godot/drivers/gles2/shader_compiler_gles2.cpp
David Sichma c101dd5fa6 Keeping track of discard
Shader compilation now keeps track of the discard key word.

Previously only variables were monitored. But discard, which needs
special treatment in some cases, went unnoticed by the compiler as
discard is not a variable but a flow control.

This commit adds monitoring for discard.
2018-08-02 21:55:02 +02:00

947 lines
34 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_gles2.h"
#include "os/os.h"
#include "string_buffer.h"
#include "string_builder.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 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 "in ";
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) {
StringBuffer<> id;
id += "m_";
id += p_id;
return id.as_string();
}
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: {
StringBuffer<> text;
text += "bvec";
text += itos(p_type - SL::TYPE_BOOL + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += p_values[i].boolean ? "true" : "false";
}
text += ")";
return text.as_string();
}
// GLSL ES 2 doesn't support uints, so we just use signed ints instead...
case SL::TYPE_UINT: return itos(p_values[0].uint);
case SL::TYPE_UVEC2:
case SL::TYPE_UVEC3:
case SL::TYPE_UVEC4: {
StringBuffer<> text;
text += "ivec";
text += itos(p_type - SL::TYPE_UINT + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += itos(p_values[i].uint);
}
text += ")";
return text.as_string();
} break;
case SL::TYPE_INT: return itos(p_values[0].sint);
case SL::TYPE_IVEC2:
case SL::TYPE_IVEC3:
case SL::TYPE_IVEC4: {
StringBuffer<> text;
text += "ivec";
text += itos(p_type - SL::TYPE_INT + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += itos(p_values[i].sint);
}
text += ")";
return text.as_string();
} break;
case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4: {
StringBuffer<> text;
text += "vec";
text += itos(p_type - SL::TYPE_FLOAT + 1);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += f2sp0(p_values[i].real);
}
text += ")";
return text.as_string();
} break;
case SL::TYPE_MAT2:
case SL::TYPE_MAT3:
case SL::TYPE_MAT4: {
StringBuffer<> text;
text += "mat";
text += itos(p_type - SL::TYPE_MAT2 + 2);
text += "(";
for (int i = 0; i < p_values.size(); i++) {
if (i > 0)
text += ",";
text += f2sp0(p_values[i].real);
}
text += ")";
return text.as_string();
} break;
default: ERR_FAIL_V(String());
}
}
void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_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 (r_added.has(E->get())) {
continue;
}
_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_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";
StringBuffer<128> header;
header += _typestr(fnode->return_type);
header += " ";
header += _mkid(fnode->name);
header += "(";
for (int i = 0; i < fnode->arguments.size(); i++) {
if (i > 0)
header += ", ";
header += _qualstr(fnode->arguments[i].qualifier);
header += _prestr(fnode->arguments[i].precision);
header += _typestr(fnode->arguments[i].type);
header += " ";
header += _mkid(fnode->arguments[i].name);
}
header += ")\n";
r_to_add += header.as_string();
r_to_add += p_func_code[E->get()];
r_added.insert(E->get());
}
}
String ShaderCompilerGLES2::_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) {
StringBuilder code;
switch (p_node->type) {
case SL::Node::TYPE_SHADER: {
SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
for (int i = 0; i < snode->render_modes.size(); i++) {
if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
used_rmode_defines.insert(snode->render_modes[i]);
}
if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
*p_actions.render_mode_flags[snode->render_modes[i]] = true;
}
if (p_actions.render_mode_values.has(snode->render_modes[i])) {
Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
*p.first = p.second;
}
}
int max_texture_uniforms = 0;
int max_uniforms = 0;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->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);
r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
StringBuilder vertex_global;
StringBuilder fragment_global;
// uniforms
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
StringBuffer<> uniform_code;
uniform_code += "uniform ";
uniform_code += _prestr(E->get().precission);
uniform_code += _typestr(E->get().type);
uniform_code += " ";
uniform_code += _mkid(E->key());
uniform_code += ";\n";
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
} else {
r_gen_code.uniforms.write[E->get().order] = E->key();
}
vertex_global += uniform_code.as_string();
fragment_global += uniform_code.as_string();
p_actions.uniforms->insert(E->key(), E->get());
}
// varyings
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
StringBuffer<> varying_code;
varying_code += "varying ";
varying_code += _prestr(E->get().precission);
varying_code += _typestr(E->get().type);
varying_code += " ";
varying_code += _mkid(E->key());
varying_code += ";\n";
String final_code = varying_code.as_string();
vertex_global += final_code;
fragment_global += final_code;
}
// functions
Map<StringName, String> function_code;
for (int i = 0; i < snode->functions.size(); i++) {
SL::FunctionNode *fnode = snode->functions[i].function;
function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
Set<StringName> added_vertex;
Set<StringName> added_fragment;
for (int i = 0; i < snode->functions.size(); i++) {
SL::FunctionNode *fnode = snode->functions[i].function;
current_func_name = fnode->name;
if (fnode->name == vertex_name) {
_dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
r_gen_code.vertex = function_code[vertex_name];
} else if (fnode->name == fragment_name) {
_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
r_gen_code.fragment = function_code[fragment_name];
} else if (fnode->name == light_name) {
_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
r_gen_code.light = function_code[light_name];
}
}
r_gen_code.vertex_global = vertex_global.as_string();
r_gen_code.fragment_global = fragment_global.as_string();
} break;
case SL::Node::TYPE_FUNCTION: {
} break;
case SL::Node::TYPE_BLOCK: {
SL::BlockNode *bnode = (SL::BlockNode *)p_node;
if (!bnode->single_statement) {
code += _mktab(p_level - 1);
code += "{\n";
}
for (int i = 0; i < bnode->statements.size(); i++) {
String statement_code = _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 += statement_code;
} else {
code += _mktab(p_level);
code += statement_code;
code += ";\n";
}
}
if (!bnode->single_statement) {
code += _mktab(p_level - 1);
code += "}\n";
}
} break;
case SL::Node::TYPE_VARIABLE_DECLARATION: {
SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
StringBuffer<> declaration;
declaration += _prestr(var_dec_node->precision);
declaration += _typestr(var_dec_node->datatype);
for (int i = 0; i < var_dec_node->declarations.size(); i++) {
if (i > 0) {
declaration += ",";
}
declaration += " ";
declaration += _mkid(var_dec_node->declarations[i].name);
if (var_dec_node->declarations[i].initializer) {
