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mirror of https://github.com/obsproject/obs-studio.git synced 2024-09-20 13:08:50 +02:00
obs-studio/libobs-opengl/gl-shaderparser.c
jp9000 5780f3f177 (API Change) Improve graphics API consistency
Summary:
- Prefix all graphics subsystem names with gs_ or GS_
- Unsquish funciton names (for example _setfloat to _set_float)
- Changed create functions to be more consistent with the rest of the
  API elsewhere.  For exmaple, instead of
  gs_create_texture/gs_texture_destroy, it's now
  gs_texture_create/gs_texture_destroy
- Renamed gs_stencil_op enum to gs_stencil_op_type

From:                            To:
-----------------------------------------------------------
tvertarray                       gs_tvertarray
vb_data                          gs_vb_data
vbdata_create                    gs_vbdata_create
vbdata_destroy                   gs_vbdata_destroy
shader_param                     gs_shader_param
gs_effect                        gs_effect
effect_technique                 gs_effect_technique
effect_pass                      gs_effect_pass
effect_param                     gs_effect_param
texture_t                        gs_texture_t
stagesurf_t                      gs_stagesurf_t
zstencil_t                       gs_zstencil_t
vertbuffer_t                     gs_vertbuffer_t
indexbuffer_t                    gs_indexbuffer_t
samplerstate_t                   gs_samplerstate_t
swapchain_t                      gs_swapchain_t
texrender_t                      gs_texrender_t
shader_t                         gs_shader_t
sparam_t                         gs_sparam_t
effect_t                         gs_effect_t
technique_t                      gs_technique_t
eparam_t                         gs_eparam_t
device_t                         gs_device_t
graphics_t                       graphics_t
shader_param_type                gs_shader_param_type
SHADER_PARAM_UNKNOWN             GS_SHADER_PARAM_UNKNOWN
SHADER_PARAM_BOOL                GS_SHADER_PARAM_BOOL
SHADER_PARAM_FLOAT               GS_SHADER_PARAM_FLOAT
SHADER_PARAM_INT                 GS_SHADER_PARAM_INT
SHADER_PARAM_STRING              GS_SHADER_PARAM_STRING
SHADER_PARAM_VEC2                GS_SHADER_PARAM_VEC2
SHADER_PARAM_VEC3                GS_SHADER_PARAM_VEC3
SHADER_PARAM_VEC4                GS_SHADER_PARAM_VEC4
SHADER_PARAM_MATRIX4X4           GS_SHADER_PARAM_MATRIX4X4
SHADER_PARAM_TEXTURE             GS_SHADER_PARAM_TEXTURE
shader_param_info                gs_shader_param_info
shader_type                      gs_shader_type
SHADER_VERTEX                    GS_SHADER_VERTEX
SHADER_PIXEL                     GS_SHADER_PIXEL
shader_destroy                   gs_shader_destroy
shader_numparams                 gs_shader_get_num_params
shader_getparambyidx             gs_shader_get_param_by_idx
shader_getparambyname            gs_shader_get_param_by_name
shader_getviewprojmatrix         gs_shader_get_viewproj_matrix
shader_getworldmatrix            gs_shader_get_world_matrix
shader_getparaminfo              gs_shader_get_param_info
shader_setbool                   gs_shader_set_bool
shader_setfloat                  gs_shader_set_float
shader_setint                    gs_shader_set_int
shader_setmatrix3                gs_shader_setmatrix3
shader_setmatrix4                gs_shader_set_matrix4
shader_setvec2                   gs_shader_set_vec2
shader_setvec3                   gs_shader_set_vec3
shader_setvec4                   gs_shader_set_vec4
shader_settexture                gs_shader_set_texture
shader_setval                    gs_shader_set_val
shader_setdefault                gs_shader_set_default
effect_property_type             gs_effect_property_type
EFFECT_NONE                      GS_EFFECT_NONE
EFFECT_BOOL                      GS_EFFECT_BOOL
EFFECT_FLOAT                     GS_EFFECT_FLOAT
EFFECT_COLOR                     GS_EFFECT_COLOR
EFFECT_TEXTURE                   GS_EFFECT_TEXTURE
effect_param_info                gs_effect_param_info
effect_destroy                   gs_effect_destroy
