += vcode + "\n";
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}
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for (int i = 0; i < pnode->functions.size(); i++) {
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SL::FunctionNode *fnode = pnode->functions[i].function;
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String header;
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header = _typestr(fnode->return_type) + " " + fnode->name + "(";
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for (int j = 0; j < fnode->arguments.size(); j++) {
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if (j > 0)
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header += ", ";
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header += _prestr(fnode->arguments[j].precision) + _typestr(fnode->arguments[j].type) + " " + fnode->arguments[j].name;
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}
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header += ")\n";
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code += header;
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code += dump_node_code(fnode->body, p_level + 1);
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}
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//code+=dump_node_code(pnode->body,p_level);
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} break;
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case SL::Node::TYPE_STRUCT: {
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} break;
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case SL::Node::TYPE_FUNCTION: {
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} break;
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case SL::Node::TYPE_BLOCK: {
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SL::BlockNode *bnode = (SL::BlockNode *)p_node;
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//variables
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code += _mktab(p_level - 1) + "{\n";
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for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) {
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code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + E->key() + ";\n";
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}
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for (int i = 0; i < bnode->statements.size(); i++) {
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String scode = dump_node_code(bnode->statements[i], p_level);
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if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) {
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code += scode; //use directly
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} else {
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code += _mktab(p_level) + scode + ";\n";
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}
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}
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code += _mktab(p_level - 1) + "}\n";
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} break;
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case SL::Node::TYPE_VARIABLE: {
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SL::VariableNode *vnode = (SL::VariableNode *)p_node;
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code = vnode->name;
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} break;
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case SL::Node::TYPE_VARIABLE_DECLARATION: {
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// FIXME: Implement
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} break;
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case SL::Node::TYPE_ARRAY: {
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SL::ArrayNode *vnode = (SL::ArrayNode *)p_node;
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code = vnode->name;
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} break;
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case SL::Node::TYPE_ARRAY_DECLARATION: {
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// FIXME: Implement
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} break;
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case SL::Node::TYPE_ARRAY_CONSTRUCT: {
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// FIXME: Implement
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} break;
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case SL::Node::TYPE_CONSTANT: {
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SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
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return get_constant_text(cnode->datatype, cnode->values);
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} break;
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case SL::Node::TYPE_OPERATOR: {
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SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
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switch (onode->op) {
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case SL::OP_ASSIGN:
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case SL::OP_ASSIGN_ADD:
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case SL::OP_ASSIGN_SUB:
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case SL::OP_ASSIGN_MUL:
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case SL::OP_ASSIGN_DIV:
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case SL::OP_ASSIGN_SHIFT_LEFT:
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case SL::OP_ASSIGN_SHIFT_RIGHT:
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case SL::OP_ASSIGN_MOD:
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case SL::OP_ASSIGN_BIT_AND:
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case SL::OP_ASSIGN_BIT_OR:
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case SL::OP_ASSIGN_BIT_XOR:
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code = dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level);
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break;
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case SL::OP_BIT_INVERT:
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case SL::OP_NEGATE:
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case SL::OP_NOT:
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case SL::OP_DECREMENT:
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case SL::OP_INCREMENT:
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code = _opstr(onode->op) + dump_node_code(onode->arguments[0], p_level);
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break;
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case SL::OP_POST_DECREMENT:
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case SL::OP_POST_INCREMENT:
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code = dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op);
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break;
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case SL::OP_CALL:
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case SL::OP_CONSTRUCT:
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code = dump_node_code(onode->arguments[0], p_level) + "(";
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for (int i = 1; i < onode->arguments.size(); i++) {
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if (i > 1)
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code += ", ";
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code += dump_node_code(onode->arguments[i], p_level);
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}
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code += ")";
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break;
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default: {
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code = "(" + dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")";
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break;
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}
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}
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} break;
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case SL::Node::TYPE_CONTROL_FLOW: {
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SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
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if (cfnode->flow_op == SL::FLOW_OP_IF) {
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code += _mktab(p_level) + "if (" + dump_node_code(cfnode->expressions[0], p_level) + ")\n";
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code += dump_node_code(cfnode->blocks[0], p_level + 1);
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if (cfnode->blocks.size() == 2) {
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code += _mktab(p_level) + "else\n";
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code += dump_node_code(cfnode->blocks[1], p_level + 1);
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}
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} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
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if (cfnode->blocks.size()) {
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code = "return " + dump_node_code(cfnode->blocks[0], p_level);
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} else {
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code = "return";
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}
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}
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} break;
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case SL::Node::TYPE_MEMBER: {
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SL::MemberNode *mnode = (SL::MemberNode *)p_node;
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code = dump_node_code(mnode->owner, p_level) + "." + mnode->name;
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} break;
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}
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return code;
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}
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static Error recreate_code(void *p_str, SL::ShaderNode *p_program) {
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String *str = (String *)p_str;
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*str = dump_node_code(p_program, 0);
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return OK;
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}
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MainLoop *test() {
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List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
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if (cmdlargs.empty()) {
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//try editor!
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print_line("usage: godot -test shader_lang <shader>");
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return nullptr;
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}
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String test = cmdlargs.back()->get();
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FileAccess *fa = FileAccess::open(test, FileAccess::READ);
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if (!fa) {
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ERR_FAIL_V(nullptr);
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}
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String code;
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while (true) {
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CharType c = fa->get_8();
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if (fa->eof_reached())
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break;
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code += c;
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}
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SL sl;
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print_line("tokens:\n\n" + sl.token_debug(code));
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Map<StringName, SL::FunctionInfo> dt;
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dt["fragment"].built_ins["ALBEDO"] = SL::TYPE_VEC3;
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dt["fragment"].can_discard = true;
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Vector<StringName> rm;
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rm.push_back("popo");
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Set<String> types;
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types.insert("spatial");
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Error err = sl.compile(code, dt, rm, types, nullptr);
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if (err) {
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print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
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return nullptr;
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} else {
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String code2;
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recreate_code(&code2, sl.get_shader());
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print_line("code:\n\n" + code2);
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}
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return nullptr;
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}
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} // namespace TestShaderLang
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