godot/drivers/gles3/shader_compiler_gles3.cpp
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00

947 lines
35 KiB
C++

/*************************************************************************/
/* shader_compiler_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "shader_compiler_gles3.h"
#include "os/os.h"
#define SL ShaderLanguage
static String _mktab(int p_level) {
String tb;
for (int i = 0; i < p_level; i++) {
tb += "\t";
}
return tb;
}
static String _typestr(SL::DataType p_type) {
return ShaderLanguage::get_datatype_name(p_type);
}
static int _get_datatype_size(SL::DataType p_type) {
switch (p_type) {
case SL::TYPE_VOID: return 0;
case SL::TYPE_BOOL: return 4;
case SL::TYPE_BVEC2: return 8;
case SL::TYPE_BVEC3: return 12;
case SL::TYPE_BVEC4: return 16;
case SL::TYPE_INT: return 4;
case SL::TYPE_IVEC2: return 8;
case SL::TYPE_IVEC3: return 12;
case SL::TYPE_IVEC4: return 16;
case SL::TYPE_UINT: return 4;
case SL::TYPE_UVEC2: return 8;
case SL::TYPE_UVEC3: return 12;
case SL::TYPE_UVEC4: return 16;
case SL::TYPE_FLOAT: return 4;
case SL::TYPE_VEC2: return 8;
case SL::TYPE_VEC3: return 12;
case SL::TYPE_VEC4: return 16;
case SL::TYPE_MAT2:
return 32; //4 * 4 + 4 * 4
case SL::TYPE_MAT3:
return 48; // 4 * 4 + 4 * 4 + 4 * 4
case SL::TYPE_MAT4: return 64;
case SL::TYPE_SAMPLER2D: return 16;
case SL::TYPE_ISAMPLER2D: return 16;
case SL::TYPE_USAMPLER2D: return 16;
case SL::TYPE_SAMPLERCUBE: return 16;
}
ERR_FAIL_V(0);
}
static int _get_datatype_alignment(SL::DataType p_type) {
switch (p_type) {
case SL::TYPE_VOID: return 0;
case SL::TYPE_BOOL: return 4;
case SL::TYPE_BVEC2: return 8;
case SL::TYPE_BVEC3: return 16;
case SL::TYPE_BVEC4: return 16;
case SL::TYPE_INT: return 4;
case SL::TYPE_IVEC2: return 8;
case SL::TYPE_IVEC3: return 16;
case SL::TYPE_IVEC4: return 16;
case SL::TYPE_UINT: return 4;
case SL::TYPE_UVEC2: return 8;
case SL::TYPE_UVEC3: return 16;
case SL::TYPE_UVEC4: return 16;
case SL::TYPE_FLOAT: return 4;
case SL::TYPE_VEC2: return 8;
case SL::TYPE_VEC3: return 16;
case SL::TYPE_VEC4: return 16;
case SL::TYPE_MAT2: return 16;
case SL::TYPE_MAT3: return 16;
case SL::TYPE_MAT4: return 16;
case SL::TYPE_SAMPLER2D: return 16;
case SL::TYPE_ISAMPLER2D: return 16;
case SL::TYPE_USAMPLER2D: return 16;
case SL::TYPE_SAMPLERCUBE: return 16;
}
ERR_FAIL_V(0);
}
static String _interpstr(SL::DataInterpolation p_interp) {
switch (p_interp) {
case SL::INTERPOLATION_FLAT: return "flat ";
case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective ";
case SL::INTERPOLATION_SMOOTH: return "smooth ";
}
return "";
}
static String _prestr(SL::DataPrecision p_pres) {
switch (p_pres) {
case SL::PRECISION_LOWP: return "lowp ";
case SL::PRECISION_MEDIUMP: return "mediump ";
case SL::PRECISION_HIGHP: return "highp ";
case SL::PRECISION_DEFAULT: return "";
}
return "";
}
static String _qualstr(SL::ArgumentQualifier p_qual) {
switch (p_qual) {
case SL::ARGUMENT_QUALIFIER_IN: return "";
case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
}
return "";
}
static String _opstr(SL::Operator p_op) {
return SL::get_operator_text(p_op);
}
static String _mkid(const String &p_id) {
return "m_" + p_id;
}
static String f2sp0(float p_float) {
if (int(p_float) == p_float)
return itos(p_float) + ".0";
else
return rtoss(p_float);
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
switch (p_type) {
case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
case SL::TYPE_BVEC2:
case SL::TYPE_BVEC3:
case SL::TYPE_BVEC4: {
String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += p_values[i].boolean ? "true" : "false";
}
text += ")";
return text;
}
case SL::TYPE_INT: return itos(p_values[0].sint);
case SL::TYPE_IVEC2:
case SL::TYPE_IVEC3:
case SL::TYPE_IVEC4: {
String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += itos(p_values[i].sint);
}
text += ")";
return text;
} break;
case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
case SL::TYPE_UVEC2:
case SL::TYPE_UVEC3:
case SL::TYPE_UVEC4: {
String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += itos(p_values[i].uint) + "u";
}
text += ")";
return text;
} break;
case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4: {
String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += f2sp0(p_values[i].real);
}
text += ")";
return text;
} break;
case SL::TYPE_MAT2:
case SL::TYPE_MAT3:
case SL::TYPE_MAT4: {
String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += f2sp0(p_values[i].real);
}
text += ")";
return text;
} break;
default: ERR_FAIL_V(String());
}
}
void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
int fidx = -1;
for (int i = 0; i < p_node->functions.size(); i++) {
if (p_node->functions[i].name == p_for_func) {
fidx = i;
break;
}
}
ERR_FAIL_COND(fidx == -1);
for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
if (added.has(E->get())) {
continue; //was added already
}
_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
SL::FunctionNode *fnode = NULL;
for (int i = 0; i < p_node->functions.size(); i++) {
if (p_node->functions[i].name == E->get()) {
fnode = p_node->functions[i].function;
break;
}
}
ERR_FAIL_COND(!fnode);
r_to_add += "\n";
String header;
header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
for (int i = 0; i < fnode->arguments.size(); i++) {
if (i > 0)
header += ", ";
header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
}
header += ")\n";
