godot/servers/visual/shader_language.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* shader_language.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "core/list.h"
#include "core/map.h"
#include "core/script_language.h"
#include "core/string_name.h"
#include "core/typedefs.h"
#include "core/ustring.h"
#include "core/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_SAMPLER2DARRAY,
TK_TYPE_ISAMPLER2DARRAY,
TK_TYPE_USAMPLER2DARRAY,
TK_TYPE_SAMPLER3D,
TK_TYPE_ISAMPLER3D,
TK_TYPE_USAMPLER3D,
TK_TYPE_SAMPLERCUBE,
TK_INTERPOLATION_FLAT,
TK_INTERPOLATION_SMOOTH,
TK_CONST,
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_DEFAULT,
TK_CF_BREAK,
TK_CF_CONTINUE,
TK_CF_RETURN,
TK_CF_DISCARD,
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_SAMPLER2DARRAY,
TYPE_ISAMPLER2DARRAY,
TYPE_USAMPLER2DARRAY,
TYPE_SAMPLER3D,
TYPE_ISAMPLER3D,
TYPE_USAMPLER3D,
TYPE_SAMPLERCUBE,
};
enum DataPrecision {
PRECISION_LOWP,
PRECISION_MEDIUMP,
PRECISION_HIGHP,
PRECISION_DEFAULT,
};
enum DataInterpolation {
INTERPOLATION_FLAT,
INTERPOLATION_SMOOTH,
};
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_CASE,
FLOW_OP_DEFAULT,
FLOW_OP_CONTINUE,
FLOW_OP_DISCARD
};
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_VARIABLE_DECLARATION,
TYPE_CONSTANT,
TYPE_OPERATOR,
TYPE_CONTROL_FLOW,
TYPE_MEMBER,
TYPE_ARRAY,
TYPE_ARRAY_DECLARATION,
};
Type type;
virtual DataType get_datatype() const { return TYPE_VOID; }
Node(Type t) :
next(NULL),
type(t) {}
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() :
Node(TYPE_OPERATOR),
return_cache(TYPE_VOID),
return_precision_cache(PRECISION_DEFAULT),
op(OP_EQUAL) {}
};
struct VariableNode : public Node {
DataType datatype_cache;
StringName name;
virtual DataType get_datatype() const { return datatype_cache; }
bool is_const;
VariableNode() :
Node(TYPE_VARIABLE),
datatype_cache(TYPE_VOID),
is_const(false) {}
};
struct VariableDeclarationNode : public Node {
DataPrecision precision;
DataType datatype;
bool is_const;
struct Declaration {
StringName name;
Node *initializer;
};
Vector<Declaration> declarations;
virtual DataType get_datatype() const { return datatype; }
VariableDeclarationNode() :
Node(TYPE_VARIABLE_DECLARATION),
precision(PRECISION_DEFAULT),
datatype(TYPE_VOID),
is_const(false) {}
};
struct ArrayNode : public Node {
DataType datatype_cache;
StringName name;
Node *index_expression;
Node *call_expression;
bool is_const;
virtual DataType get_datatype() const { return datatype_cache; }
ArrayNode() :
Node(TYPE_ARRAY),
datatype_cache(TYPE_VOID),
index_expression(NULL),
call_expression(NULL),
is_const(false) {}
};
struct ArrayDeclarationNode : public Node {
DataPrecision precision;
DataType datatype;
bool is_const;
struct Declaration {
StringName name;
uint32_t size;
Vector<Node *> initializer;
};
Vector<Declaration> declarations;
virtual DataType get_datatype() const { return datatype; }
ArrayDeclarationNode() :
Node(TYPE_ARRAY_DECLARATION),
precision(PRECISION_DEFAULT),
datatype(TYPE_VOID),
is_const(false) {}
};
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() :
Node(TYPE_CONSTANT),
datatype(TYPE_VOID) {}
};
struct FunctionNode;
struct BlockNode : public Node {
FunctionNode *parent_function;
BlockNode *parent_block;
enum BlockType {
BLOCK_TYPE_STANDART,
BLOCK_TYPE_SWITCH,
BLOCK_TYPE_CASE,
BLOCK_TYPE_DEFAULT,
};
int block_type;
struct Variable {
DataType type;
DataPrecision precision;
int line; //for completion
int array_size;
bool is_const;
};
Map<StringName, Variable> variables;
List<Node *> statements;
bool single_statement;
BlockNode() :
Node(TYPE_BLOCK),
parent_function(NULL),
parent_block(NULL),
block_type(BLOCK_TYPE_STANDART),
single_statement(false) {}
};
struct ControlFlowNode : public Node {
FlowOperation flow_op;
Vector<Node *> expressions;
Vector<BlockNode *> blocks;
ControlFlowNode() :
Node(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() :
Node(TYPE_MEMBER),
basetype(TYPE_VOID),
datatype(TYPE_VOID),
owner(NULL) {}
};
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;
bool can_discard;
FunctionNode() :
Node(TYPE_FUNCTION),
return_type(TYPE_VOID),
return_precision(PRECISION_DEFAULT),
body(NULL),
