Path: blob/master/servers/rendering/shader_compiler.cpp
10277 views
/**************************************************************************/1/* shader_compiler.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "shader_compiler.h"3132#include "servers/rendering/rendering_server_globals.h"33#include "servers/rendering/shader_types.h"3435#define SL ShaderLanguage3637static String _mktab(int p_level) {38return String("\t").repeat(p_level);39}4041static String _typestr(SL::DataType p_type) {42String type = ShaderLanguage::get_datatype_name(p_type);43if (!RS::get_singleton()->is_low_end() && ShaderLanguage::is_sampler_type(p_type)) {44type = type.replace("sampler", "texture"); //we use textures instead of samplers in Vulkan GLSL45}46return type;47}4849static int _get_datatype_alignment(SL::DataType p_type) {50switch (p_type) {51case SL::TYPE_VOID:52return 0;53case SL::TYPE_BOOL:54return 4;55case SL::TYPE_BVEC2:56return 8;57case SL::TYPE_BVEC3:58return 16;59case SL::TYPE_BVEC4:60return 16;61case SL::TYPE_INT:62return 4;63case SL::TYPE_IVEC2:64return 8;65case SL::TYPE_IVEC3:66return 16;67case SL::TYPE_IVEC4:68return 16;69case SL::TYPE_UINT:70return 4;71case SL::TYPE_UVEC2:72return 8;73case SL::TYPE_UVEC3:74return 16;75case SL::TYPE_UVEC4:76return 16;77case SL::TYPE_FLOAT:78return 4;79case SL::TYPE_VEC2:80return 8;81case SL::TYPE_VEC3:82return 16;83case SL::TYPE_VEC4:84return 16;85case SL::TYPE_MAT2:86return 16;87case SL::TYPE_MAT3:88return 16;89case SL::TYPE_MAT4:90return 16;91case SL::TYPE_SAMPLER2D:92return 16;93case SL::TYPE_ISAMPLER2D:94return 16;95case SL::TYPE_USAMPLER2D:96return 16;97case SL::TYPE_SAMPLER2DARRAY:98return 16;99case SL::TYPE_ISAMPLER2DARRAY:100return 16;101case SL::TYPE_USAMPLER2DARRAY:102return 16;103case SL::TYPE_SAMPLER3D:104return 16;105case SL::TYPE_ISAMPLER3D:106return 16;107case SL::TYPE_USAMPLER3D:108return 16;109case SL::TYPE_SAMPLERCUBE:110return 16;111case SL::TYPE_SAMPLERCUBEARRAY:112return 16;113case SL::TYPE_SAMPLEREXT:114return 16;115case SL::TYPE_STRUCT:116return 0;117case SL::TYPE_MAX: {118ERR_FAIL_V(0);119}120}121122ERR_FAIL_V(0);123}124125static String _interpstr(SL::DataInterpolation p_interp) {126switch (p_interp) {127case SL::INTERPOLATION_FLAT:128return "flat ";129case SL::INTERPOLATION_SMOOTH:130return "";131case SL::INTERPOLATION_DEFAULT:132return "";133}134return "";135}136137static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {138switch (p_pres) {139case SL::PRECISION_LOWP:140return "lowp ";141case SL::PRECISION_MEDIUMP:142return "mediump ";143case SL::PRECISION_HIGHP:144return "highp ";145case SL::PRECISION_DEFAULT:146return p_force_highp ? "highp " : "";147}148return "";149}150151static String _constr(bool p_is_const) {152if (p_is_const) {153return "const ";154}155return "";156}157158static String _qualstr(SL::ArgumentQualifier p_qual) {159switch (p_qual) {160case SL::ARGUMENT_QUALIFIER_IN:161return "";162case SL::ARGUMENT_QUALIFIER_OUT:163return "out ";164case SL::ARGUMENT_QUALIFIER_INOUT:165return "inout ";166}167return "";168}169170static String _opstr(SL::Operator p_op) {171return SL::get_operator_text(p_op);172}173174static String _mkid(const String &p_id) {175String id = "m_" + p_id.replace("__", "_dus_");176return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl177}178179static String f2sp0(float p_float) {180String num = rtos(p_float);181if (!num.contains_char('.') && !num.contains_char('e')) {182num += ".0";183}184return num;185}186187static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p_values) {188switch (p_type) {189case SL::TYPE_BOOL:190return p_values[0].boolean ? "true" : "false";191case SL::TYPE_BVEC2:192case SL::TYPE_BVEC3:193case SL::TYPE_BVEC4: {194String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";195for (int i = 0; i < p_values.size(); i++) {196if (i > 0) {197text += ",";198}199200text += p_values[i].boolean ? "true" : "false";201}202text += ")";203return text;204}205206case SL::TYPE_INT:207return itos(p_values[0].sint);208case SL::TYPE_IVEC2:209case SL::TYPE_IVEC3:210case SL::TYPE_IVEC4: {211String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";212for (int i = 0; i < p_values.size(); i++) {213if (i > 0) {214text += ",";215}216217text += itos(p_values[i].sint);218}219text += ")";220return text;221222} break;223case SL::TYPE_UINT:224return itos(p_values[0].uint) + "u";225case SL::TYPE_UVEC2:226case SL::TYPE_UVEC3:227case SL::TYPE_UVEC4: {228String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";229for (int i = 0; i < p_values.size(); i++) {230if (i > 0) {231text += ",";232}233234text += itos(p_values[i].uint) + "u";235}236text += ")";237return text;238} break;239case SL::TYPE_FLOAT:240return f2sp0(p_values[0].real);241case SL::TYPE_VEC2:242case SL::TYPE_VEC3:243case SL::TYPE_VEC4: {244String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";245for (int i = 0; i < p_values.size(); i++) {246if (i > 0) {247text += ",";248}249250text += f2sp0(p_values[i].real);251}252text += ")";253return text;254255} break;256case SL::TYPE_MAT2:257case SL::TYPE_MAT3:258case SL::TYPE_MAT4: {259String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";260for (int i = 0; i < p_values.size(); i++) {261if (i > 0) {262text += ",";263}264265text += f2sp0(p_values[i].real);266}267text += ")";268return text;269270} break;271default:272ERR_FAIL_V(String());273}274}275276String ShaderCompiler::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) {277if (p_filter == ShaderLanguage::FILTER_DEFAULT) {278ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String());279p_filter = actions.default_filter;280}281if (p_repeat == ShaderLanguage::REPEAT_DEFAULT) {282ERR_FAIL_COND_V(actions.default_repeat == ShaderLanguage::REPEAT_DEFAULT, String());283p_repeat = actions.default_repeat;284}285constexpr const char *name_mapping[] = {286"SAMPLER_NEAREST_CLAMP",287"SAMPLER_LINEAR_CLAMP",288"SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP",289"SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP",290"SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP",291"SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP",292"SAMPLER_NEAREST_REPEAT",293"SAMPLER_LINEAR_REPEAT",294"SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT",295"SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT",296"SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT",297"SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT"298};299return String(name_mapping[p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)]);300}301302void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added) {303int fidx = -1;304305for (int i = 0; i < p_node->vfunctions.size(); i++) {306if (p_node->vfunctions[i].name == p_for_func) {307fidx = i;308break;309}310}311312ERR_FAIL_COND(fidx == -1);313314Vector<StringName> uses_functions;315316for (const StringName &E : p_node->vfunctions[fidx].uses_function) {317uses_functions.push_back(E);318}319uses_functions.