Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
103 lines
4.2 KiB
C++
103 lines
4.2 KiB
C++
/*************************************************************************/
|
|
/* shader_compiler_gles3.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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 SHADERCOMPILERGLES3_H
|
|
#define SHADERCOMPILERGLES3_H
|
|
|
|
#include "core/pair.h"
|
|
#include "servers/visual/shader_language.h"
|
|
#include "servers/visual/shader_types.h"
|
|
#include "servers/visual_server.h"
|
|
|
|
class ShaderCompilerGLES3 {
|
|
public:
|
|
struct IdentifierActions {
|
|
|
|
Map<StringName, Pair<int *, int> > render_mode_values;
|
|
Map<StringName, bool *> render_mode_flags;
|
|
Map<StringName, bool *> usage_flag_pointers;
|
|
Map<StringName, bool *> write_flag_pointers;
|
|
|
|
Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
|
|
};
|
|
|
|
struct GeneratedCode {
|
|
|
|
Vector<CharString> defines;
|
|
Vector<StringName> texture_uniforms;
|
|
Vector<ShaderLanguage::DataType> texture_types;
|
|
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
|
|
|
|
Vector<uint32_t> uniform_offsets;
|
|
uint32_t uniform_total_size;
|
|
String uniforms;
|
|
String vertex_global;
|
|
String vertex;
|
|
String fragment_global;
|
|
String fragment;
|
|
String light;
|
|
|
|
bool uses_fragment_time;
|
|
bool uses_vertex_time;
|
|
};
|
|
|
|
private:
|
|
ShaderLanguage parser;
|
|
|
|
struct DefaultIdentifierActions {
|
|
|
|
Map<StringName, String> renames;
|
|
Map<StringName, String> render_mode_defines;
|
|
Map<StringName, String> usage_defines;
|
|
};
|
|
|
|
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);
|
|
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, bool p_use_scope = true);
|
|
|
|
StringName current_func_name;
|
|
StringName vertex_name;
|
|
StringName fragment_name;
|
|
StringName light_name;
|
|
StringName time_name;
|
|
|
|
Set<StringName> used_name_defines;
|
|
Set<StringName> used_flag_pointers;
|
|
Set<StringName> used_rmode_defines;
|
|
Set<StringName> internal_functions;
|
|
|
|
DefaultIdentifierActions actions[VS::SHADER_MAX];
|
|
|
|
public:
|
|
Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
|
|
|
|
ShaderCompilerGLES3();
|
|
};
|
|
|
|
#endif // SHADERCOMPILERGLES3_H
|