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								/**************************************************************************/
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								/*  shader_compiler.h                                                     */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2019-11-05 12:01:00 +01:00
										 
									 
								 
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											2021-11-16 07:25:42 -08:00
										 
									 
								 
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								#ifndef SHADER_COMPILER_H
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								#define SHADER_COMPILER_H
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											2020-11-07 19:33:38 -03:00
										 
									 
								 
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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_server.h"
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								class ShaderCompiler {
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								public:
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									enum Stage {
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										STAGE_VERTEX,
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										STAGE_FRAGMENT,
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										STAGE_COMPUTE,
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										STAGE_MAX
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									};
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									struct IdentifierActions {
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										HashMap<StringName, Stage> entry_point_stages;
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										HashMap<StringName, Pair<int *, int>> render_mode_values;
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										HashMap<StringName, bool *> render_mode_flags;
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										HashMap<StringName, bool *> usage_flag_pointers;
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										HashMap<StringName, bool *> write_flag_pointers;
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										HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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									};
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									struct GeneratedCode {
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										Vector<String> defines;
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										struct Texture {
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											StringName name;
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											ShaderLanguage::DataType type;
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											ShaderLanguage::ShaderNode::Uniform::Hint hint;
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											bool use_color = false;
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											ShaderLanguage::TextureFilter filter;
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											ShaderLanguage::TextureRepeat repeat;
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											bool global;
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											int array_size;
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										};
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										Vector<Texture> texture_uniforms;
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										Vector<uint32_t> uniform_offsets;
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										uint32_t uniform_total_size;
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										String uniforms;
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										String stage_globals[STAGE_MAX];
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										HashMap<String, String> code;
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										bool uses_global_textures;
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										bool uses_fragment_time;
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										bool uses_vertex_time;
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										bool uses_screen_texture_mipmaps;
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										bool uses_screen_texture;
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										bool uses_depth_texture;
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										bool uses_normal_roughness_texture;
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									};
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									struct DefaultIdentifierActions {
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										HashMap<StringName, String> renames;
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										HashMap<StringName, String> render_mode_defines;
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										HashMap<StringName, String> usage_defines;
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										HashMap<StringName, String> custom_samplers;
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										ShaderLanguage::TextureFilter default_filter;
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										ShaderLanguage::TextureRepeat default_repeat;
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										String sampler_array_name;
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										int base_texture_binding_index = 0;
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										int texture_layout_set = 0;
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										String base_uniform_string;
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										String global_buffer_array_variable;
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										String instance_uniform_index_variable;
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										uint32_t base_varying_index = 0;
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										bool apply_luminance_multiplier = false;
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									};
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								private:
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									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 HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<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 = nullptr;
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									const ShaderLanguage::FunctionNode *function = nullptr;
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									StringName current_func_name;
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									StringName time_name;
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									HashSet<StringName> texture_functions;
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									HashSet<StringName> used_name_defines;
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									HashSet<StringName> used_flag_pointers;
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									HashSet<StringName> used_rmode_defines;
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									HashSet<StringName> internal_functions;
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									HashSet<StringName> fragment_varyings;
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									DefaultIdentifierActions actions;
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									static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_name);
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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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									void initialize(DefaultIdentifierActions p_actions);
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									ShaderCompiler();
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								};
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								#endif // SHADER_COMPILER_H
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