r_to_add += header;
r_to_add += p_func_code[E->get()];
added.insert(E->get());
}
}
String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
String code;
switch (p_node->type) {
case SL::Node::TYPE_SHADER: {
SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
for (int i = 0; i < pnode->render_modes.size(); i++) {
if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
used_rmode_defines.insert(pnode->render_modes[i]);
}
if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
*p_actions.render_mode_flags[pnode->render_modes[i]] = true;
}
if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
*p.first = p.second;
}
}
int max_texture_uniforms = 0;
int max_uniforms = 0;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
if (SL::is_sampler_type(E->get().type))
max_texture_uniforms++;
else
max_uniforms++;
}
r_gen_code.texture_uniforms.resize(max_texture_uniforms);
r_gen_code.texture_hints.resize(max_texture_uniforms);
Vector<int> uniform_sizes;
Vector<int> uniform_alignments;
Vector<StringName> uniform_defines;
uniform_sizes.resize(max_uniforms);
uniform_alignments.resize(max_uniforms);
uniform_defines.resize(max_uniforms);
bool uses_uniforms = false;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
String ucode;
if (SL::is_sampler_type(E->get().type)) {
ucode = "uniform ";
}
ucode += _prestr(E->get().precission);
ucode += _typestr(E->get().type);
ucode += " " + _mkid(E->key());
ucode += ";\n";
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.vertex_global += ucode;
r_gen_code.fragment_global += ucode;
r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key());
r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
} else {
if (!uses_uniforms) {
r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
uses_uniforms = true;
}
uniform_defines.write[E->get().order] = ucode;
uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type);
uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type);
}
p_actions.uniforms->insert(E->key(), E->get());
}
for (int i = 0; i < max_uniforms; i++) {
r_gen_code.uniforms += uniform_defines[i];
}
#if 1
// add up
int offset = 0;
for (int i = 0; i < uniform_sizes.size(); i++) {
int align = offset % uniform_alignments[i];
if (align != 0) {
offset += uniform_alignments[i] - align;
}
r_gen_code.uniform_offsets.push_back(offset);
offset += uniform_sizes[i];
}
r_gen_code.uniform_total_size = offset;
if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
}
#else
// add up
for (int i = 0; i < uniform_sizes.size(); i++) {
if (i > 0) {
int align = uniform_sizes[i - 1] % uniform_alignments[i];
if (align != 0) {
uniform_sizes[i - 1] += uniform_alignments[i] - align;
}
uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
}
}
//offset
r_gen_code.uniform_offsets.resize(uniform_sizes.size());
for (int i = 0; i < uniform_sizes.size(); i++) {
if (i > 0)
r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
else
r_gen_code.uniform_offsets[i] = 0;
}
/*
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
if (SL::is_sampler_type(E->get().type)) {
continue;
}
print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
}
*/
if (uniform_sizes.size()) {
r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
} else {
r_gen_code.uniform_total_size = 0;
}
#endif
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
String vcode;
String interp_mode = _interpstr(E->get().interpolation);
vcode += _prestr(E->get().precission);
vcode += _typestr(E->get().type);
vcode += " " + _mkid(E->key());
vcode += ";\n";
r_gen_code.vertex_global += interp_mode + "out " + vcode;
r_gen_code.fragment_global += interp_mode + "in " + vcode;
}
Map<StringName, String> function_code;
//code for functions
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
//place functions in actual code
Set<StringName> added_vtx;
Set<StringName> added_fragment; //share for light
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
current_func_name = fnode->name;
if (fnode->name == vertex_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
r_gen_code.vertex = function_code[vertex_name];
}
if (fnode->name == fragment_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.fragment = function_code[fragment_name];
}
if (fnode->name == light_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.light = function_code[light_name];
}
}
//code+=dump_node_code(pnode->body,p_level);
} break;
case SL::Node::TYPE_FUNCTION: {
} break;
case SL::Node::TYPE_BLOCK: {
SL::BlockNode *bnode = (SL::BlockNode *)p_node;
//variables
if (!bnode->single_statement) {
code += _mktab(p_level - 1) + "{\n";
}
for (int i = 0; i < bnode->statements.size(); i++) {
String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
code += scode; //use directly
} else {
code += _mktab(p_level) + scode + ";\n";
}
}
if (!bnode->single_statement) {
code += _mktab(p_level - 1) + "}\n";
}
} break;
case SL::Node::TYPE_VARIABLE_DECLARATION: {
SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;
String declaration = _prestr(vdnode->precision) + _typestr(vdnode->datatype);
for (int i = 0; i < vdnode->declarations.size(); i++) {
if (i > 0) {
declaration += ",";
} else {
declaration += " ";
}
declaration += _mkid(vdnode->declarations[i].name);
if (vdnode->declarations[i].initializer) {
declaration += "=";
declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
}
code += declaration;
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
