mirror of
https://github.com/godotengine/godot
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616 lines
14 KiB
C++
616 lines
14 KiB
C++
/*************************************************************************/
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/* shader_language.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_LANGUAGE_H
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#define SHADER_LANGUAGE_H
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#include "list.h"
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#include "map.h"
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#include "string_db.h"
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#include "typedefs.h"
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#include "ustring.h"
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#include "variant.h"
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class ShaderLanguage {
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public:
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enum TokenType {
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TK_EMPTY,
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TK_IDENTIFIER,
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TK_TRUE,
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TK_FALSE,
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TK_REAL_CONSTANT,
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TK_INT_CONSTANT,
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TK_TYPE_VOID,
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TK_TYPE_BOOL,
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TK_TYPE_BVEC2,
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TK_TYPE_BVEC3,
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TK_TYPE_BVEC4,
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TK_TYPE_INT,
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TK_TYPE_IVEC2,
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TK_TYPE_IVEC3,
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TK_TYPE_IVEC4,
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TK_TYPE_UINT,
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TK_TYPE_UVEC2,
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TK_TYPE_UVEC3,
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TK_TYPE_UVEC4,
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TK_TYPE_FLOAT,
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TK_TYPE_VEC2,
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TK_TYPE_VEC3,
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TK_TYPE_VEC4,
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TK_TYPE_MAT2,
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TK_TYPE_MAT3,
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TK_TYPE_MAT4,
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TK_TYPE_SAMPLER2D,
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TK_TYPE_ISAMPLER2D,
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TK_TYPE_USAMPLER2D,
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TK_TYPE_SAMPLERCUBE,
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TK_PRECISION_LOW,
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TK_PRECISION_MID,
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TK_PRECISION_HIGH,
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TK_OP_EQUAL,
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TK_OP_NOT_EQUAL,
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TK_OP_LESS,
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TK_OP_LESS_EQUAL,
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TK_OP_GREATER,
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TK_OP_GREATER_EQUAL,
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TK_OP_AND,
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TK_OP_OR,
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TK_OP_NOT,
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TK_OP_ADD,
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TK_OP_SUB,
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TK_OP_MUL,
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TK_OP_DIV,
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TK_OP_MOD,
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TK_OP_SHIFT_LEFT,
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TK_OP_SHIFT_RIGHT,
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TK_OP_ASSIGN,
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TK_OP_ASSIGN_ADD,
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TK_OP_ASSIGN_SUB,
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TK_OP_ASSIGN_MUL,
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TK_OP_ASSIGN_DIV,
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TK_OP_ASSIGN_MOD,
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TK_OP_ASSIGN_SHIFT_LEFT,
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TK_OP_ASSIGN_SHIFT_RIGHT,
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TK_OP_ASSIGN_BIT_AND,
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TK_OP_ASSIGN_BIT_OR,
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TK_OP_ASSIGN_BIT_XOR,
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TK_OP_BIT_AND,
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TK_OP_BIT_OR,
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TK_OP_BIT_XOR,
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TK_OP_BIT_INVERT,
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TK_OP_INCREMENT,
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TK_OP_DECREMENT,
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TK_CF_IF,
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TK_CF_ELSE,
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TK_CF_FOR,
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TK_CF_WHILE,
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TK_CF_DO,
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TK_CF_SWITCH,
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TK_CF_CASE,
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TK_CF_BREAK,
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TK_CF_CONTINUE,
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TK_CF_RETURN,
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TK_BRACKET_OPEN,
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TK_BRACKET_CLOSE,
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TK_CURLY_BRACKET_OPEN,
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TK_CURLY_BRACKET_CLOSE,
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TK_PARENTHESIS_OPEN,
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TK_PARENTHESIS_CLOSE,
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TK_QUESTION,
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TK_COMMA,
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TK_COLON,
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TK_SEMICOLON,
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TK_PERIOD,
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TK_UNIFORM,
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TK_VARYING,
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TK_ARG_IN,
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TK_ARG_OUT,
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TK_ARG_INOUT,
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TK_RENDER_MODE,
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TK_HINT_WHITE_TEXTURE,
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TK_HINT_BLACK_TEXTURE,
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TK_HINT_NORMAL_TEXTURE,
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TK_HINT_ANISO_TEXTURE,
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TK_HINT_ALBEDO_TEXTURE,
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TK_HINT_BLACK_ALBEDO_TEXTURE,
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TK_HINT_COLOR,
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TK_HINT_RANGE,
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TK_SHADER_TYPE,
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TK_CURSOR,
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TK_ERROR,
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TK_EOF,
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TK_MAX
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};
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/* COMPILER */
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// lame work around to Apple defining this as a macro in 10.12 SDK
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#ifdef TYPE_BOOL
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#undef TYPE_BOOL
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#endif
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enum DataType {
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TYPE_VOID,
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TYPE_BOOL,
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TYPE_BVEC2,
