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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  shader_compiler_rd.h                                                 */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
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							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
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							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
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							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | #ifndef SHADER_COMPILER_RD_H
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							|  |  |  | #define SHADER_COMPILER_RD_H
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										 |  |  | #include "core/templates/pair.h"
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										 |  |  | #include "servers/rendering/shader_language.h"
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							|  |  |  | #include "servers/rendering/shader_types.h"
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							|  |  |  | #include "servers/rendering_server.h"
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										 |  |  | 
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							|  |  |  | class ShaderCompilerRD { | 
					
						
							|  |  |  | public: | 
					
						
							|  |  |  | 	struct IdentifierActions { | 
					
						
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										 |  |  | 		Map<StringName, Pair<int *, int>> render_mode_values; | 
					
						
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										 |  |  | 		Map<StringName, bool *> render_mode_flags; | 
					
						
							|  |  |  | 		Map<StringName, bool *> usage_flag_pointers; | 
					
						
							|  |  |  | 		Map<StringName, bool *> write_flag_pointers; | 
					
						
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							|  |  |  | 		Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	struct GeneratedCode { | 
					
						
							|  |  |  | 		Vector<String> defines; | 
					
						
							|  |  |  | 		struct Texture { | 
					
						
							|  |  |  | 			StringName name; | 
					
						
							|  |  |  | 			ShaderLanguage::DataType type; | 
					
						
							|  |  |  | 			ShaderLanguage::ShaderNode::Uniform::Hint hint; | 
					
						
							|  |  |  | 			ShaderLanguage::TextureFilter filter; | 
					
						
							|  |  |  | 			ShaderLanguage::TextureRepeat repeat; | 
					
						
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										 |  |  | 			bool global; | 
					
						
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										 |  |  | 		}; | 
					
						
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							|  |  |  | 		Vector<Texture> texture_uniforms; | 
					
						
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							|  |  |  | 		Vector<uint32_t> uniform_offsets; | 
					
						
							|  |  |  | 		uint32_t uniform_total_size; | 
					
						
							|  |  |  | 		String uniforms; | 
					
						
							|  |  |  | 		String vertex_global; | 
					
						
							|  |  |  | 		String vertex; | 
					
						
							|  |  |  | 		String fragment_global; | 
					
						
							|  |  |  | 		String fragment; | 
					
						
							|  |  |  | 		String light; | 
					
						
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										 |  |  | 		String compute_global; | 
					
						
							|  |  |  | 		String compute; | 
					
						
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										 |  |  | 		bool uses_global_textures; | 
					
						
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										 |  |  | 		bool uses_fragment_time; | 
					
						
							|  |  |  | 		bool uses_vertex_time; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	struct DefaultIdentifierActions { | 
					
						
							|  |  |  | 		Map<StringName, String> renames; | 
					
						
							|  |  |  | 		Map<StringName, String> render_mode_defines; | 
					
						
							|  |  |  | 		Map<StringName, String> usage_defines; | 
					
						
							|  |  |  | 		Map<StringName, String> custom_samplers; | 
					
						
							|  |  |  | 		ShaderLanguage::TextureFilter default_filter; | 
					
						
							|  |  |  | 		ShaderLanguage::TextureRepeat default_repeat; | 
					
						
							|  |  |  | 		String sampler_array_name; | 
					
						
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										 |  |  | 		int base_texture_binding_index = 0; | 
					
						
							|  |  |  | 		int texture_layout_set = 0; | 
					
						
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										 |  |  | 		String base_uniform_string; | 
					
						
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										 |  |  | 		String global_buffer_array_variable; | 
					
						
							|  |  |  | 		String instance_uniform_index_variable; | 
					
						
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										 |  |  | 		uint32_t base_varying_index = 0; | 
					
						
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										 |  |  | 	}; | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	ShaderLanguage parser; | 
					
						
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							|  |  |  | 	String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat); | 
					
						
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							|  |  |  | 	void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added); | 
					
						
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										 |  |  | 	String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true); | 
					
						
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							|  |  |  | 	const ShaderLanguage::ShaderNode *shader; | 
					
						
							|  |  |  | 	const ShaderLanguage::FunctionNode *function; | 
					
						
							|  |  |  | 	StringName current_func_name; | 
					
						
							|  |  |  | 	StringName vertex_name; | 
					
						
							|  |  |  | 	StringName fragment_name; | 
					
						
							|  |  |  | 	StringName light_name; | 
					
						
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										 |  |  | 	StringName compute_name; | 
					
						
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										 |  |  | 	StringName time_name; | 
					
						
							|  |  |  | 	Set<StringName> texture_functions; | 
					
						
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							|  |  |  | 	Set<StringName> used_name_defines; | 
					
						
							|  |  |  | 	Set<StringName> used_flag_pointers; | 
					
						
							|  |  |  | 	Set<StringName> used_rmode_defines; | 
					
						
							|  |  |  | 	Set<StringName> internal_functions; | 
					
						
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										 |  |  | 	Set<StringName> fragment_varyings; | 
					
						
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										 |  |  | 
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							|  |  |  | 	DefaultIdentifierActions actions; | 
					
						
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										 |  |  | 	static ShaderLanguage::DataType _get_variable_type(const StringName &p_type); | 
					
						
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										 |  |  | public: | 
					
						
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										 |  |  | 	Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code); | 
					
						
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										 |  |  | 
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							|  |  |  | 	void initialize(DefaultIdentifierActions p_actions); | 
					
						
							|  |  |  | 	ShaderCompilerRD(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // SHADERCOMPILERRD_H
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