shader_compiler_gles2.cpp 35 KB

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  1. /*************************************************************************/
  2. /* shader_compiler_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 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. #include "shader_compiler_gles2.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "core/string_buffer.h"
  34. #include "core/string_builder.h"
  35. #define SL ShaderLanguage
  36. static String _mktab(int p_level) {
  37. String tb;
  38. for (int i = 0; i < p_level; i++) {
  39. tb += "\t";
  40. }
  41. return tb;
  42. }
  43. static String _typestr(SL::DataType p_type) {
  44. return ShaderLanguage::get_datatype_name(p_type);
  45. }
  46. static String _prestr(SL::DataPrecision p_pres) {
  47. switch (p_pres) {
  48. case SL::PRECISION_LOWP: return "lowp ";
  49. case SL::PRECISION_MEDIUMP: return "mediump ";
  50. case SL::PRECISION_HIGHP: return "highp ";
  51. case SL::PRECISION_DEFAULT: return "";
  52. }
  53. return "";
  54. }
  55. static String _qualstr(SL::ArgumentQualifier p_qual) {
  56. switch (p_qual) {
  57. case SL::ARGUMENT_QUALIFIER_IN: return "in ";
  58. case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
  59. case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
  60. }
  61. return "";
  62. }
  63. static String _opstr(SL::Operator p_op) {
  64. return SL::get_operator_text(p_op);
  65. }
  66. static String _mkid(const String &p_id) {
  67. String id = "m_" + p_id;
  68. return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl
  69. }
  70. static String f2sp0(float p_float) {
  71. String num = rtoss(p_float);
  72. if (num.find(".") == -1 && num.find("e") == -1) {
  73. num += ".0";
  74. }
  75. return num;
  76. }
  77. static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
  78. switch (p_type) {
  79. case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
  80. case SL::TYPE_BVEC2:
  81. case SL::TYPE_BVEC3:
  82. case SL::TYPE_BVEC4: {
  83. StringBuffer<> text;
  84. text += "bvec";
  85. text += itos(p_type - SL::TYPE_BOOL + 1);
  86. text += "(";
  87. for (int i = 0; i < p_values.size(); i++) {
  88. if (i > 0)
  89. text += ",";
  90. text += p_values[i].boolean ? "true" : "false";
  91. }
  92. text += ")";
  93. return text.as_string();
  94. }
  95. // GLSL ES 2 doesn't support uints, so we just use signed ints instead...
  96. case SL::TYPE_UINT: return itos(p_values[0].uint);
  97. case SL::TYPE_UVEC2:
  98. case SL::TYPE_UVEC3:
  99. case SL::TYPE_UVEC4: {
  100. StringBuffer<> text;
  101. text += "ivec";
  102. text += itos(p_type - SL::TYPE_UINT + 1);
  103. text += "(";
  104. for (int i = 0; i < p_values.size(); i++) {
  105. if (i > 0)
  106. text += ",";
  107. text += itos(p_values[i].uint);
  108. }
  109. text += ")";
  110. return text.as_string();
  111. } break;
  112. case SL::TYPE_INT: return itos(p_values[0].sint);
  113. case SL::TYPE_IVEC2:
  114. case SL::TYPE_IVEC3:
  115. case SL::TYPE_IVEC4: {
  116. StringBuffer<> text;
  117. text += "ivec";
  118. text += itos(p_type - SL::TYPE_INT + 1);
  119. text += "(";
  120. for (int i = 0; i < p_values.size(); i++) {
  121. if (i > 0)
  122. text += ",";
  123. text += itos(p_values[i].sint);
  124. }
  125. text += ")";
  126. return text.as_string();
  127. } break;
  128. case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
  129. case SL::TYPE_VEC2:
  130. case SL::TYPE_VEC3:
  131. case SL::TYPE_VEC4: {
  132. StringBuffer<> text;
  133. text += "vec";
  134. text += itos(p_type - SL::TYPE_FLOAT + 1);
  135. text += "(";
  136. for (int i = 0; i < p_values.size(); i++) {
  137. if (i > 0)
  138. text += ",";
  139. text += f2sp0(p_values[i].real);
  140. }
  141. text += ")";
  142. return text.as_string();
  143. } break;
  144. case SL::TYPE_MAT2:
  145. case SL::TYPE_MAT3:
  146. case SL::TYPE_MAT4: {
  147. StringBuffer<> text;
  148. text += "mat";
  149. text += itos(p_type - SL::TYPE_MAT2 + 2);
  150. text += "(";
  151. for (int i = 0; i < p_values.size(); i++) {
  152. if (i > 0)
  153. text += ",";
  154. text += f2sp0(p_values[i].real);
  155. }
  156. text += ")";
  157. return text.as_string();
  158. } break;
  159. default: ERR_FAIL_V(String());
  160. }
  161. }
  162. 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) {
  163. int fidx = -1;
  164. for (int i = 0; i < p_node->functions.size(); i++) {
  165. if (p_node->functions[i].name == p_for_func) {
  166. fidx = i;
  167. break;
  168. }
  169. }
  170. ERR_FAIL_COND(fidx == -1);
  171. for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
  172. if (r_added.has(E->get())) {
  173. continue;
  174. }
  175. _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added);
  176. SL::FunctionNode *fnode = NULL;
  177. for (int i = 0; i < p_node->functions.size(); i++) {
  178. if (p_node->functions[i].name == E->get()) {
  179. fnode = p_node->functions[i].function;
  180. break;
  181. }
  182. }
  183. ERR_FAIL_COND(!fnode);
  184. r_to_add += "\n";
  185. StringBuffer<128> header;
  186. header += _typestr(fnode->return_type);
  187. header += " ";
  188. header += _mkid(fnode->name);
  189. header += "(";
  190. for (int i = 0; i < fnode->arguments.size(); i++) {
  191. if (i > 0)
  192. header += ", ";
  193. header += _qualstr(fnode->arguments[i].qualifier);
  194. header += _prestr(fnode->arguments[i].precision);
  195. header += _typestr(fnode->arguments[i].type);
  196. header += " ";
  197. header += _mkid(fnode->arguments[i].name);
  198. }
  199. header += ")\n";
  200. r_to_add += header.as_string();
  201. r_to_add += p_func_code[E->get()];
  202. r_added.insert(E->get());
  203. }
  204. }
  205. 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) {
  206. StringBuilder code;
  207. switch (p_node->type) {
  208. case SL::Node::TYPE_SHADER: {
  209. SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
  210. for (int i = 0; i < snode->render_modes.size(); i++) {