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TYPE_BVEC3,
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TYPE_BVEC4,
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TYPE_INT,
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TYPE_IVEC2,
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TYPE_IVEC3,
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TYPE_IVEC4,
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TYPE_UINT,
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TYPE_UVEC2,
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TYPE_UVEC3,
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TYPE_UVEC4,
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TYPE_FLOAT,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT2,
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TYPE_MAT3,
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TYPE_MAT4,
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TYPE_SAMPLER2D,
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TYPE_ISAMPLER2D,
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TYPE_USAMPLER2D,
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TYPE_SAMPLERCUBE,
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};
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enum DataPrecision {
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PRECISION_LOWP,
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PRECISION_MEDIUMP,
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PRECISION_HIGHP,
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PRECISION_DEFAULT,
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};
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enum Operator {
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OP_EQUAL,
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OP_NOT_EQUAL,
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OP_LESS,
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OP_LESS_EQUAL,
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OP_GREATER,
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OP_GREATER_EQUAL,
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OP_AND,
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OP_OR,
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OP_NOT,
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OP_NEGATE,
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OP_ADD,
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OP_SUB,
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OP_MUL,
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OP_DIV,
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OP_MOD,
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OP_SHIFT_LEFT,
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OP_SHIFT_RIGHT,
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OP_ASSIGN,
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OP_ASSIGN_ADD,
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OP_ASSIGN_SUB,
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OP_ASSIGN_MUL,
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OP_ASSIGN_DIV,
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OP_ASSIGN_MOD,
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OP_ASSIGN_SHIFT_LEFT,
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OP_ASSIGN_SHIFT_RIGHT,
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OP_ASSIGN_BIT_AND,
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OP_ASSIGN_BIT_OR,
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OP_ASSIGN_BIT_XOR,
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OP_BIT_AND,
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OP_BIT_OR,
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OP_BIT_XOR,
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OP_BIT_INVERT,
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OP_INCREMENT,
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OP_DECREMENT,
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OP_SELECT_IF,
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OP_SELECT_ELSE, //used only internally, then only IF appears with 3 arguments
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OP_POST_INCREMENT,
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OP_POST_DECREMENT,
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OP_CALL,
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OP_CONSTRUCT,
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OP_INDEX,
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OP_MAX
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};
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enum FlowOperation {
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FLOW_OP_IF,
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FLOW_OP_RETURN,
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FLOW_OP_FOR,
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FLOW_OP_WHILE,
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FLOW_OP_DO,
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FLOW_OP_BREAK,
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FLOW_OP_SWITCH,
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FLOW_OP_CONTINUE
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};
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enum ArgumentQualifier {
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ARGUMENT_QUALIFIER_IN,
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ARGUMENT_QUALIFIER_OUT,
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ARGUMENT_QUALIFIER_INOUT,
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};
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struct Node {
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Node *next;
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enum Type {
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TYPE_SHADER,
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TYPE_FUNCTION,
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TYPE_BLOCK,
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TYPE_VARIABLE,
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TYPE_CONSTANT,
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TYPE_OPERATOR,
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TYPE_CONTROL_FLOW,
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TYPE_MEMBER
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};
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Type type;
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virtual DataType get_datatype() const { return TYPE_VOID; }
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virtual ~Node() {}
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};
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template <class T>
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T *alloc_node() {
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T *node = memnew(T);
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node->next = nodes;
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nodes = node;
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return node;
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}
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Node *nodes;
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struct OperatorNode : public Node {
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DataType return_cache;
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DataPrecision return_precision_cache;
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Operator op;
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Vector<Node *> arguments;
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virtual DataType get_datatype() const { return return_cache; }
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OperatorNode() {
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type = TYPE_OPERATOR;
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return_cache = TYPE_VOID;
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return_precision_cache = PRECISION_DEFAULT;
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}
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};
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struct VariableNode : public Node {
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DataType datatype_cache;
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StringName name;
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virtual DataType get_datatype() const { return datatype_cache; }
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VariableNode() {
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type = TYPE_VARIABLE;
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datatype_cache = TYPE_VOID;
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}
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};
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struct ConstantNode : public Node {
