277b24dfb7
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
103 lines
4.2 KiB
C++
103 lines
4.2 KiB
C++
/*************************************************************************/
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/* shader_compiler_gles3.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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#ifndef SHADERCOMPILERGLES3_H
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#define SHADERCOMPILERGLES3_H
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#include "core/pair.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 ShaderCompilerGLES3 {
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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> defines;
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Vector<StringName> texture_uniforms;
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Vector<ShaderLanguage::DataType> texture_types;
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Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
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Vector<uint32_t> uniform_offsets;
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uint32_t uniform_total_size;
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String uniforms;
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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(ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
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String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning);
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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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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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ShaderCompilerGLES3();
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};
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#endif // SHADERCOMPILERGLES3_H
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