effect_gettechnique              gs_effect_get_technique
technique_begin                  gs_technique_begin
technique_end                    gs_technique_end
technique_beginpass              gs_technique_begin_pass
technique_beginpassbyname        gs_technique_begin_pass_by_name
technique_endpass                gs_technique_end_pass
effect_numparams                 gs_effect_get_num_params
effect_getparambyidx             gs_effect_get_param_by_idx
effect_getparambyname            gs_effect_get_param_by_name
effect_updateparams              gs_effect_update_params
effect_getviewprojmatrix         gs_effect_get_viewproj_matrix
effect_getworldmatrix            gs_effect_get_world_matrix
effect_getparaminfo              gs_effect_get_param_info
effect_setbool                   gs_effect_set_bool
effect_setfloat                  gs_effect_set_float
effect_setint                    gs_effect_set_int
effect_setmatrix4                gs_effect_set_matrix4
effect_setvec2                   gs_effect_set_vec2
effect_setvec3                   gs_effect_set_vec3
effect_setvec4                   gs_effect_set_vec4
effect_settexture                gs_effect_set_texture
effect_setval                    gs_effect_set_val
effect_setdefault                gs_effect_set_default
texrender_create                 gs_texrender_create
texrender_destroy                gs_texrender_destroy
texrender_begin                  gs_texrender_begin
texrender_end                    gs_texrender_end
texrender_reset                  gs_texrender_reset
texrender_gettexture             gs_texrender_get_texture
GS_BUILDMIPMAPS                  GS_BUILD_MIPMAPS
GS_RENDERTARGET                  GS_RENDER_TARGET
gs_device_name                   gs_get_device_name
gs_device_type                   gs_get_device_type
gs_entercontext                  gs_enter_context
gs_leavecontext                  gs_leave_context
gs_getcontext                    gs_get_context
gs_renderstart                   gs_render_start
gs_renderstop                    gs_render_stop
gs_rendersave                    gs_render_save
gs_getinput                      gs_get_input
gs_geteffect                     gs_get_effect
gs_create_effect_from_file       gs_effect_create_from_file
gs_create_effect                 gs_effect_create
gs_create_vertexshader_from_file gs_vertexshader_create_from_file
gs_create_pixelshader_from_file  gs_pixelshader_create_from_file
gs_create_texture_from_file      gs_texture_create_from_file
gs_resetviewport                 gs_reset_viewport
gs_set2dmode                     gs_set_2d_mode
gs_set3dmode                     gs_set_3d_mode
gs_create_swapchain              gs_swapchain_create
gs_getsize                       gs_get_size
gs_getwidth                      gs_get_width
gs_getheight                     gs_get_height
gs_create_texture                gs_texture_create
gs_create_cubetexture            gs_cubetexture_create
gs_create_volumetexture          gs_voltexture_create
gs_create_zstencil               gs_zstencil_create
gs_create_stagesurface           gs_stagesurface_create
gs_create_samplerstate           gs_samplerstate_create
gs_create_vertexshader           gs_vertexshader_create
gs_create_pixelshader            gs_pixelshader_create
gs_create_vertexbuffer           gs_vertexbuffer_create
gs_create_indexbuffer            gs_indexbuffer_create
gs_gettexturetype                gs_get_texture_type
gs_load_defaultsamplerstate      gs_load_default_samplerstate
gs_getvertexshader               gs_get_vertex_shader
gs_getpixelshader                gs_get_pixel_shader
gs_getrendertarget               gs_get_render_target
gs_getzstenciltarget             gs_get_zstencil_target
gs_setrendertarget               gs_set_render_target
gs_setcuberendertarget           gs_set_cube_render_target
gs_beginscene                    gs_begin_scene
gs_draw                          gs_draw
gs_endscene                      gs_end_scene
gs_setcullmode                   gs_set_cull_mode