declaration += " = ";
declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
}
code += declaration.as_string();
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *var_node = (SL::VariableNode *)p_node;
if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
*p_actions.write_flag_pointers[var_node->name] = true;
}
if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
String define = p_default_actions.usage_defines[var_node->name];
if (define.begins_with("@")) {
define = p_default_actions.usage_defines[define.substr(1, define.length())];
}
r_gen_code.custom_defines.push_back(define.utf8());
used_name_defines.insert(var_node->name);
}
if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
*p_actions.usage_flag_pointers[var_node->name] = true;
used_flag_pointers.insert(var_node->name);
}
if (p_default_actions.renames.has(var_node->name)) {
code += p_default_actions.renames[var_node->name];
} else {
code += _mkid(var_node->name);
}
if (var_node->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 *const_node = (SL::ConstantNode *)p_node;
return get_constant_text(const_node->datatype, const_node->values);
} break;
case SL::Node::TYPE_OPERATOR: {
SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
switch (op_node->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_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += " ";
code += _opstr(op_node->op);
code += " ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
case SL::OP_ASSIGN_MOD: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += " = ";
code += "mod(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
code += ", ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT: {
code += _opstr(op_node->op);
code += _dump_node_code(op_node->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(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += _opstr(op_node->op);
} break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT: {
ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
if (op_node->op == SL::OP_CONSTRUCT) {
code += var_node->name;
} else {
if (var_node->name == "texture") {
// emit texture call
if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
code += "texture2D";
} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
code += "textureCube";
}
} else if (var_node->name == "textureLod") {
// emit texture call
if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
code += "texture2DLod";
} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
code += "textureCubeLod";
}
} else if (var_node->name == "mix") {
switch (op_node->arguments[3]->get_datatype()) {
case SL::TYPE_BVEC2: {
code += "select2";
} break;
case SL::TYPE_BVEC3: {
code += "select3";
} break;
case SL::TYPE_BVEC4: {
code += "select4";
} break;
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4:
case SL::TYPE_FLOAT: {
code += "mix";
} break;
default: {
SL::DataType type = op_node->arguments[3]->get_datatype();
print_line(String("uhhhh invalid mix with type: ") + itos(type));
} break;
}
} else if (p_default_actions.renames.has(var_node->name)) {
code += p_default_actions.renames[var_node->name];
} else if (internal_functions.has(var_node->name)) {
code += var_node->name;
} else {
code += _mkid(var_node->name);
}
}
code += "(";
for (int i = 1; i < op_node->arguments.size(); i++) {
if (i > 1) {
code += ", ";
}
code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
code += ")";
} break;
case SL::OP_INDEX: {
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "[";
code += _dump_node_code(op_node->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(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += " ? ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += " : ";
code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
case SL::OP_MOD: {
code += "mod(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ", ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
default: {
code += "(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += " ";
code += _opstr(op_node->op);
code += " ";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
}
} break;
case SL::Node::TYPE_CONTROL_FLOW: {
SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
if (cf_node->flow_op == SL::FLOW_OP_IF) {
code += _mktab(p_level);
code += "if (";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")\n";
code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
if (cf_node->blocks.size() == 2) {
code += _mktab(p_level);
code += "else\n";
code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
} else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
code += _mktab(p_level);
code += "while (";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")\n";
code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
} else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
code += _mktab(p_level);
code += "for (";
code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "; ";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "; ";
code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")\n";
code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
code += _mktab(p_level);
code += "return";
if (cf_node->expressions.size()) {
code += " ";
code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
code += ";\n";
} else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
*p_actions.usage_flag_pointers["DISCARD"] = true;
used_flag_pointers.insert("DISCARD");
}
code += "discard;";
} else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
code += "continue;";
} else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
code += "break;";
}
} break;
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *member_node = (SL::MemberNode *)p_node;
code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ".";
code += member_node->name;
} break;
}
return code.as_string();
}
Error ShaderCompilerGLES2::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.custom_defines.clear();
r_gen_code.uniforms.clear();
r_gen_code.texture_uniforms.clear();
r_gen_code.texture_hints.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);
return OK;
}
ShaderCompilerGLES2::ShaderCompilerGLES2() {
/** 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["SHADOW_COLOR"] = "#define SHADOW_COLOR_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_matrix";
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_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";
// gl_InstanceID is not available in OpenGL ES 2.0
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
//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["SIDE"] = "side";
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["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["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";
/* 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_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
actions[VS::SHADER_PARTICLES].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());
}
}