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced320321for (int k = 0; k < uses_functions.size(); k++) {322if (added.has(uses_functions[k])) {323continue; //was added already324}325326_dump_function_deps(p_node, uses_functions[k], p_func_code, r_to_add, added);327328SL::FunctionNode *fnode = nullptr;329330for (int i = 0; i < p_node->vfunctions.size(); i++) {331if (p_node->vfunctions[i].name == uses_functions[k]) {332fnode = p_node->vfunctions[i].function;333break;334}335}336337ERR_FAIL_NULL(fnode);338339r_to_add += "\n";340341String header;342if (fnode->return_type == SL::TYPE_STRUCT) {343header = _mkid(fnode->return_struct_name);344} else {345header = _typestr(fnode->return_type);346}347348if (fnode->return_array_size > 0) {349header += "[";350header += itos(fnode->return_array_size);351header += "]";352}353354header += " ";355header += _mkid(fnode->rname);356header += "(";357358for (int i = 0; i < fnode->arguments.size(); i++) {359if (i > 0) {360header += ", ";361}362header += _constr(fnode->arguments[i].is_const);363if (fnode->arguments[i].type == SL::TYPE_STRUCT) {364header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].struct_name) + " " + _mkid(fnode->arguments[i].name);365} else {366header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);367}368if (fnode->arguments[i].array_size > 0) {369header += "[";370header += itos(fnode->arguments[i].array_size);371header += "]";372}373}374375header += ")\n";376r_to_add += header;377r_to_add += p_func_code[uses_functions[k]];378379added.insert(uses_functions[k]);380}381}382383static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {384switch (p_type) {385case ShaderLanguage::TYPE_BOOL: {386return "bool(floatBitsToUint(" + p_buffer + "[" + p_index + "].x))";387}388case ShaderLanguage::TYPE_BVEC2: {389return "bvec2(floatBitsToUint(" + p_buffer + "[" + p_index + "].xy))";390}391case ShaderLanguage::TYPE_BVEC3: {392return "bvec3(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz))";393}394case ShaderLanguage::TYPE_BVEC4: {395return "bvec4(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw))";396}397case ShaderLanguage::TYPE_INT: {398return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";399}400case ShaderLanguage::TYPE_IVEC2: {401return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xy)";402}403case ShaderLanguage::TYPE_IVEC3: {404return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyz)";405}406case ShaderLanguage::TYPE_IVEC4: {407return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyzw)";408}409case ShaderLanguage::TYPE_UINT: {410return "floatBitsToUint(" + p_buffer + "[" + p_index + "].x)";411}412case ShaderLanguage::TYPE_UVEC2: {413return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xy)";414}415case ShaderLanguage::TYPE_UVEC3: {416return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz)";417}418case ShaderLanguage::TYPE_UVEC4: {419return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw)";420}421case ShaderLanguage::TYPE_FLOAT: {422return "(" + p_buffer + "[" + p_index + "].x)";423}424case ShaderLanguage::TYPE_VEC2: {425return "(" + p_buffer + "[" + p_index + "].xy)";426}427case ShaderLanguage::TYPE_VEC3: {428return "(" + p_buffer + "[" + p_index + "].xyz)";429}430case ShaderLanguage::TYPE_VEC4: {431return "(" + p_buffer + "[" + p_index + "].xyzw)";432}433case ShaderLanguage::TYPE_MAT2: {434return "mat2(" + p_buffer + "[" + p_index + "].xy," + p_buffer + "[" + p_index + "+1u].xy)";435}436case ShaderLanguage::TYPE_MAT3: {437return "mat3(" + p_buffer + "[" + p_index + "].xyz," + p_buffer + "[" + p_index + "+1u].xyz," + p_buffer + "[" + p_index + "+2u].xyz)";438}439case ShaderLanguage::TYPE_MAT4: {440return "mat4(" + p_buffer + "[" + p_index + "].xyzw," + p_buffer + "[" + p_index + "+1u].xyzw," + p_buffer + "[" + p_index + "+2u].xyzw," + p_buffer + "[" + p_index + "+3u].xyzw)";441}442default: {443ERR_FAIL_V("void");444}445}446}447448String ShaderCompiler::_dump_node_code(const SL::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) {449String code;450451switch (p_node->type) {452case SL::Node::NODE_TYPE_SHADER: {453SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;454455// Render modes.456457for (int i = 0; i < pnode->render_modes.size(); i++) {458if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {459r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]]);460used_rmode_defines.insert(pnode->render_modes[i]);461}462463if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {464*p_actions.render_mode_flags[pnode->render_modes[i]] = true;465}466467if (p_actions.render_mode_values.has(pnode->render_modes[i])) {468Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];469*p.first = p.second;470}471}472473// Stencil modes.474475for (int i = 0; i < pnode->stencil_modes.size(); i++) {476if (p_actions.stencil_mode_values.has(pnode->stencil_modes[i])) {477Pair<int *, int> &p = p_actions.stencil_mode_values[pnode->stencil_modes[i]];478*p.first = p.second;479}480}481482// Stencil reference value.483484if (p_actions.stencil_reference && pnode->stencil_reference != -1) {485*p_actions.stencil_reference = pnode->stencil_reference;486}487488// structs489490for (int i = 0; i < pnode->vstructs.size(); i++) {491SL::StructNode *st = pnode->vstructs[i].shader_struct;492String struct_code;493494struct_code += "struct ";495struct_code += _mkid(pnode->vstructs[i].name);496struct_code += " ";497struct_code += "{\n";498for (SL::MemberNode *m : st->members) {499if (m->datatype == SL::TYPE_STRUCT) {500struct_code += _mkid(m->struct_name);501} else {502struct_code += _prestr(m->precision);503struct_code += _typestr(m->datatype);504}505struct_code += " ";506struct_code += _mkid(m->name);507if (m->array_size > 0) {508struct_code += "[";509struct_code += itos(m->array_size);510struct_code += "]";511}512struct_code += ";\n";513}514struct_code += "}";515struct_code += ";\n";516517for (int j = 0; j < STAGE_MAX; j++) {518r_gen_code.stage_globals[j] += struct_code;519}520}521522int max_texture_uniforms = 0;523int max_uniforms = 0;524525for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {526if (SL::is_sampler_type(E.value.type)) {527if (E.value.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||528E.value.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||529E.value.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {530continue; // Don't create uniforms in the generated code for these.531}532max_texture_uniforms++;533} else {534if (E.value.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {535continue; // Instances are indexed directly, don't need index uniforms.536}537538max_uniforms++;539}540}541542r_gen_code.texture_uniforms.resize(max_texture_uniforms);543544Vector<int> uniform_sizes;545Vector<int> uniform_alignments;546Vector<StringName> uniform_defines;547uniform_sizes.resize(max_uniforms);548uniform_alignments.resize(max_uniforms);549uniform_defines.resize(max_uniforms);550bool uses_uniforms = false;551552Vector<StringName> uniform_names;553554for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {555uniform_names.push_back(E.key);556}557558uniform_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced559560for (int k = 0; k < uniform_names.size(); k++) {561const StringName &uniform_name = uniform_names[k];562const SL::ShaderNode::Uniform &uniform = pnode->uniforms[uniform_name];563564String ucode;565566if (uniform.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {567//insert, but don't generate any code.568p_actions.uniforms->insert(uniform_name, uniform);569continue; // Instances are indexed directly, don't need index uniforms.570}571572if (uniform.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||573uniform.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||574uniform.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {575continue; // Don't create uniforms in the generated code for these.576}577578if (SL::is_sampler_type(uniform.type)) {579// Texture layouts are different for OpenGL GLSL and Vulkan GLSL580if (!RS::get_singleton()->is_low_end()) {581ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_binding) + ") ";582}583ucode += "uniform ";584}585586bool is_buffer_global = !SL::is_sampler_type(uniform.type) && uniform.scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL;587588if (is_buffer_global) {589//this is an integer to index the global table590ucode += _typestr(ShaderLanguage::TYPE_UINT);591} else {592ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type));593ucode += _typestr(uniform.type);594}595596ucode += " " + _mkid(uniform_name);597if (uniform.array_size > 0) {598ucode += "[";599ucode += itos(uniform.array_size);600ucode += "]";601}602ucode += ";\n";603if (SL::is_sampler_type(uniform.type)) {604for (int j = 0; j < STAGE_MAX; j++) {605r_gen_code.stage_globals[j] += ucode;606}607608GeneratedCode::Texture texture;609texture.name = uniform_name;610texture.hint = uniform.hint;611texture.type = uniform.type;612texture.use_color = uniform.use_color;613texture.filter = uniform.filter;614texture.repeat = uniform.repeat;615texture.global = uniform.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL;616texture.array_size = uniform.array_size;617if (texture.global) {618r_gen_code.uses_global_textures = true;619}620621r_gen_code.texture_uniforms.write[uniform.texture_order] = texture;622} else {623if (!uses_uniforms) {624uses_uniforms = true;625}626uniform_defines.write[uniform.order] = ucode;627if (is_buffer_global) {628//globals are indices into the global table629uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(ShaderLanguage::TYPE_UINT);630uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT);631} else {632// The following code enforces a 16-byte alignment of uniform arrays.633if (uniform.array_size > 0) {634int size = ShaderLanguage::get_datatype_size(uniform.type) * uniform.array_size;635int m = (16 * uniform.array_size);636if ((size % m) != 0) {637size += m - (size % m);638}639uniform_sizes.write[uniform.order] = size;640uniform_alignments.write[uniform.order] = 16;641} else {642uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(uniform.type);643uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type);644}645}646}647648p_actions.uniforms->insert(uniform_name, uniform);649}650651for (int i = 0; i < max_uniforms; i++) {652r_gen_code.uniforms += uniform_defines[i];653}654655// add up656int offset = 0;657for (int i = 0; i < uniform_sizes.size(); i++) {658int align = offset % uniform_alignments[i];659660if (align != 0) {661offset += uniform_alignments[i] - align;662}663664r_gen_code.uniform_offsets.push_back(offset);665666offset += uniform_sizes[i];667}668669r_gen_code.uniform_total_size = offset;670671if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16672r_gen_code.uniform_total_size += 16 - (r_gen_code.uniform_total_size % 16);673}674675uint32_t index = p_default_actions.base_varying_index;676677List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;678679Vector<StringName> varying_names;680681for (const KeyValue<StringName, SL::ShaderNode::Varying> &E : pnode->varyings) {682varying_names.push_back(E.key);683}684685varying_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced686687for (int k = 0; k < varying_names.size(); k++) {688const StringName &varying_name = varying_names[k];689const SL::ShaderNode::Varying &varying = pnode->varyings[varying_name];690691if (varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {692var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(varying_name, varying));693fragment_varyings.insert(varying_name);694continue;695}696if (varying.type < SL::TYPE_INT) {697continue; // Ignore boolean types to prevent crashing (if varying is just declared).698}699700String vcode;701String interp_mode = _interpstr(varying.interpolation);702vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));703vcode += _typestr(varying.type);704vcode += " " + _mkid(varying_name);705uint32_t inc = varying.get_size();706707if (varying.array_size > 0) {708vcode += "[";709vcode += itos(varying.array_size);710vcode += "]";711}712713vcode += ";\n";714// GLSL ES 3.0 does not allow layout qualifiers for varyings715if (!RS::get_singleton()->is_low_end()) {716r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") ";717r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") ";718}719r_gen_code.stage_globals[STAGE_VERTEX] += interp_mode + "out " + vcode;720r_gen_code.stage_globals[STAGE_FRAGMENT] += interp_mode + "in " + vcode;721722index += inc;723}724725if (var_frag_to_light.size() > 0) {726String gcode = "\n\nstruct {\n";727for (const Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) {728gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first);729if (E.second.array_size > 0) {730gcode += "[";731gcode += itos(E.second.array_size);732gcode += "]";733}734gcode += ";\n";735}736gcode += "} frag_to_light;\n";737r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode;738}739740for (int i = 0; i < pnode->vconstants.size(); i++) {741const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];742String gcode;743gcode += _constr(true);744gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));745if (cnode.type == SL::TYPE_STRUCT) {746gcode += _mkid(cnode.struct_name);747} else {748gcode += _typestr(cnode.type);749}750gcode += " " + _mkid(String(cnode.name));751if (cnode.array_size > 0) {752gcode += "[";753gcode += itos(cnode.array_size);754gcode += "]";755}756gcode += "=";757gcode += _dump_node_code(cnode.initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);758gcode += ";\n";759for (int j = 0; j < STAGE_MAX; j++) {760r_gen_code.stage_globals[j] += gcode;761}762}763764HashMap<StringName, String> function_code;765766//code for functions767for (int i = 0; i < pnode->vfunctions.size(); i++) {768SL::FunctionNode *fnode = pnode->vfunctions[i].function;769function = fnode;770current_func_name = fnode->name;771function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);772function = nullptr;773}774775//place functions in actual code776777HashSet<StringName> added_funcs_per_stage[STAGE_MAX];778779for (int i = 0; i < pnode->vfunctions.size(); i++) {780SL::FunctionNode *fnode = pnode->vfunctions[i].function;781782function = fnode;783784current_func_name = fnode->name;785786if (p_actions.entry_point_stages.has(fnode->name)) {787Stage stage = p_actions.entry_point_stages[fnode->name];788_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.stage_globals[stage], added_funcs_per_stage[stage]);789r_gen_code.code[fnode->name] = function_code[fnode->name];790}791792function = nullptr;793}794795//code+=dump_node_code(pnode->body,p_level);796} break;797case SL::Node::NODE_TYPE_STRUCT: {798} break;799case SL::Node::NODE_TYPE_FUNCTION: {800} break;801case SL::Node::NODE_TYPE_BLOCK: {802SL::BlockNode *bnode = (SL::BlockNode *)p_node;803804//variables805if (!bnode->single_statement) {806code += _mktab(p_level - 1) + "{\n";807}808809int i = 0;810for (List<ShaderLanguage::Node *>::ConstIterator itr = bnode->statements.begin(); itr != bnode->statements.end(); ++itr, ++i) {811String scode = _dump_node_code(*itr, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);812813if ((*itr)->type == SL::Node::NODE_TYPE_CONTROL_FLOW || bnode->single_statement) {814code += scode; //use directly815if (bnode->use_comma_between_statements && i + 1 < bnode->statements.size()) {816code += ",";817}818} else {819code += _mktab(p_level) + scode + ";\n";820}821}822if (!bnode->single_statement) {823code += _mktab(p_level - 1) + "}\n";824}825826} break;827case SL::Node::NODE_TYPE_VARIABLE_DECLARATION: {828SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node;829830String declaration;831declaration += _constr(vdnode->is_const);832if (vdnode->datatype == SL::TYPE_STRUCT) {833declaration += _mkid(vdnode->struct_name);834} else {835declaration += _prestr(vdnode->precision) + _typestr(vdnode->datatype);836}837declaration += " ";838for (int i = 0; i < vdnode->declarations.size(); i++) {839bool is_array = vdnode->declarations[i].size > 0;840if (i > 0) {841declaration += ",";842}843declaration += _mkid(vdnode->declarations[i].name);844if (is_array) {845declaration += "[";846if (vdnode->declarations[i].size_expression != nullptr) {847declaration += _dump_node_code(vdnode->declarations[i].size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);848} else {849declaration += itos(vdnode->declarations[i].size);850}851declaration += "]";852}853854if (!is_array || vdnode->declarations[i].single_expression) {855if (!vdnode->declarations[i].initializer.is_empty()) {856declaration += "=";857declaration += _dump_node_code(vdnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);858}859} else {860int size = vdnode->declarations[i].initializer.size();861if (size > 0) {862declaration += "=";863if (vdnode->datatype == SL::TYPE_STRUCT) {864declaration += _mkid(vdnode->struct_name);865} else {866declaration += _typestr(vdnode->datatype);867}868declaration += "[";869declaration += itos(size);870declaration += "]";871declaration += "(";872for (int j = 0; j < size; j++) {873if (j > 0) {874declaration += ",";875}876declaration += _dump_node_code(vdnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);877}878declaration += ")";879}880}881}882883code += declaration;884} break;885case SL::Node::NODE_TYPE_VARIABLE: {886SL::VariableNode *vnode = (SL::VariableNode *)p_node;887bool