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DataType datatype;
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union Value {
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bool boolean;
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float real;
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int32_t sint;
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uint32_t uint;
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};
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Vector<Value> values;
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virtual DataType get_datatype() const { return datatype; }
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ConstantNode() { type = TYPE_CONSTANT; }
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};
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struct FunctionNode;
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struct BlockNode : public Node {
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FunctionNode *parent_function;
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BlockNode *parent_block;
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struct Variable {
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DataType type;
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DataPrecision precision;
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int line; //for completion
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};
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Map<StringName, Variable> variables;
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List<Node *> statements;
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BlockNode() {
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type = TYPE_BLOCK;
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parent_block = NULL;
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parent_function = NULL;
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}
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};
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struct ControlFlowNode : public Node {
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FlowOperation flow_op;
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Vector<Node *> expressions;
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Vector<BlockNode *> blocks;
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ControlFlowNode() {
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type = TYPE_CONTROL_FLOW;
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flow_op = FLOW_OP_IF;
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}
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};
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struct MemberNode : public Node {
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DataType basetype;
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DataType datatype;
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StringName name;
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Node *owner;
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virtual DataType get_datatype() const { return datatype; }
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MemberNode() { type = TYPE_MEMBER; }
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};
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struct FunctionNode : public Node {
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struct Argument {
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ArgumentQualifier qualifier;
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StringName name;
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DataType type;
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DataPrecision precision;
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};
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StringName name;
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DataType return_type;
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DataPrecision return_precision;
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Vector<Argument> arguments;
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BlockNode *body;
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FunctionNode() {
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type = TYPE_FUNCTION;
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return_precision = PRECISION_DEFAULT;
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}
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};
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struct ShaderNode : public Node {
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struct Function {
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StringName name;
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FunctionNode *function;
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Set<StringName> uses_function;
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bool callable;
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};
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struct Varying {
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DataType type;
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DataPrecision precission;
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};
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struct Uniform {
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enum Hint {
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HINT_NONE,
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HINT_COLOR,
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HINT_RANGE,
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HINT_ALBEDO,
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HINT_BLACK_ALBEDO,
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HINT_NORMAL,
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HINT_BLACK,
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HINT_WHITE,
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HINT_ANISO,
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HINT_MAX
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};
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int order;
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int texture_order;
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DataType type;
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DataPrecision precission;
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Vector<ConstantNode::Value> default_value;
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Hint hint;
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float hint_range[3];
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Uniform() {
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hint = HINT_NONE;
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hint_range[0] = 0;
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hint_range[1] = 1;
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hint_range[2] = 0.001;
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}
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};
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Map<StringName, Varying> varyings;
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Map<StringName, Uniform> uniforms;
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Vector<StringName> render_modes;
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Vector<Function> functions;
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ShaderNode() { type = TYPE_SHADER; }
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};
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struct Expression {
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bool is_op;
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union {
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Operator op;
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Node *node;
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};
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};
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struct VarInfo {
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StringName name;
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DataType type;
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};
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enum CompletionType {
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COMPLETION_NONE,
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COMPLETION_RENDER_MODE,
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COMPLETION_MAIN_FUNCTION,
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COMPLETION_IDENTIFIER,
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COMPLETION_FUNCTION_CALL,
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COMPLETION_CALL_ARGUMENTS,
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COMPLETION_INDEX,
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};
