godot/servers/visual/shader_language.h
2017-04-08 00:11:42 +02:00

616 lines
14 KiB
C++

/*************************************************************************/
/* shader_language.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#ifndef SHADER_LANGUAGE_H
#define SHADER_LANGUAGE_H
#include "list.h"
#include "map.h"
#include "string_db.h"
#include "typedefs.h"
#include "ustring.h"
#include "variant.h"
class ShaderLanguage {
public:
enum TokenType {
TK_EMPTY,
TK_IDENTIFIER,
TK_TRUE,
TK_FALSE,
TK_REAL_CONSTANT,
TK_INT_CONSTANT,
TK_TYPE_VOID,
TK_TYPE_BOOL,
TK_TYPE_BVEC2,
TK_TYPE_BVEC3,
TK_TYPE_BVEC4,
TK_TYPE_INT,
TK_TYPE_IVEC2,
TK_TYPE_IVEC3,
TK_TYPE_IVEC4,
TK_TYPE_UINT,
TK_TYPE_UVEC2,
TK_TYPE_UVEC3,
TK_TYPE_UVEC4,
TK_TYPE_FLOAT,
TK_TYPE_VEC2,
TK_TYPE_VEC3,
TK_TYPE_VEC4,
TK_TYPE_MAT2,
TK_TYPE_MAT3,
TK_TYPE_MAT4,
TK_TYPE_SAMPLER2D,
TK_TYPE_ISAMPLER2D,
TK_TYPE_USAMPLER2D,
TK_TYPE_SAMPLERCUBE,
TK_PRECISION_LOW,
TK_PRECISION_MID,
TK_PRECISION_HIGH,
TK_OP_EQUAL,
TK_OP_NOT_EQUAL,
TK_OP_LESS,
TK_OP_LESS_EQUAL,
TK_OP_GREATER,
TK_OP_GREATER_EQUAL,
TK_OP_AND,
TK_OP_OR,
TK_OP_NOT,
TK_OP_ADD,
TK_OP_SUB,
TK_OP_MUL,
TK_OP_DIV,
TK_OP_MOD,
TK_OP_SHIFT_LEFT,
TK_OP_SHIFT_RIGHT,
TK_OP_ASSIGN,
TK_OP_ASSIGN_ADD,
TK_OP_ASSIGN_SUB,
TK_OP_ASSIGN_MUL,
TK_OP_ASSIGN_DIV,
TK_OP_ASSIGN_MOD,
TK_OP_ASSIGN_SHIFT_LEFT,
TK_OP_ASSIGN_SHIFT_RIGHT,
TK_OP_ASSIGN_BIT_AND,
TK_OP_ASSIGN_BIT_OR,
TK_OP_ASSIGN_BIT_XOR,
TK_OP_BIT_AND,
TK_OP_BIT_OR,
TK_OP_BIT_XOR,
TK_OP_BIT_INVERT,
TK_OP_INCREMENT,
TK_OP_DECREMENT,
TK_CF_IF,
TK_CF_ELSE,
TK_CF_FOR,
TK_CF_WHILE,
TK_CF_DO,
TK_CF_SWITCH,
TK_CF_CASE,
TK_CF_BREAK,
TK_CF_CONTINUE,
TK_CF_RETURN,
TK_BRACKET_OPEN,
TK_BRACKET_CLOSE,
TK_CURLY_BRACKET_OPEN,
TK_CURLY_BRACKET_CLOSE,
TK_PARENTHESIS_OPEN,
TK_PARENTHESIS_CLOSE,
TK_QUESTION,
TK_COMMA,
TK_COLON,
TK_SEMICOLON,
TK_PERIOD,
TK_UNIFORM,
TK_VARYING,
TK_ARG_IN,
TK_ARG_OUT,
TK_ARG_INOUT,
TK_RENDER_MODE,
TK_HINT_WHITE_TEXTURE,
TK_HINT_BLACK_TEXTURE,
TK_HINT_NORMAL_TEXTURE,
TK_HINT_ANISO_TEXTURE,
TK_HINT_ALBEDO_TEXTURE,
TK_HINT_BLACK_ALBEDO_TEXTURE,
TK_HINT_COLOR,
TK_HINT_RANGE,
TK_SHADER_TYPE,
TK_CURSOR,
TK_ERROR,
TK_EOF,
TK_MAX
};
/* COMPILER */
// lame work around to Apple defining this as a macro in 10.12 SDK
#ifdef TYPE_BOOL
#undef TYPE_BOOL
#endif
enum DataType {
TYPE_VOID,
TYPE_BOOL,
TYPE_BVEC2,
TYPE_BVEC3,
TYPE_BVEC4,
TYPE_INT,
TYPE_IVEC2,
TYPE_IVEC3,
TYPE_IVEC4,
TYPE_UINT,
TYPE_UVEC2,
TYPE_UVEC3,
TYPE_UVEC4,
TYPE_FLOAT,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
TYPE_SAMPLER2D,
TYPE_ISAMPLER2D,
TYPE_USAMPLER2D,
TYPE_SAMPLERCUBE,
};
enum DataPrecision {
PRECISION_LOWP,
PRECISION_MEDIUMP,
PRECISION_HIGHP,
PRECISION_DEFAULT,
};
enum Operator {
OP_EQUAL,
OP_NOT_EQUAL,
OP_LESS,
OP_LESS_EQUAL,
OP_GREATER,
OP_GREATER_EQUAL,
OP_AND,
OP_OR,
OP_NOT,
OP_NEGATE,
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_SHIFT_LEFT,
OP_SHIFT_RIGHT,
OP_ASSIGN,
OP_ASSIGN_ADD,
OP_ASSIGN_SUB,
OP_ASSIGN_MUL,
OP_ASSIGN_DIV,
OP_ASSIGN_MOD,
OP_ASSIGN_SHIFT_LEFT,
OP_ASSIGN_SHIFT_RIGHT,
OP_ASSIGN_BIT_AND,
OP_ASSIGN_BIT_OR,
OP_ASSIGN_BIT_XOR,
OP_BIT_AND,
OP_BIT_OR,
OP_BIT_XOR,
OP_BIT_INVERT,
OP_INCREMENT,
OP_DECREMENT,
OP_SELECT_IF,
OP_SELECT_ELSE, //used only internally, then only IF appears with 3 arguments
OP_POST_INCREMENT,
OP_POST_DECREMENT,
OP_CALL,
OP_CONSTRUCT,
OP_INDEX,
OP_MAX
};
enum FlowOperation {
FLOW_OP_IF,
FLOW_OP_RETURN,
FLOW_OP_FOR,
FLOW_OP_WHILE,
FLOW_OP_DO,
FLOW_OP_BREAK,
FLOW_OP_SWITCH,
