c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
165 lines
6.6 KiB
C++
165 lines
6.6 KiB
C++
/*************************************************************************/
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/* gd_compiler.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 GD_COMPILER_H
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#define GD_COMPILER_H
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#include "gd_parser.h"
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#include "gd_script.h"
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class GDCompiler {
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const GDParser *parser;
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struct CodeGen {
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GDScript *script;
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const GDParser::ClassNode *class_node;
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const GDParser::FunctionNode *function_node;
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bool debug_stack;
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List< Map<StringName,int> > stack_id_stack;
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Map<StringName,int> stack_identifiers;
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List<GDFunction::StackDebug> stack_debug;
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List< Map<StringName,int> > block_identifier_stack;
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Map<StringName,int> block_identifiers;
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void add_stack_identifier(const StringName& p_id,int p_stackpos) {
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stack_identifiers[p_id]=p_stackpos;
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if (debug_stack) {
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block_identifiers[p_id]=p_stackpos;
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GDFunction::StackDebug sd;
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sd.added=true;
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sd.line=current_line;
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sd.identifier=p_id;
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sd.pos=p_stackpos;
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stack_debug.push_back(sd);
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}
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}
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void push_stack_identifiers() {
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stack_id_stack.push_back( stack_identifiers );
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if (debug_stack) {
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block_identifier_stack.push_back(block_identifiers);
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block_identifiers.clear();
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}
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}
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void pop_stack_identifiers() {
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stack_identifiers = stack_id_stack.back()->get();
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stack_id_stack.pop_back();
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if (debug_stack) {
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for (Map<StringName,int>::Element *E=block_identifiers.front();E;E=E->next()) {
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GDFunction::StackDebug sd;
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sd.added=false;
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sd.identifier=E->key();
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sd.line=current_line;
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sd.pos=E->get();
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stack_debug.push_back(sd);
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}
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block_identifiers=block_identifier_stack.back()->get();
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block_identifier_stack.pop_back();
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}
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}
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//int get_identifier_pos(const StringName& p_dentifier) const;
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HashMap<Variant,int,VariantHasher> constant_map;
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Map<StringName,int> name_map;
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int get_name_map_pos(const StringName& p_identifier) {
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int ret;
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if (!name_map.has(p_identifier)) {
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ret=name_map.size();
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name_map[p_identifier]=ret;
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} else {
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ret=name_map[p_identifier];
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}
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return ret;
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}
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int get_constant_pos(const Variant& p_constant) {
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if (constant_map.has(p_constant))
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return constant_map[p_constant];
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int pos = constant_map.size();
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constant_map[p_constant]=pos;
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return pos;
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}
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Vector<int> opcodes;
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void alloc_stack(int p_level) { if (p_level >= stack_max) stack_max=p_level+1; }
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void alloc_call(int p_params) { if (p_params >= call_max) call_max=p_params; }
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int current_line;
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int stack_max;
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int call_max;
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};
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#if 0
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void _create_index(const GDParser::OperatorNode *on);
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void _create_call(const GDParser::OperatorNode *on);
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int _parse_expression(const GDParser::Node *p_expr,CodeGen& codegen);
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void _parse_block(GDParser::BlockNode *p_block);
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void _parse_function(GDParser::FunctionNode *p_func);
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Ref<GDScript> _parse_class(GDParser::ClassNode *p_class);
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#endif
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void _set_error(const String& p_error,const GDParser::Node *p_node);
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bool _create_unary_operator(CodeGen& codegen,const GDParser::OperatorNode *on,Variant::Operator op, int p_stack_level);
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bool _create_binary_operator(CodeGen& codegen,const GDParser::OperatorNode *on,Variant::Operator op, int p_stack_level,bool p_initializer=false);
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//int _parse_subexpression(CodeGen& codegen,const GDParser::BlockNode *p_block,const GDParser::Node *p_expression);
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int _parse_assign_right_expression(CodeGen& codegen,const GDParser::OperatorNode *p_expression, int p_stack_level);
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int _parse_expression(CodeGen& codegen,const GDParser::Node *p_expression, int p_stack_level,bool p_root=false,bool p_initializer=false);
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Error _parse_block(CodeGen& codegen,const GDParser::BlockNode *p_block,int p_stack_level=0,int p_break_addr=-1,int p_continue_addr=-1);
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Error _parse_function(GDScript *p_script,const GDParser::ClassNode *p_class,const GDParser::FunctionNode *p_func,bool p_for_ready=false);
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Error _parse_class(GDScript *p_script,GDScript *p_owner,const GDParser::ClassNode *p_class,bool p_keep_state);
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int err_line;
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int err_column;
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StringName source;
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String error;
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public:
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Error compile(const GDParser *p_parser, GDScript *p_script, bool p_keep_state=false);
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String get_error() const;
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int get_error_line() const;
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int get_error_column() const;
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GDCompiler();
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};
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#endif // COMPILER_H
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