1 /*************************************************************************/
2 /*  shader_compiler_gles3.h                                              */
3 /*************************************************************************/
4 /*                       This file is part of:                           */
5 /*                           GODOT ENGINE                                */
6 /*                      https://godotengine.org                          */
7 /*************************************************************************/
8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
10 /*                                                                       */
11 /* Permission is hereby granted, free of charge, to any person obtaining */
12 /* a copy of this software and associated documentation files (the       */
13 /* "Software"), to deal in the Software without restriction, including   */
14 /* without limitation the rights to use, copy, modify, merge, publish,   */
15 /* distribute, sublicense, and/or sell copies of the Software, and to    */
16 /* permit persons to whom the Software is furnished to do so, subject to */
17 /* the following conditions:                                             */
18 /*                                                                       */
19 /* The above copyright notice and this permission notice shall be        */
20 /* included in all copies or substantial portions of the Software.       */
21 /*                                                                       */
22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
29 /*************************************************************************/
30 
31 #ifndef SHADERCOMPILERGLES3_H
32 #define SHADERCOMPILERGLES3_H
33 
34 #include "core/pair.h"
35 #include "servers/visual/shader_language.h"
36 #include "servers/visual/shader_types.h"
37 #include "servers/visual_server.h"
38 
39 class ShaderCompilerGLES3 {
40 public:
41 	struct IdentifierActions {
42 
43 		Map<StringName, Pair<int *, int> > render_mode_values;
44 		Map<StringName, bool *> render_mode_flags;
45 		Map<StringName, bool *> usage_flag_pointers;
46 		Map<StringName, bool *> write_flag_pointers;
47 
48 		Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
49 	};
50 
51 	struct GeneratedCode {
52 
53 		Vector<CharString> defines;
54 		Vector<StringName> texture_uniforms;
55 		Vector<ShaderLanguage::DataType> texture_types;
56 		Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
57 
58 		Vector<uint32_t> uniform_offsets;
59 		uint32_t uniform_total_size;
60 		String uniforms;
61 		String vertex_global;
62 		String vertex;
63 		String fragment_global;
64 		String fragment;
65 		String light;
66 
67 		bool uses_fragment_time;
68 		bool uses_vertex_time;
69 	};
70 
71 private:
72 	ShaderLanguage parser;
73 
74 	struct DefaultIdentifierActions {
75 
76 		Map<StringName, String> renames;
77 		Map<StringName, String> render_mode_defines;
78 		Map<StringName, String> usage_defines;
79 	};
80 
81 	void _dump_function_deps(ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
82 	String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope = true);
83 
84 	StringName current_func_name;
85 	StringName vertex_name;
86 	StringName fragment_name;
87 	StringName light_name;
88 	StringName time_name;
89 
90 	Set<StringName> used_name_defines;
91 	Set<StringName> used_flag_pointers;
92 	Set<StringName> used_rmode_defines;
93 	Set<StringName> internal_functions;
94 
95 	DefaultIdentifierActions actions[VS::SHADER_MAX];
96 
97 public:
98 	Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
99 
100 	ShaderCompilerGLES3();
101 };
102 
103 #endif // SHADERCOMPILERGLES3_H
104