FLOW_OP_CONTINUE
};
enum ArgumentQualifier {
ARGUMENT_QUALIFIER_IN,
ARGUMENT_QUALIFIER_OUT,
ARGUMENT_QUALIFIER_INOUT,
};
struct Node {
Node *next;
enum Type {
TYPE_SHADER,
TYPE_FUNCTION,
TYPE_BLOCK,
TYPE_VARIABLE,
TYPE_CONSTANT,
TYPE_OPERATOR,
TYPE_CONTROL_FLOW,
TYPE_MEMBER
};
Type type;
virtual DataType get_datatype() const { return TYPE_VOID; }
virtual ~Node() {}
};
template <class T>
T *alloc_node() {
T *node = memnew(T);
node->next = nodes;
nodes = node;
return node;
}
Node *nodes;
struct OperatorNode : public Node {
DataType return_cache;
DataPrecision return_precision_cache;
Operator op;
Vector<Node *> arguments;
virtual DataType get_datatype() const { return return_cache; }
OperatorNode() {
type = TYPE_OPERATOR;
return_cache = TYPE_VOID;
return_precision_cache = PRECISION_DEFAULT;
}
};
struct VariableNode : public Node {
DataType datatype_cache;
StringName name;
virtual DataType get_datatype() const { return datatype_cache; }
VariableNode() {
type = TYPE_VARIABLE;
datatype_cache = TYPE_VOID;
}
};
struct ConstantNode : public Node {
DataType datatype;
union Value {
bool boolean;
float real;
int32_t sint;
uint32_t uint;
};
Vector<Value> values;
virtual DataType get_datatype() const { return datatype; }
ConstantNode() { type = TYPE_CONSTANT; }
};
struct FunctionNode;
struct BlockNode : public Node {
FunctionNode *parent_function;
BlockNode *parent_block;
struct Variable {
DataType type;
DataPrecision precision;
int line; //for completion
};
Map<StringName, Variable> variables;
List<Node *> statements;
BlockNode() {
type = TYPE_BLOCK;
parent_block = NULL;
parent_function = NULL;
}
};
struct ControlFlowNode : public Node {
FlowOperation flow_op;
Vector<Node *> expressions;
Vector<BlockNode *> blocks;
ControlFlowNode() {
type = TYPE_CONTROL_FLOW;
flow_op = FLOW_OP_IF;
}
};
struct MemberNode : public Node {
DataType basetype;
DataType datatype;
StringName name;
Node *owner;
virtual DataType get_datatype() const { return datatype; }
MemberNode() { type = TYPE_MEMBER; }
};
struct FunctionNode : public Node {
struct Argument {
ArgumentQualifier qualifier;
StringName name;
DataType type;
DataPrecision precision;
};
StringName name;
DataType return_type;
DataPrecision return_precision;
Vector<Argument> arguments;
BlockNode *body;
FunctionNode() {
type = TYPE_FUNCTION;
return_precision = PRECISION_DEFAULT;
}
};
struct ShaderNode : public Node {
struct Function {
StringName name;
FunctionNode *function;
Set<StringName> uses_function;
bool callable;
};
struct Varying {
DataType type;
DataPrecision precission;
};
struct Uniform {
enum Hint {
HINT_NONE,
HINT_COLOR,
HINT_RANGE,
HINT_ALBEDO,
HINT_BLACK_ALBEDO,
HINT_NORMAL,
HINT_BLACK,
HINT_WHITE,
HINT_ANISO,
HINT_MAX
};
int order;
int texture_order;
DataType type;
DataPrecision precission;
Vector<ConstantNode::Value> default_value;
Hint hint;
float hint_range[3];
Uniform() {
hint = HINT_NONE;
hint_range[0] = 0;
hint_range[1] = 1;
hint_range[2] = 0.001;
}
};
Map<StringName, Varying> varyings;
Map<StringName, Uniform> uniforms;
Vector<StringName> render_modes;
Vector<Function> functions;
ShaderNode() { type = TYPE_SHADER; }
};
struct Expression {
bool is_op;
union {
Operator op;
Node *node;
};
};
struct VarInfo {
StringName name;
DataType type;
};
enum CompletionType {
COMPLETION_NONE,
COMPLETION_RENDER_MODE,
COMPLETION_MAIN_FUNCTION,
COMPLETION_IDENTIFIER,
COMPLETION_FUNCTION_CALL,
COMPLETION_CALL_ARGUMENTS,
