1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
101 lines
4.3 KiB
C++
101 lines
4.3 KiB
C++
/**************************************************************************/
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/* shader_compiler_gles2.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_GLES2_H
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#define SHADER_COMPILER_GLES2_H
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#include "core/pair.h"
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#include "core/string_builder.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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class ShaderCompilerGLES2 {
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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, bool *> write_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> custom_defines;
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Vector<StringName> uniforms;
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Vector<StringName> texture_uniforms;
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Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
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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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bool uses_fragment_time;
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bool uses_vertex_time;
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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(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_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_use_scope = true);
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const ShaderLanguage::ShaderNode *shader;
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const ShaderLanguage::FunctionNode *function;
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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 light_name;
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StringName time_name;
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Set<StringName> used_name_defines;
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Set<StringName> used_flag_pointers;
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Set<StringName> used_rmode_defines;
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Set<StringName> internal_functions;
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Set<StringName> fragment_varyings;
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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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ShaderCompilerGLES2();
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};
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#endif // SHADER_COMPILER_GLES2_H
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