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			101 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  shader_compiler_gles2.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) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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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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#ifndef SHADERCOMPILERGLES2_H
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#define SHADERCOMPILERGLES2_H
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#include "core/pair.h"
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#include "core/string_builder.h"
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#include "servers/visual/shader_language.h"
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#include "servers/visual/shader_types.h"
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#include "servers/visual_server.h"
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class ShaderCompilerGLES2 {
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public:
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	struct IdentifierActions {
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		Map<StringName, Pair<int *, int> > render_mode_values;
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		Map<StringName, bool *> render_mode_flags;
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		Map<StringName, bool *> usage_flag_pointers;
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		Map<StringName, bool *> write_flag_pointers;
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		Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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	};
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	struct GeneratedCode {
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		Vector<CharString> custom_defines;
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		Vector<StringName> uniforms;
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		Vector<StringName> texture_uniforms;
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		Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
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		String vertex_global;
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		String vertex;
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		String fragment_global;
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		String fragment;
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		String light;
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		bool uses_fragment_time;
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		bool uses_vertex_time;
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	};
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private:
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	ShaderLanguage parser;
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	struct DefaultIdentifierActions {
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		Map<StringName, String> renames;
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		Map<StringName, String> render_mode_defines;
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		Map<StringName, String> usage_defines;
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	};
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	void _dump_function_deps(ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added);
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	String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning);
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	StringName current_func_name;
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	StringName vertex_name;
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	StringName fragment_name;
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	StringName light_name;
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	StringName time_name;
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	Set<StringName> used_name_defines;
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	Set<StringName> used_flag_pointers;
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	Set<StringName> used_rmode_defines;
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	Set<StringName> internal_functions;
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	DefaultIdentifierActions actions[VS::SHADER_MAX];
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public:
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	Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
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	ShaderCompilerGLES2();
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};
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#endif // SHADERCOMPILERGLES3_H
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