  211. if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
  212. r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
  213. used_rmode_defines.insert(snode->render_modes[i]);
  214. }
  215. if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
  216. *p_actions.render_mode_flags[snode->render_modes[i]] = true;
  217. }
  218. if (p_actions.render_mode_values.has(snode->render_modes[i])) {
  219. Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
  220. *p.first = p.second;
  221. }
  222. }
  223. int max_texture_uniforms = 0;
  224. int max_uniforms = 0;
  225. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
  226. if (SL::is_sampler_type(E->get().type))
  227. max_texture_uniforms++;
  228. else
  229. max_uniforms++;
  230. }
  231. r_gen_code.texture_uniforms.resize(max_texture_uniforms);
  232. r_gen_code.texture_hints.resize(max_texture_uniforms);
  233. r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
  234. StringBuilder vertex_global;
  235. StringBuilder fragment_global;
  236. // uniforms
  237. for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
  238. StringBuffer<> uniform_code;
  239. uniform_code += "uniform ";
  240. uniform_code += _prestr(E->get().precission);
  241. uniform_code += _typestr(E->get().type);
  242. uniform_code += " ";
  243. uniform_code += _mkid(E->key());
  244. uniform_code += ";\n";
  245. if (SL::is_sampler_type(E->get().type)) {
  246. r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
  247. r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
  248. } else {
  249. r_gen_code.uniforms.write[E->get().order] = E->key();
  250. }
  251. vertex_global += uniform_code.as_string();
  252. fragment_global += uniform_code.as_string();
  253. p_actions.uniforms->insert(E->key(), E->get());
  254. }
  255. // varyings
  256. for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
  257. StringBuffer<> varying_code;
  258. varying_code += "varying ";
  259. varying_code += _prestr(E->get().precission);
  260. varying_code += _typestr(E->get().type);
  261. varying_code += " ";
  262. varying_code += _mkid(E->key());
  263. varying_code += ";\n";
  264. String final_code = varying_code.as_string();
  265. vertex_global += final_code;
  266. fragment_global += final_code;
  267. }
  268. // functions
  269. Map<StringName, String> function_code;
  270. for (int i = 0; i < snode->functions.size(); i++) {
  271. SL::FunctionNode *fnode = snode->functions[i].function;
  272. current_func_name = fnode->name;
  273. function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  274. }
  275. Set<StringName> added_vertex;
  276. Set<StringName> added_fragment;
  277. for (int i = 0; i < snode->functions.size(); i++) {
  278. SL::FunctionNode *fnode = snode->functions[i].function;
  279. current_func_name = fnode->name;
  280. if (fnode->name == vertex_name) {
  281. _dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
  282. r_gen_code.vertex = function_code[vertex_name];
  283. } else if (fnode->name == fragment_name) {
  284. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  285. r_gen_code.fragment = function_code[fragment_name];
  286. } else if (fnode->name == light_name) {
  287. _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
  288. r_gen_code.light = function_code[light_name];
  289. }
  290. }
  291. r_gen_code.vertex_global = vertex_global.as_string();
  292. r_gen_code.fragment_global = fragment_global.as_string();
  293. } break;
  294. case SL::Node::TYPE_FUNCTION: {
  295. } break;
  296. case SL::Node::TYPE_BLOCK: {
  297. SL::BlockNode *bnode = (SL::BlockNode *)p_node;
  298. if (!bnode->single_statement) {
  299. code += _mktab(p_level - 1);
  300. code += "{\n";
  301. }
  302. for (int i = 0; i < bnode->statements.size(); i++) {
  303. String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  304. if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
  305. code += statement_code;
  306. } else {
  307. code += _mktab(p_level);
  308. code += statement_code;
  309. code += ";\n";
  310. }
  311. }
  312. if (!bnode->single_statement) {
  313. code += _mktab(p_level - 1);
  314. code += "}\n";
  315. }
  316. } break;
  317. case SL::Node::TYPE_VARIABLE_DECLARATION: {
  318. SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
  319. StringBuffer<> declaration;
  320. declaration += _prestr(var_dec_node->precision);
  321. declaration += _typestr(var_dec_node->datatype);
  322. for (int i = 0; i < var_dec_node->declarations.size(); i++) {
  323. if (i > 0) {
  324. declaration += ",";
  325. }
  326. declaration += " ";
  327. declaration += _mkid(var_dec_node->declarations[i].name);
  328. if (var_dec_node->declarations[i].initializer) {
  329. declaration += " = ";
  330. declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  331. }
  332. }
  333. code += declaration.as_string();
  334. } break;
  335. case SL::Node::TYPE_VARIABLE: {
  336. SL::VariableNode *var_node = (SL::VariableNode *)p_node;
  337. if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
  338. *p_actions.write_flag_pointers[var_node->name] = true;
  339. }
  340. if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
  341. String define = p_default_actions.usage_defines[var_node->name];
  342. if (define.begins_with("@")) {
  343. define = p_default_actions.usage_defines[define.substr(1, define.length())];
  344. }
  345. r_gen_code.custom_defines.push_back(define.utf8());
  346. used_name_defines.insert(var_node->name);
  347. }
  348. if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
  349. *p_actions.usage_flag_pointers[var_node->name] = true;
  350. used_flag_pointers.insert(var_node->name);
  351. }
  352. if (p_default_actions.renames.has(var_node->name)) {
  353. code += p_default_actions.renames[var_node->name];
  354. } else {
  355. code += _mkid(var_node->name);
  356. }
  357. if (var_node->name == time_name) {
  358. if (current_func_name == vertex_name) {
