- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
123 lines
4.9 KiB
C++
123 lines
4.9 KiB
C++
/*************************************************************************/
|
|
/* shader_compiler_rd.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_COMPILER_RD_H
|
|
#define SHADER_COMPILER_RD_H
|
|
|
|
#include "core/pair.h"
|
|
#include "servers/visual/shader_language.h"
|
|
#include "servers/visual/shader_types.h"
|
|
#include "servers/visual_server.h"
|
|
|
|
class ShaderCompilerRD {
|
|
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<String> defines;
|
|
struct Texture {
|
|
StringName name;
|
|
ShaderLanguage::DataType type;
|
|
ShaderLanguage::ShaderNode::Uniform::Hint hint;
|
|
ShaderLanguage::TextureFilter filter;
|
|
ShaderLanguage::TextureRepeat repeat;
|
|
};
|
|
|
|
Vector<Texture> texture_uniforms;
|
|
|
|
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;
|
|
};
|
|
|
|
struct DefaultIdentifierActions {
|
|
|
|
Map<StringName, String> renames;
|
|
Map<StringName, String> render_mode_defines;
|
|
Map<StringName, String> usage_defines;
|
|
Map<StringName, String> custom_samplers;
|
|
ShaderLanguage::TextureFilter default_filter;
|
|
ShaderLanguage::TextureRepeat default_repeat;
|
|
String sampler_array_name;
|
|
int base_texture_binding_index = 0;
|
|
int texture_layout_set = 0;
|
|
String base_uniform_string;
|
|
uint32_t base_varying_index = 0;
|
|
};
|
|
|
|
private:
|
|
ShaderLanguage parser;
|
|
|
|
String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
|
|
|
|
void _dump_function_deps(const 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(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning);
|
|
|
|
const ShaderLanguage::ShaderNode *shader;
|
|
const ShaderLanguage::FunctionNode *function;
|
|
StringName current_func_name;
|
|
StringName vertex_name;
|
|
StringName fragment_name;
|
|
StringName light_name;
|
|
StringName time_name;
|
|
Set<StringName> texture_functions;
|
|
|
|
Set<StringName> used_name_defines;
|
|
Set<StringName> used_flag_pointers;
|
|
Set<StringName> used_rmode_defines;
|
|
Set<StringName> internal_functions;
|
|
|
|
DefaultIdentifierActions actions;
|
|
|
|
public:
|
|
Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
|
|
|
|
void initialize(DefaultIdentifierActions p_actions);
|
|
ShaderCompilerRD();
|
|
};
|
|
|
|
#endif // SHADERCOMPILERRD_H
|