*p_actions.write_flag_pointers[vnode->name] = true;
}
if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
String define = p_default_actions.usage_defines[vnode->name];
if (define.begins_with("@")) {
define = p_default_actions.usage_defines[define.substr(1, define.length())];
}
r_gen_code.defines.push_back(define.utf8());
used_name_defines.insert(vnode->name);
}
if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
*p_actions.usage_flag_pointers[vnode->name] = true;
used_flag_pointers.insert(vnode->name);
}
if (p_default_actions.renames.has(vnode->name))
code = p_default_actions.renames[vnode->name];
else
code = _mkid(vnode->name);
if (vnode->name == time_name) {
if (current_func_name == vertex_name) {
r_gen_code.uses_vertex_time = true;
}
if (current_func_name == fragment_name || current_func_name == light_name) {
r_gen_code.uses_fragment_time = true;
}
}
} break;
case SL::Node::TYPE_CONSTANT: {
SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
return get_constant_text(cnode->datatype, cnode->values);
} break;
case SL::Node::TYPE_OPERATOR: {
SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
switch (onode->op) {
case SL::OP_ASSIGN:
case SL::OP_ASSIGN_ADD:
case SL::OP_ASSIGN_SUB:
case SL::OP_ASSIGN_MUL:
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
case SL::OP_ASSIGN_MOD:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR:
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT:
code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT: {
ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
if (onode->op == SL::OP_CONSTRUCT) {
code += String(vnode->name);
} else {
if (internal_functions.has(vnode->name)) {
code += vnode->name;
} else if (p_default_actions.renames.has(vnode->name)) {
code += p_default_actions.renames[vnode->name];
} else {
code += _mkid(vnode->name);
}
}
code += "(";
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1)
code += ", ";
code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
code += ")";
} break;
case SL::OP_INDEX: {
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "[";
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
} break;
case SL::OP_SELECT_IF: {
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "?";
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ":";
code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
default: {
code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")";
break;
}
}
} break;
case SL::Node::TYPE_CONTROL_FLOW: {
SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
if (cfnode->flow_op == SL::FLOW_OP_IF) {
code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
if (cfnode->blocks.size() == 2) {
code += _mktab(p_level) + "else\n";
code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
} else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";
code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
} else if (cfnode->flow_op == SL::FLOW_OP_FOR) {
String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
String middle = _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
String right = _dump_node_code(cfnode->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";
code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
if (cfnode->expressions.size()) {
code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";
} else {
code = "return;";
}
} else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
code = "discard;";
} else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {
code = "continue;";
} else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {
code = "break;";
}
} break;
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *mnode = (SL::MemberNode *)p_node;
code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
} break;
}
return code;
}
Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
if (err != OK) {
Vector<String> shader = p_code.split("\n");
for (int i = 0; i < shader.size(); i++) {
print_line(itos(i) + " " + shader[i]);
}
_err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
return err;
}
r_gen_code.defines.clear();
r_gen_code.vertex = String();
r_gen_code.vertex_global = String();
r_gen_code.fragment = String();
r_gen_code.fragment_global = String();
r_gen_code.light = String();
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
used_name_defines.clear();
used_rmode_defines.clear();
used_flag_pointers.clear();
_dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
if (r_gen_code.uniform_total_size) { //uniforms used?
int md = sizeof(float) * 4;
if (r_gen_code.uniform_total_size % md) {
r_gen_code.uniform_total_size += md - (r_gen_code.uniform_total_size % md);
}
r_gen_code.uniform_total_size += md; //pad just in case
}
return OK;
}
ShaderCompilerGLES3::ShaderCompilerGLES3() {
/** CANVAS ITEM SHADER **/
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
/** SPATIAL SHADER **/
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
//builtins
actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
//for light
actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
/* PARTICLES SHADER */
actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
vertex_name = "vertex";
fragment_name = "fragment";
light_name = "light";
time_name = "TIME";
List<String> func_list;
ShaderLanguage::get_builtin_funcs(&func_list);
for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
internal_functions.insert(E->get());
}
}