  359. r_gen_code.uses_vertex_time = true;
  360. }
  361. if (current_func_name == fragment_name || current_func_name == light_name) {
  362. r_gen_code.uses_fragment_time = true;
  363. }
  364. }
  365. } break;
  366. case SL::Node::TYPE_CONSTANT: {
  367. SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
  368. return get_constant_text(const_node->datatype, const_node->values);
  369. } break;
  370. case SL::Node::TYPE_OPERATOR: {
  371. SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
  372. switch (op_node->op) {
  373. case SL::OP_ASSIGN:
  374. case SL::OP_ASSIGN_ADD:
  375. case SL::OP_ASSIGN_SUB:
  376. case SL::OP_ASSIGN_MUL:
  377. case SL::OP_ASSIGN_DIV:
  378. case SL::OP_ASSIGN_SHIFT_LEFT:
  379. case SL::OP_ASSIGN_SHIFT_RIGHT:
  380. case SL::OP_ASSIGN_BIT_AND:
  381. case SL::OP_ASSIGN_BIT_OR:
  382. case SL::OP_ASSIGN_BIT_XOR: {
  383. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  384. code += " ";
  385. code += _opstr(op_node->op);
  386. code += " ";
  387. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  388. } break;
  389. case SL::OP_ASSIGN_MOD: {
  390. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  391. code += " = ";
  392. code += "mod(";
  393. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
  394. code += ", ";
  395. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  396. code += ")";
  397. } break;
  398. case SL::OP_BIT_INVERT:
  399. case SL::OP_NEGATE:
  400. case SL::OP_NOT:
  401. case SL::OP_DECREMENT:
  402. case SL::OP_INCREMENT: {
  403. code += _opstr(op_node->op);
  404. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  405. } break;
  406. case SL::OP_POST_DECREMENT:
  407. case SL::OP_POST_INCREMENT: {
  408. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  409. code += _opstr(op_node->op);
  410. } break;
  411. case SL::OP_CALL:
  412. case SL::OP_CONSTRUCT: {
  413. ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
  414. SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
  415. if (op_node->op == SL::OP_CONSTRUCT) {
  416. code += var_node->name;
  417. } else {
  418. if (var_node->name == "texture") {
  419. // emit texture call
  420. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
  421. code += "texture2D";
  422. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  423. code += "textureCube";
  424. }
  425. } else if (var_node->name == "textureLod") {
  426. // emit texture call
  427. if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
  428. code += "texture2DLod";
  429. } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
  430. code += "textureCubeLod";
  431. }
  432. } else if (var_node->name == "mix") {
  433. switch (op_node->arguments[3]->get_datatype()) {
  434. case SL::TYPE_BVEC2: {
  435. code += "select2";
  436. } break;
  437. case SL::TYPE_BVEC3: {
  438. code += "select3";
  439. } break;
  440. case SL::TYPE_BVEC4: {
  441. code += "select4";
  442. } break;
  443. case SL::TYPE_VEC2:
  444. case SL::TYPE_VEC3:
  445. case SL::TYPE_VEC4:
  446. case SL::TYPE_FLOAT: {
  447. code += "mix";
  448. } break;
  449. default: {
  450. SL::DataType type = op_node->arguments[3]->get_datatype();
  451. // FIXME: Proper error print or graceful handling
  452. print_line(String("uhhhh invalid mix with type: ") + itos(type));
  453. } break;
  454. }
  455. } else if (p_default_actions.renames.has(var_node->name)) {
  456. code += p_default_actions.renames[var_node->name];
  457. } else if (internal_functions.has(var_node->name)) {
  458. code += var_node->name;
  459. } else {
  460. code += _mkid(var_node->name);
  461. }
  462. }
  463. code += "(";
  464. for (int i = 1; i < op_node->arguments.size(); i++) {
  465. if (i > 1) {
  466. code += ", ";
  467. }
  468. code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  469. }
  470. code += ")";
  471. } break;
  472. case SL::OP_INDEX: {
  473. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  474. code += "[";
  475. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  476. code += "]";
  477. } break;
  478. case SL::OP_SELECT_IF: {
  479. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  480. code += " ? ";
  481. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  482. code += " : ";
  483. code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  484. } break;
  485. case SL::OP_MOD: {
  486. code += "mod(float(";
  487. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  488. code += "), float(";
  489. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  490. code += "))";
  491. } break;
  492. default: {
  493. code += "(";
  494. code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  495. code += " ";
  496. code += _opstr(op_node->op);
  497. code += " ";
  498. code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  499. code += ")";
  500. } break;
  501. }
  502. } break;
  503. case SL::Node::TYPE_CONTROL_FLOW: {
  504. SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
  505. if (cf_node->flow_op == SL::FLOW_OP_IF) {
  506. code += _mktab(p_level);
  507. code += "if (";
  508. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  509. code += ")\n";
  510. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  511. if (cf_node->blocks.size() == 2) {
  512. code += _mktab(p_level);
  513. code += "else\n";
  514. code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  515. }
  516. } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
  517. code += _mktab(p_level);
  518. code += "while (";
  519. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  520. code += ")\n";
  521. code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
  522. } else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
  523. code += _mktab(p_level);
  524. code += "for (";
  525. code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  526. code += "; ";
  527. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  528. code += "; ";
  529. code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  530. code += ")\n";