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struct Token {
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TokenType type;
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StringName text;
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double constant;
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uint16_t line;
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};
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static String get_operator_text(Operator p_op);
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static String get_token_text(Token p_token);
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static bool is_token_datatype(TokenType p_type);
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static DataType get_token_datatype(TokenType p_type);
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static bool is_token_precision(TokenType p_type);
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static DataPrecision get_token_precision(TokenType p_type);
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static String get_datatype_name(DataType p_type);
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static bool is_token_nonvoid_datatype(TokenType p_type);
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static bool is_token_operator(TokenType p_type);
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static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = NULL);
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static DataType get_scalar_type(DataType p_type);
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static bool is_scalar_type(DataType p_type);
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static bool is_sampler_type(DataType p_type);
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static void get_keyword_list(List<String> *r_keywords);
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static void get_builtin_funcs(List<String> *r_keywords);
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private:
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struct KeyWord {
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TokenType token;
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const char *text;
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};
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static const KeyWord keyword_list[];
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bool error_set;
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String error_str;
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int error_line;
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String code;
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int char_idx;
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int tk_line;
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StringName current_function;
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struct TkPos {
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int char_idx;
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int tk_line;
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};
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TkPos _get_tkpos() {
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TkPos tkp;
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tkp.char_idx = char_idx;
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tkp.tk_line = tk_line;
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return tkp;
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}
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void _set_tkpos(TkPos p_pos) {
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char_idx = p_pos.char_idx;
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tk_line = p_pos.tk_line;
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}
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void _set_error(const String &p_str) {
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if (error_set)
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return;
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error_line = tk_line;
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error_set = true;
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error_str = p_str;
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}
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static const char *token_names[TK_MAX];
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Token _make_token(TokenType p_type, const StringName &p_text = StringName());
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Token _get_token();
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ShaderNode *shader;
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enum IdentifierType {
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IDENTIFIER_FUNCTION,
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IDENTIFIER_UNIFORM,
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IDENTIFIER_VARYING,
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IDENTIFIER_FUNCTION_ARGUMENT,
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IDENTIFIER_LOCAL_VAR,
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IDENTIFIER_BUILTIN_VAR,
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};
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bool _find_identifier(const BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL);
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bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = NULL);
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struct BuiltinFuncDef {
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enum { MAX_ARGS = 5 };
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const char *name;
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DataType rettype;
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const DataType args[MAX_ARGS];
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};
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CompletionType completion_type;
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int completion_line;
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BlockNode *completion_block;
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DataType completion_base;
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StringName completion_function;
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int completion_argument;
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bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier);
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static const BuiltinFuncDef builtin_func_defs[];
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bool _validate_function_call(BlockNode *p_block, OperatorNode *p_func, DataType *r_ret_type);
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bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL);
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Node *_parse_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
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ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
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Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
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Error _parse_block(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
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Error _parse_shader(const Map<StringName, Map<StringName, DataType> > &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types);
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public:
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//static void get_keyword_list(ShaderType p_type,List<String> *p_keywords);
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void clear();
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static String get_shader_type(const String &p_code);
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Error compile(const String &p_code, const Map<StringName, Map<StringName, DataType> > &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types);
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Error complete(const String &p_code, const Map<StringName, Map<StringName, DataType> > &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types, List<String> *r_options, String &r_call_hint);
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String get_error_text();
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int get_error_line();
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ShaderNode *get_shader();
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String token_debug(const String &p_code);
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ShaderLanguage();
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~ShaderLanguage();
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};
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#endif // SHADER_LANGUAGE_H
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