can_discard(false) {}
};
struct ShaderNode : public Node {
struct Constant {
DataType type;
DataPrecision precision;
ConstantNode *initializer;
};
struct Function {
StringName name;
FunctionNode *function;
Set<StringName> uses_function;
bool callable;
};
struct Varying {
DataType type;
DataInterpolation interpolation;
DataPrecision precision;
int array_size;
Varying() :
type(TYPE_VOID),
interpolation(INTERPOLATION_FLAT),
precision(PRECISION_DEFAULT),
array_size(0) {}
};
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 precision;
Vector<ConstantNode::Value> default_value;
Hint hint;
float hint_range[3];
Uniform() :
order(0),
texture_order(0),
type(TYPE_VOID),
precision(PRECISION_DEFAULT),
hint(HINT_NONE) {
hint_range[0] = 0.0f;
hint_range[1] = 1.0f;
hint_range[2] = 0.001f;
}
};
Map<StringName, Constant> constants;
Map<StringName, Varying> varyings;
Map<StringName, Uniform> uniforms;
Vector<StringName> render_modes;
Vector<Function> functions;
ShaderNode() :
Node(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 bool is_token_variable_datatype(TokenType p_type);
static DataType get_token_datatype(TokenType p_type);
static bool is_token_interpolation(TokenType p_type);
static DataInterpolation get_token_interpolation(TokenType p_type);
static bool is_token_precision(TokenType p_type);
static DataPrecision get_token_precision(TokenType p_type);
static String get_precision_name(DataPrecision 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 int get_cardinality(DataType p_type);
static bool is_scalar_type(DataType p_type);
static bool is_sampler_type(DataType p_type);
static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
static void get_keyword_list(List<String> *r_keywords);
static void get_builtin_funcs(List<String> *r_keywords);
struct BuiltInInfo {
DataType type;
bool constant;
BuiltInInfo() :
type(TYPE_VOID),
constant(false) {}
BuiltInInfo(DataType p_type, bool p_constant = false) :
type(p_type),
constant(p_constant) {}
};
struct FunctionInfo {
Map<StringName, BuiltInInfo> built_ins;
bool can_discard;
};
static bool has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name);
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,
IDENTIFIER_CONSTANT,
};
bool _find_identifier(const BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL, bool *r_is_const = NULL, int *r_array_size = NULL);
bool _is_operator_assign(Operator p_op) const;
bool _validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types, String *r_message = NULL);
bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = NULL);
enum SubClassTag {
TAG_GLOBAL,
TAG_ARRAY,
};
struct BuiltinFuncDef {
enum { MAX_ARGS = 5 };
const char *name;
DataType rettype;
const DataType args[MAX_ARGS];
SubClassTag tag;
bool high_end;
};
struct BuiltinFuncOutArgs { //arguments used as out in built in functions
const char *name;
int argument;
};
CompletionType completion_type;
int completion_line;
BlockNode *completion_block;
DataType completion_base;
SubClassTag completion_class;
StringName completion_function;
int completion_argument;
bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier);
static const BuiltinFuncDef builtin_func_defs[];
static const BuiltinFuncOutArgs builtin_func_out_args[];
Error _validate_datatype(DataType p_type);
bool _validate_function_call(BlockNode *p_block, OperatorNode *p_func, DataType *r_ret_type);
bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL);
Node *_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &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, BuiltInInfo> &p_builtin_types);
Error _parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
String _get_shader_type_list(const Set<String> &p_shader_types) const;
Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types);
Error _find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op);
Error _find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op);
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, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types);
Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, List<ScriptCodeCompletionOption> *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