  531. code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  532. } else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
  533. code += _mktab(p_level);
  534. code += "return";
  535. if (cf_node->expressions.size()) {
  536. code += " ";
  537. code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  538. }
  539. code += ";\n";
  540. } else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
  541. if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
  542. *p_actions.usage_flag_pointers["DISCARD"] = true;
  543. used_flag_pointers.insert("DISCARD");
  544. }
  545. code += "discard;";
  546. } else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
  547. code += "continue;";
  548. } else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
  549. code += "break;";
  550. }
  551. } break;
  552. case SL::Node::TYPE_MEMBER: {
  553. SL::MemberNode *member_node = (SL::MemberNode *)p_node;
  554. code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
  555. code += ".";
  556. code += member_node->name;
  557. } break;
  558. }
  559. return code.as_string();
  560. }
  561. Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
  562. 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());
  563. if (err != OK) {
  564. Vector<String> shader = p_code.split("\n");
  565. for (int i = 0; i < shader.size(); i++) {
  566. print_line(itos(i) + " " + shader[i]);
  567. }
  568. _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
  569. return err;
  570. }
  571. r_gen_code.custom_defines.clear();
  572. r_gen_code.uniforms.clear();
  573. r_gen_code.texture_uniforms.clear();
  574. r_gen_code.texture_hints.clear();
  575. r_gen_code.vertex = String();
  576. r_gen_code.vertex_global = String();
  577. r_gen_code.fragment = String();
  578. r_gen_code.fragment_global = String();
  579. r_gen_code.light = String();
  580. r_gen_code.uses_fragment_time = false;
  581. r_gen_code.uses_vertex_time = false;
  582. used_name_defines.clear();
  583. used_rmode_defines.clear();
  584. used_flag_pointers.clear();
  585. _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
  586. return OK;
  587. }
  588. ShaderCompilerGLES2::ShaderCompilerGLES2() {
  589. /** CANVAS ITEM SHADER **/
  590. actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
  591. actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
  592. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
  593. actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
  594. actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
  595. actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
  596. actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
  597. actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
  598. actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
  599. actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
  600. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
  601. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
  602. actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
  603. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
  604. actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
  605. actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
  606. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
  607. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
  608. actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
  609. actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
  610. actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
  611. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
  612. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
  613. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
  614. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
  615. actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
  616. actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
  617. actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
  618. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  619. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  620. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  621. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  622. actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  623. actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
  624. actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  625. actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  626. /** SPATIAL SHADER **/
  627. actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
  628. actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
  629. actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
  630. actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
  631. actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
  632. actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
  633. actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
  634. actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
  635. actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
  636. actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
  637. actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
  638. actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
  639. actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
  640. actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
  641. actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
  642. // gl_InstanceID is not available in OpenGL ES 2.0
  643. actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
  644. actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
  645. //builtins
  646. actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
  647. actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
  648. actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
  649. actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
  650. actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
