godot/tests/test_shader_lang.cpp
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00

360 lines
12 KiB
C++

/*************************************************************************/
/* test_shader_lang.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "test_shader_lang.h"
#include "core/io/file_access.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
#include "core/string/print_string.h"
#include "scene/gui/control.h"
#include "scene/gui/text_edit.h"
#include "servers/rendering/shader_language.h"
typedef ShaderLanguage SL;
namespace TestShaderLang {
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 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 _opstr(SL::Operator p_op) {
return ShaderLanguage::get_operator_text(p_op);
}
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:
return String() + "bvec2(" + (p_values[0].boolean ? "true" : "false") + (p_values[1].boolean ? "true" : "false") + ")";
case SL::TYPE_BVEC3:
return String() + "bvec3(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + ")";
case SL::TYPE_BVEC4:
return String() + "bvec4(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + "," + (p_values[3].boolean ? "true" : "false") + ")";
case SL::TYPE_INT:
return rtos(p_values[0].sint);
case SL::TYPE_IVEC2:
return String() + "ivec2(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + ")";
case SL::TYPE_IVEC3:
return String() + "ivec3(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + ")";
case SL::TYPE_IVEC4:
return String() + "ivec4(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + "," + rtos(p_values[3].sint) + ")";
case SL::TYPE_UINT:
return rtos(p_values[0].real);
case SL::TYPE_UVEC2:
return String() + "uvec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
case SL::TYPE_UVEC3:
return String() + "uvec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
case SL::TYPE_UVEC4:
return String() + "uvec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
case SL::TYPE_FLOAT:
return rtos(p_values[0].real);
case SL::TYPE_VEC2:
return String() + "vec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
case SL::TYPE_VEC3:
return String() + "vec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
case SL::TYPE_VEC4:
return String() + "vec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
default:
ERR_FAIL_V(String());
}
}
static String dump_node_code(SL::Node *p_node, int p_level) {
String code;
switch (p_node->type) {
case SL::Node::TYPE_SHADER: {
SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
String ucode = "uniform ";
ucode += _prestr(E->get().precision);
ucode += _typestr(E->get().type);
ucode += " " + String(E->key());
if (E->get().default_value.size()) {
ucode += " = " + get_constant_text(E->get().type, E->get().default_value);
}
static const char *hint_name[SL::ShaderNode::Uniform::HINT_MAX] = {
"",
"color",
"range",
"albedo",
"normal",
"black",
"white"
};
if (E->get().hint) {
ucode += " : " + String(hint_name[E->get().hint]);
}
code += ucode + "\n";
}
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
String vcode = "varying ";
vcode += _prestr(E->get().precision);
vcode += _typestr(E->get().type);
vcode += " " + String(E->key());
code += vcode + "\n";
}
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
String header;
header = _typestr(fnode->return_type) + " " + fnode->name + "(";
for (int j = 0; j < fnode->arguments.size(); j++) {
if (j > 0) {
header += ", ";
}
header += _prestr(fnode->arguments[j].precision) + _typestr(fnode->arguments[j].type) + " " + fnode->arguments[j].name;
}
header += ")\n";
code += header;
code += dump_node_code(fnode->body, p_level + 1);
}
//code+=dump_node_code(pnode->body,p_level);
} break;
case SL::Node::TYPE_STRUCT: {
} break;
case SL::Node::TYPE_FUNCTION: {
} break;
case SL::Node::TYPE_BLOCK: {
SL::BlockNode *bnode = (SL::BlockNode *)p_node;
//variables
code += _mktab(p_level - 1) + "{\n";
for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) {
code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + E->key() + ";\n";
}
for (int i = 0; i < bnode->statements.size(); i++) {
String scode = dump_node_code(bnode->statements[i], p_level);
if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) {
code += scode; //use directly
} else {
code += _mktab(p_level) + scode + ";\n";
}
}
code += _mktab(p_level - 1) + "}\n";
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
code = vnode->name;
} break;
case SL::Node::TYPE_VARIABLE_DECLARATION: {
// FIXME: Implement
} break;
case SL::Node::TYPE_ARRAY: {
SL::ArrayNode *vnode = (SL::ArrayNode *)p_node;
code = vnode->name;
} break;
case SL::Node::TYPE_ARRAY_DECLARATION: {
// FIXME: Implement
} break;
case SL::Node::TYPE_ARRAY_CONSTRUCT: {
// FIXME: Implement
} 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) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level);
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);
break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
code = dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT:
code = dump_node_code(onode->arguments[0], p_level) + "(";
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1) {
code += ", ";
}
code += dump_node_code(onode->arguments[i], p_level);
}
code += ")";
break;
default: {
code = "(" + dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")";
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) + ")\n";
code += dump_node_code(cfnode->blocks[0], p_level + 1);
if (cfnode->blocks.size() == 2) {
code += _mktab(p_level) + "else\n";
code += dump_node_code(cfnode->blocks[1], p_level + 1);
}
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
if (cfnode->blocks.size()) {
code = "return " + dump_node_code(cfnode->blocks[0], p_level);
} else {
code = "return";
}
}
} break;
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *mnode = (SL::MemberNode *)p_node;
code = dump_node_code(mnode->owner, p_level) + "." + mnode->name;
} break;
}
return code;
}
static Error recreate_code(void *p_str, SL::ShaderNode *p_program) {
String *str = (String *)p_str;
*str = dump_node_code(p_program, 0);
return OK;
}
MainLoop *test() {
List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
if (cmdlargs.is_empty()) {
//try editor!
print_line("usage: godot -test shader_lang <shader>");
return nullptr;
}
String test = cmdlargs.back()->get();
FileAccess *fa = FileAccess::open(test, FileAccess::READ);
if (!fa) {
ERR_FAIL_V(nullptr);
}
String code;
while (true) {
char32_t c = fa->get_8();
if (fa->eof_reached()) {
break;
}
code += c;
}
SL sl;
print_line("tokens:\n\n" + sl.token_debug(code));
Map<StringName, SL::FunctionInfo> dt;
dt["fragment"].built_ins["ALBEDO"] = SL::TYPE_VEC3;
dt["fragment"].can_discard = true;
Vector<StringName> rm;
rm.push_back("popo");
Set<String> types;
types.insert("spatial");
Error err = sl.compile(code, dt, rm, ShaderLanguage::VaryingFunctionNames(), types, nullptr);
if (err) {
print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
return nullptr;
} else {
String code2;
recreate_code(&code2, sl.get_shader());
print_line("code:\n\n" + code2);
}
return nullptr;
}
} // namespace TestShaderLang