COMPLETION_INDEX,
};
struct Token {
TokenType type;
StringName text;
double constant;
uint16_t line;
};
static String get_operator_text(Operator p_op);
static String get_token_text(Token p_token);
static bool is_token_datatype(TokenType p_type);
static DataType get_token_datatype(TokenType p_type);
static bool is_token_precision(TokenType p_type);
static DataPrecision get_token_precision(TokenType p_type);
static String get_datatype_name(DataType p_type);
static bool is_token_nonvoid_datatype(TokenType p_type);
static bool is_token_operator(TokenType p_type);
static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = NULL);
static DataType get_scalar_type(DataType p_type);
static bool is_scalar_type(DataType p_type);
static bool is_sampler_type(DataType p_type);
static void get_keyword_list(List<String> *r_keywords);
static void get_builtin_funcs(List<String> *r_keywords);
private:
struct KeyWord {
TokenType token;
const char *text;
};
static const KeyWord keyword_list[];
bool error_set;
String error_str;
int error_line;
String code;
int char_idx;
int tk_line;
StringName current_function;
struct TkPos {
int char_idx;
int tk_line;
};
TkPos _get_tkpos() {
TkPos tkp;
tkp.char_idx = char_idx;
tkp.tk_line = tk_line;
return tkp;
}
void _set_tkpos(TkPos p_pos) {
char_idx = p_pos.char_idx;
tk_line = p_pos.tk_line;
}
void _set_error(const String &p_str) {
if (error_set)
return;
error_line = tk_line;
error_set = true;
error_str = p_str;
}
static const char *token_names[TK_MAX];
Token _make_token(TokenType p_type, const StringName &p_text = StringName());
Token _get_token();
ShaderNode *shader;
enum IdentifierType {
IDENTIFIER_FUNCTION,
IDENTIFIER_UNIFORM,
IDENTIFIER_VARYING,
IDENTIFIER_FUNCTION_ARGUMENT,
IDENTIFIER_LOCAL_VAR,
IDENTIFIER_BUILTIN_VAR,
};
bool _find_identifier(const BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL);
bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = NULL);
struct BuiltinFuncDef {
enum { MAX_ARGS = 5 };
const char *name;
DataType rettype;
const DataType args[MAX_ARGS];
};
CompletionType completion_type;
int completion_line;
BlockNode *completion_block;
DataType completion_base;
StringName completion_function;
int completion_argument;
bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier);
static const BuiltinFuncDef builtin_func_defs[];
bool _validate_function_call(BlockNode *p_block, OperatorNode *p_func, DataType *r_ret_type);
bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL);
Node *_parse_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
Error _parse_block(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
Error _parse_shader(const Map<StringName, Map<StringName, DataType> > &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types);
public:
//static void get_keyword_list(ShaderType p_type,List<String> *p_keywords);
void clear();
static String get_shader_type(const String &p_code);
Error compile(const String &p_code, const Map<StringName, Map<StringName, DataType> > &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types);
Error complete(const String &p_code, const Map<StringName, Map<StringName, DataType> > &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types, List<String> *r_options, String &r_call_hint);
String get_error_text();
int get_error_line();
ShaderNode *get_shader();
String token_debug(const String &p_code);
ShaderLanguage();
~ShaderLanguage();
};
#endif // SHADER_LANGUAGE_H