  651. actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
  652. actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
  653. actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
  654. actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
  655. actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
  656. actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
  657. actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
  658. actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
  659. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
  660. actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
  661. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
  662. actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
  663. actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
  664. actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
  665. actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
  666. actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
  667. actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
  668. actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
  669. actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
  670. actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
  671. actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
  672. actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
  673. actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
  674. actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
  675. //for light
  676. actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
  677. actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
  678. actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
  679. actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
  680. actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
  681. actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
  682. actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
  683. actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
  684. actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
  685. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
  686. actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
  687. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
  688. actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
  689. actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
  690. actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
  691. actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
  692. actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
  693. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
  694. actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
  695. actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
  696. actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
  697. actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
  698. actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
  699. actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
  700. actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
  701. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  702. actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  703. actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  704. actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
  705. actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  706. actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
  707. bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
  708. if (!force_lambert) {
  709. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
  710. }
  711. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
  712. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
  713. actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
  714. bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
  715. if (!force_blinn) {
  716. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
  717. } else {
  718. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
  719. }
  720. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
  721. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
  722. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
  723. actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
  724. actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
  725. actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
  726. /* PARTICLES SHADER */
  727. actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
  728. actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
  729. actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
  730. actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
  731. actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
  732. actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
  733. actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
  734. actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
  735. actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
  736. actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
  737. actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
  738. actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
  739. actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
  740. actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
  741. actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
  742. actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
  743. actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
  744. actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
  745. vertex_name = "vertex";
  746. fragment_name = "fragment";
  747. light_name = "light";
  748. time_name = "TIME";
  749. List<String> func_list;
  750. ShaderLanguage::get_builtin_funcs(&func_list);
  751. for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
  752. internal_functions.insert(E->get());
  753. }
  754. }