use_fragment_varying = false;888889if (!vnode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {890if (p_assigning) {891if (shader->varyings.has(vnode->name)) {892use_fragment_varying = true;893}894} else {895if (fragment_varyings.has(vnode->name)) {896use_fragment_varying = true;897}898}899}900901if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {902*p_actions.write_flag_pointers[vnode->name] = true;903}904905if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {906String define = p_default_actions.usage_defines[vnode->name];907if (define.begins_with("@")) {908define = p_default_actions.usage_defines[define.substr(1)];909}910r_gen_code.defines.push_back(define);911used_name_defines.insert(vnode->name);912}913914if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {915*p_actions.usage_flag_pointers[vnode->name] = true;916used_flag_pointers.insert(vnode->name);917}918919if (p_default_actions.renames.has(vnode->name)) {920code = p_default_actions.renames[vnode->name];921} else {922if (shader->uniforms.has(vnode->name)) {923//its a uniform!924const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];925if (u.is_texture()) {926StringName name;927if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {928name = "color_buffer";929if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) {930r_gen_code.uses_screen_texture_mipmaps = true;931}932r_gen_code.uses_screen_texture = true;933} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {934name = "normal_roughness_buffer";935r_gen_code.uses_normal_roughness_texture = true;936} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {937name = "depth_buffer";938r_gen_code.uses_depth_texture = true;939} else {940name = _mkid(vnode->name); //texture, use as is941}942943code = name;944} else {945//a scalar or vector946if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {947code = actions.base_uniform_string + _mkid(vnode->name); //texture, use as is948//global variable, this means the code points to an index to the global table949code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);950} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {951//instance variable, index it as such952code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + "u)";953code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);954} else {955//regular uniform, index from UBO956code = actions.base_uniform_string + _mkid(vnode->name);957}958}959960} else {961if (use_fragment_varying) {962code = "frag_to_light.";963}964code += _mkid(vnode->name); //its something else (local var most likely) use as is965}966}967968if (vnode->name == time_name) {969if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {970r_gen_code.uses_vertex_time = true;971}972if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {973r_gen_code.uses_fragment_time = true;974}975}976977} break;978case SL::Node::NODE_TYPE_ARRAY_CONSTRUCT: {979SL::ArrayConstructNode *acnode = (SL::ArrayConstructNode *)p_node;980int sz = acnode->initializer.size();981if (acnode->datatype == SL::TYPE_STRUCT) {982code += _mkid(acnode->struct_name);983} else {984code += _typestr(acnode->datatype);985}986code += "[";987code += itos(acnode->initializer.size());988code += "]";989code += "(";990for (int i = 0; i < sz; i++) {991code += _dump_node_code(acnode->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);992if (i != sz - 1) {993code += ", ";994}995}996code += ")";997} break;998case SL::Node::NODE_TYPE_ARRAY: {999SL::ArrayNode *anode = (SL::ArrayNode *)p_node;1000bool use_fragment_varying = false;10011002if (!anode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {1003if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) {1004use_fragment_varying = true;1005} else {1006if (p_assigning) {1007if (shader->varyings.has(anode->name)) {1008use_fragment_varying = true;1009}1010} else {1011if (fragment_varyings.has(anode->name)) {1012use_fragment_varying = true;1013}1014}1015}1016}10171018if (p_assigning && p_actions.write_flag_pointers.has(anode->name)) {1019*p_actions.write_flag_pointers[anode->name] = true;1020}10211022if (p_default_actions.usage_defines.has(anode->name) && !used_name_defines.has(anode->name)) {1023String define = p_default_actions.usage_defines[anode->name];1024if (define.begins_with("@")) {1025define = p_default_actions.usage_defines[define.substr(1)];1026}1027r_gen_code.defines.push_back(define);1028used_name_defines.insert(anode->name);1029}10301031if (p_actions.usage_flag_pointers.has(anode->name) && !used_flag_pointers.has(anode->name)) {1032*p_actions.usage_flag_pointers[anode->name] = true;1033used_flag_pointers.insert(anode->name);1034}10351036if (p_default_actions.renames.has(anode->name)) {1037code = p_default_actions.renames[anode->name];1038} else {1039if (shader->uniforms.has(anode->name)) {1040//its a uniform!1041const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[anode->name];1042if (u.is_texture()) {1043code = _mkid(anode->name); //texture, use as is1044} else {1045//a scalar or vector1046if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {1047code = actions.base_uniform_string + _mkid(anode->name); //texture, use as is1048//global variable, this means the code points to an index to the global table1049code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);1050} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {1051//instance variable, index it as such1052code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + "u)";1053code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);1054} else {1055//regular uniform, index from UBO1056code = actions.base_uniform_string + _mkid(anode->name);1057}1058}1059} else {1060if (use_fragment_varying) {1061code = "frag_to_light.";1062}1063code += _mkid(anode->name);1064}1065}10661067if (anode->call_expression != nullptr) {1068code += ".";1069code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);1070} else if (anode->index_expression != nullptr) {1071code += "[";1072code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1073code += "]";1074} else if (anode->assign_expression != nullptr) {1075code += "=";1076code += _dump_node_code(anode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);1077}10781079if (anode->name == time_name) {1080if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {1081r_gen_code.uses_vertex_time = true;1082}1083if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {1084r_gen_code.uses_fragment_time = true;1085}1086}10871088} break;1089case SL::Node::NODE_TYPE_CONSTANT: {1090SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;10911092if (cnode->array_size == 0) {1093return get_constant_text(cnode->datatype, cnode->values);1094} else {1095if (cnode->get_datatype() == SL::TYPE_STRUCT) {1096code += _mkid(cnode->struct_name);1097} else {1098code += _typestr(cnode->datatype);1099}1100code += "[";1101code += itos(cnode->array_size);1102code += "]";1103code += "(";1104for (int i = 0; i < cnode->array_size; i++) {1105if (i > 0) {1106code += ",";1107} else {1108code += "";1109}1110code += _dump_node_code(cnode->array_declarations[0].initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1111}1112code += ")";1113}11141115} break;1116case SL::Node::NODE_TYPE_OPERATOR: {1117SL::OperatorNode *onode = (SL::OperatorNode *)p_node;11181119switch (onode->op) {1120case SL::OP_ASSIGN:1121case SL::OP_ASSIGN_ADD:1122case SL::OP_ASSIGN_SUB:1123case SL::OP_ASSIGN_MUL:1124case SL::OP_ASSIGN_DIV:1125case SL::OP_ASSIGN_SHIFT_LEFT:1126case SL::OP_ASSIGN_SHIFT_RIGHT:1127case SL::OP_ASSIGN_MOD:1128case SL::OP_ASSIGN_BIT_AND:1129case SL::OP_ASSIGN_BIT_OR:1130case SL::OP_ASSIGN_BIT_XOR:1131code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1132break;1133case SL::OP_BIT_INVERT:1134case SL::OP_NEGATE:1135case SL::OP_NOT:1136case SL::OP_DECREMENT:1137case SL::OP_INCREMENT: {1138const String node_code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);11391140if (onode->op == SL::OP_NEGATE && node_code.begins_with("-")) { // To prevent writing unary minus twice.1141code = node_code;1142} else {1143code = _opstr(onode->op) + node_code;1144}11451146} break;1147case SL::OP_POST_DECREMENT:1148case SL::OP_POST_INCREMENT:1149code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);1150break;1151case SL::OP_CALL:1152case SL::OP_STRUCT:1153case SL::OP_CONSTRUCT: {1154ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::NODE_TYPE_VARIABLE, String());1155const SL::VariableNode *vnode = static_cast<const SL::VariableNode *>(onode->arguments[0]);1156const SL::FunctionNode *func = nullptr;1157const bool is_internal_func = internal_functions.has(vnode->name);11581159if (!is_internal_func) {1160for (int i = 0; i < shader->vfunctions.size(); i++) {1161if (shader->vfunctions[i].name == vnode->name) {1162func = shader->vfunctions[i].function;1163break;1164}1165}1166}11671168bool is_texture_func = false;1169bool is_screen_texture = false;1170bool texture_func_no_uv = false;1171bool texture_func_returns_data = false;11721173if (onode->op == SL::OP_STRUCT) {1174code += _mkid(vnode->name);1175} else if (onode->op == SL::OP_CONSTRUCT) {1176code += String(vnode->name);1177} else {1178if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {1179*p_actions.usage_flag_pointers[vnode->name] = true;1180used_flag_pointers.insert(vnode->name);1181}11821183if (is_internal_func) {1184code += vnode->name;1185is_texture_func = texture_functions.has(vnode->name);1186texture_func_no_uv = (vnode->name == "textureSize" || vnode->name == "textureQueryLevels");1187texture_func_returns_data = texture_func_no_uv || vnode->name == "textureQueryLod";1188} else if (p_default_actions.renames.has(vnode->name)) {1189code += p_default_actions.renames[vnode->name];1190} else {1191code += _mkid(vnode->rname);1192}1193}11941195code += "(";11961197// if color backbuffer, depth backbuffer or normal roughness texture is used,1198// we will add logic to automatically switch between1199// sampler2D and sampler2D array and vec2 UV and vec3 UV.1200bool multiview_uv_needed = false;1201bool is_normal_roughness_texture = false;12021203for (int i = 1; i < onode->arguments.size(); i++) {1204if (i > 1) {1205code += ", ";1206}12071208bool is_out_qualifier = false;1209if (is_internal_func) {1210is_out_qualifier = SL::is_builtin_func_out_parameter(vnode->name, i - 1);1211} else if (func != nullptr) {1212const SL::ArgumentQualifier qualifier = func->arguments[i - 1].qualifier;1213is_out_qualifier = qualifier == SL::ARGUMENT_QUALIFIER_OUT || qualifier == SL::ARGUMENT_QUALIFIER_INOUT;1214}12151216if (is_out_qualifier) {1217StringName name;1218bool found = false;1219{1220const SL::Node *node = onode->arguments[i];12211222bool done = false;1223do {1224switch (node->type) {1225case SL::Node::NODE_TYPE_VARIABLE: {1226name = static_cast<const SL::VariableNode *>(node)->name;1227done = true;1228found = true;1229} break;1230case SL::Node::NODE_TYPE_MEMBER: {1231node = static_cast<const SL::MemberNode *>(node)->owner;1232} break;1233default: {1234done = true;1235} break;1236}1237} while (!done);1238}12391240if (found && p_actions.write_flag_pointers.has(name)) {1241*p_actions.write_flag_pointers[name] = true;1242}1243}12441245String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1246if (is_texture_func && i == 1) {1247// If we're doing a texture lookup we need to check our texture argument1248StringName texture_uniform;1249bool correct_texture_uniform = false;12501251switch (onode->arguments[i]->type) {1252case SL::Node::NODE_TYPE_VARIABLE: {1253const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);1254texture_uniform = varnode->name;1255correct_texture_uniform = true;1256} break;1257case SL::Node::NODE_TYPE_ARRAY: {1258const SL::ArrayNode *anode = static_cast<const SL::ArrayNode *>(onode->arguments[i]);1259texture_uniform = anode->name;1260correct_texture_uniform = true;1261} break;1262default:1263break;1264}12651266if (correct_texture_uniform && !RS::get_singleton()->is_low_end()) {1267// Need to map from texture to sampler in order to sample when using Vulkan GLSL.1268String sampler_name;1269bool is_depth_texture = false;12701271if (actions.custom_samplers.has(texture_uniform)) {1272sampler_name = actions.custom_samplers[texture_uniform];1273} else {1274if (shader->uniforms.has(texture_uniform)) {1275const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];1276if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {1277is_screen_texture = true;1278} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {1279is_depth_texture = true;1280} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {1281is_normal_roughness_texture = true;1282}1283sampler_name = _get_sampler_name(u.filter, u.repeat);1284} else {1285bool found = false;12861287for (int j = 0; j < function->arguments.size(); j++) {1288if (function->arguments[j].name == texture_uniform) {1289if (function->arguments[j].tex_builtin_check) {1290ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin));1291sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin];1292found = true;1293break;1294}1295if (function->arguments[j].tex_argument_check) {1296if (function->arguments[j].tex_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {1297is_screen_texture = true;1298} else if (function->arguments[j].tex_hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {1299is_depth_texture = true;1300} else if (function->arguments[j].tex_hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {1301is_normal_roughness_texture = true;1302}1303sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat);1304found = true;1305break;1306}1307}1308}1309if (!found) {1310//function was most likely unused, so use anything (compiler will remove it anyway)1311sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT);1312}1313}1314}13151316String data_type_name = "";1317if (actions.check_multiview_samplers && (is_screen_texture || is_depth_texture || is_normal_roughness_texture)) {1318data_type_name = "multiviewSampler";1319multiview_uv_needed = true;1320} else {1321data_type_name = ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype());1322}13231324code += data_type_name + "(" + node_code + ", " + sampler_name + ")";1325} else if (actions.check_multiview_samplers && correct_texture_uniform && RS::get_singleton()->is_low_end()) {1326// Texture function on low end hardware (i.e. OpenGL).1327// We just need to know if the texture supports multiview.13281329if (shader->uniforms.has(texture_uniform)) {1330const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];1331if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {1332multiview_uv_needed = true;1333} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {1334multiview_uv_needed = true;1335} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {1336multiview_uv_needed = true;1337}1338}13391340code += node_code;1341} else {1342code += node_code;1343}1344} else if (multiview_uv_needed && !texture_func_no_uv && i == 2) {1345// UV coordinate after using color, depth or normal roughness texture.1346node_code = "multiview_uv(" + node_code + ".xy)";13471348code += node_code;1349} else {1350code += node_code;1351}1352}1353code += ")";1354if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) {1355code = "(" + code + " * vec4(vec3(sc_luminance_multiplier()), 1.0))";1356}1357if (is_normal_roughness_texture && !texture_func_returns_data) {1358code = "normal_roughness_compatibility(" + code + ")";1359}1360} break;1361case SL::OP_INDEX: {1362code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1363code += "[";1364code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1365code += "]";13661367} break;1368case SL::OP_SELECT_IF: {1369code += "(";1370code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1371code += "?";1372code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1373code += ":";1374code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1375code += ")";13761377} break;1378case SL::OP_EMPTY: {1379// Semicolon (or empty statement) - ignored.1380} break;13811382default: {1383if (p_use_scope) {1384code += "(";1385}1386code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + " " + _opstr(onode->op) + " " + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1387if (p_use_scope) {1388code += ")";1389}1390break;1391}1392}13931394} break;1395case SL::Node::NODE_TYPE_CONTROL_FLOW: {1396SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;1397if (cfnode->flow_op == SL::FLOW_OP_IF) {1398code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";1399code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);1400if (cfnode->blocks.size() == 2) {1401code += _mktab(p_level) + "else\n";1402code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);1403}1404} else if (cfnode->flow_op == SL::FLOW_OP_SWITCH) {1405code += _mktab(p_level) + "switch (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";1406code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);1407} else if (cfnode->flow_op == SL::FLOW_OP_CASE) {1408code += _mktab(p_level) + "case " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ":\n";1409code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);1410} else if (cfnode->flow_op == SL::FLOW_OP_DEFAULT) {1411code += _mktab(p_level) + "default:\n";1412code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);1413} else if (cfnode->flow_op == SL::FLOW_OP_DO) {1414code += _mktab(p_level) + "do";1415code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);1416code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ");";1417} else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {1418code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n";1419code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);1420} else if (cfnode->flow_op == SL::FLOW_OP_FOR) {1421String left = _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1422String middle = _dump_node_code(cfnode->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1423String right = _dump_node_code(cfnode->blocks[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1424code += _mktab(p_level) + "for (" + left + ";" + middle + ";" + right + ")\n";1425code += _dump_node_code(cfnode->blocks[3], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);14261427} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {1428if (cfnode->expressions.size()) {1429code = "return " + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ";";1430} else {1431code = "return;";1432}1433} else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {1434if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {1435*p_actions.usage_flag_pointers["DISCARD"] = true;1436used_flag_pointers.insert("DISCARD");1437}14381439code = "discard;";1440} else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {1441code = "continue;";1442} else if (cfnode->flow_op == SL::FLOW_OP_BREAK) {1443code = "break;";1444}14451446} break;1447case SL::Node::NODE_TYPE_MEMBER: {1448SL::MemberNode *mnode = (SL::MemberNode *)p_node;1449String name;1450if (mnode->basetype == SL::TYPE_STRUCT) {1451name = _mkid(mnode->name);1452} else {1453name = mnode->name;1454}1455code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + name;1456if (mnode->index_expression != nullptr) {1457code += "[";1458code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);1459code += "]";1460} else if (mnode->assign_expression != nullptr) {1461code += "=";1462code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);1463} else if (mnode->call_expression != nullptr) {1464code += ".";1465code += _dump_node_code(mnode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);1466}1467} break;1468}14691470return code;1471}14721473ShaderLanguage::DataType ShaderCompiler::_get_global_shader_uniform_type(const StringName &p_name) {1474RS::GlobalShaderParameterType gvt = RSG::material_storage->global_shader_parameter_get_type(p_name);1475return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);1476}14771478Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {1479SL::ShaderCompileInfo info;1480info.functions = ShaderTypes::get_singleton()->get_functions(p_mode);1481info.render_modes = ShaderTypes::get_singleton()->get_modes(p_mode);1482info.stencil_modes = ShaderTypes::get_singleton()->get_stencil_modes(p_mode);1483info.shader_types = ShaderTypes::get_singleton()->get_types();1484info.global_shader_uniform_type_func = _get_global_shader_uniform_type;1485info.base_varying_index = actions.base_varying_index;14861487Error err = parser.compile(p_code, info);14881489if (err != OK) {1490Vector<ShaderLanguage::FilePosition> include_positions = parser.get_include_positions();14911492String current;1493HashMap<String, Vector<String>> includes;1494includes[""] = Vector<String>();1495Vector<String> include_stack;1496Vector<String> shader_lines = p_code.split("\n");14971498// Reconstruct the files.1499for (int i = 0; i < shader_lines.size(); i++) {1500String l = shader_lines[i];1501if (l.begins_with("@@>")) {1502String inc_path = l.replace_first("@@>", "");15031504l = "#include \"" + inc_path + "\"";1505includes[current].append("#include \"" + inc_path + "\""); // Restore the include directive1506include_stack.push_back(current);1507current = inc_path;1508includes[inc_path] = Vector<String>();15091510} else if (l.begins_with("@@<")) {1511if (include_stack.size()) {1512current = include_stack[include_stack.size() - 1];1513include_stack.resize(include_stack.size() - 1);1514}1515} else {1516includes[current].push_back(l);1517}1518}15191520// Print the files.1521for (const KeyValue<String, Vector<String>> &E : includes) {1522if (E.key.is_empty()) {1523if (p_path == "") {1524print_line("--Main Shader--");1525} else {1526print_line("--" + p_path + "--");1527}1528} else {1529print_line("--" + E.key + "--");1530}1531int err_line = -1;1532for (int i = 0; i < include_positions.size(); i++) {1533if (include_positions[i].file == E.key) {1534err_line = include_positions[i].line;1535}1536}1537const Vector<String> &V = E.value;1538for (int i = 0; i < V.size(); i++) {1539if (i == err_line - 1) {1540// Mark the error line to be visible without having to look at1541// the trace at the end.1542print_line(vformat("E%4d-> %s", i + 1, V[i]));1543} else {1544print_line(vformat("%5d | %s", i + 1, V[i]));1545}1546}1547}15481549String file;1550int line;1551if (include_positions.size() > 1) {1552file = include_positions[include_positions.size() - 1].file;1553line = include_positions[include_positions.size() - 1].line;1554} else {1555file = p_path;1556line = parser.get_error_line();1557}15581559_err_print_error(nullptr, file.utf8().get_data(), line, parser.get_error_text().utf8().get_data(), false, ERR_HANDLER_SHADER);1560return err;1561}15621563r_gen_code.defines.clear();1564r_gen_code.code.clear();1565for (int i = 0; i < STAGE_MAX; i++) {1566r_gen_code.stage_globals[i] = String();1567}1568r_gen_code.uses_fragment_time = false;1569r_gen_code.uses_vertex_time = false;1570r_gen_code.uses_global_textures = false;1571r_gen_code.uses_screen_texture_mipmaps = false;1572r_gen_code.uses_screen_texture = false;1573r_gen_code.uses_depth_texture = false;1574r_gen_code.uses_normal_roughness_texture = false;15751576used_name_defines.clear();1577used_rmode_defines.clear();1578used_flag_pointers.clear();1579fragment_varyings.clear();15801581shader = parser.get_shader();1582function = nullptr;1583// Return value only relevant within nested calls.1584_ALLOW_DISCARD_ _dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false);15851586return OK;1587}15881589void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) {1590actions = p_actions;15911592time_name = "TIME";15931594List<String> func_list;15951596ShaderLanguage::get_builtin_funcs(&func_list);15971598for (const String &E : func_list) {1599internal_functions.insert(E);1600}1601texture_functions.insert("texture");1602texture_functions.insert("textureProj");1603texture_functions.insert("textureLod");1604texture_functions.insert("textureProjLod");1605texture_functions.insert("textureGrad");1606texture_functions.insert("textureProjGrad");1607texture_functions.insert("textureGather");1608texture_functions.insert("textureSize");1609texture_functions.insert("textureQueryLod");1610texture_functions.insert("textureQueryLevels");1611texture_functions.insert("texelFetch");1612}16131614ShaderCompiler::ShaderCompiler() {1615}161616171618