gs_getcullmode                   gs_get_cull_mode
gs_enable_depthtest              gs_enable_depth_test
gs_enable_stenciltest            gs_enable_stencil_test
gs_enable_stencilwrite           gs_enable_stencil_write
gs_blendfunction                 gs_blend_function
gs_depthfunction                 gs_depth_function
gs_stencilfunction               gs_stencil_function
gs_stencilop                     gs_stencil_op
gs_setviewport                   gs_set_viewport
gs_getviewport                   gs_get_viewport
gs_setscissorrect                gs_set_scissor_rect
gs_create_texture_from_iosurface gs_texture_create_from_iosurface
gs_create_gdi_texture            gs_texture_create_gdi
gs_is_compressed_format          gs_is_compressed_format
gs_num_total_levels              gs_get_total_levels
texture_setimage                 gs_texture_set_image
cubetexture_setimage             gs_cubetexture_set_image
swapchain_destroy                gs_swapchain_destroy
texture_destroy                  gs_texture_destroy
texture_getwidth                 gs_texture_get_width
texture_getheight                gs_texture_get_height
texture_getcolorformat           gs_texture_get_color_format
texture_map                      gs_texture_map
texture_unmap                    gs_texture_unmap
texture_isrect                   gs_texture_is_rect
texture_getobj                   gs_texture_get_obj
cubetexture_destroy              gs_cubetexture_destroy
cubetexture_getsize              gs_cubetexture_get_size
cubetexture_getcolorformat       gs_cubetexture_get_color_format
volumetexture_destroy            gs_voltexture_destroy
volumetexture_getwidth           gs_voltexture_get_width
volumetexture_getheight          gs_voltexture_get_height
volumetexture_getdepth           gs_voltexture_getdepth
volumetexture_getcolorformat     gs_voltexture_get_color_format
stagesurface_destroy             gs_stagesurface_destroy
stagesurface_getwidth            gs_stagesurface_get_width
stagesurface_getheight           gs_stagesurface_get_height
stagesurface_getcolorformat      gs_stagesurface_get_color_format
stagesurface_map                 gs_stagesurface_map
stagesurface_unmap               gs_stagesurface_unmap
zstencil_destroy                 gs_zstencil_destroy
samplerstate_destroy             gs_samplerstate_destroy
vertexbuffer_destroy             gs_vertexbuffer_destroy
vertexbuffer_flush               gs_vertexbuffer_flush
vertexbuffer_getdata             gs_vertexbuffer_get_data
indexbuffer_destroy              gs_indexbuffer_destroy
indexbuffer_flush                gs_indexbuffer_flush
indexbuffer_getdata              gs_indexbuffer_get_data
indexbuffer_numindices           gs_indexbuffer_get_num_indices
indexbuffer_gettype              gs_indexbuffer_get_type
texture_rebind_iosurface         gs_texture_rebind_iosurface
texture_get_dc                   gs_texture_get_dc
texture_release_dc               gs_texture_release_dc
2014-08-09 11:57:38 -07:00

665 lines
18 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include "gl-subsystem.h"
#include "gl-shaderparser.h"
static void gl_write_function_contents(struct gl_shader_parser *glsp,
struct cf_token **p_token, const char *end);
static inline struct shader_var *sp_getparam(struct gl_shader_parser *glsp,
struct cf_token *token)
{
size_t i;
for (i = 0; i < glsp->parser.params.num; i++) {
struct shader_var *param = glsp->parser.params.array+i;
if (strref_cmp(&token->str, param->name) == 0)
return param;
}
return NULL;
}
static inline size_t sp_getsampler(struct gl_shader_parser *glsp,
struct cf_token *token)
{
size_t i;
for (i = 0; i < glsp->parser.samplers.num; i++) {
struct shader_sampler *sampler = glsp->parser.samplers.array+i;
if (strref_cmp(&token->str, sampler->name) == 0)
return i;
}
return -1;
}
static inline int cmp_type(const char *name, const size_t name_len,
const char *type, const size_t type_len)
{
size_t min_len = (name_len < type_len) ? type_len : name_len;
return astrcmp_n(name, type, min_len);
}
static bool gl_write_type_n(struct gl_shader_parser *glsp,
const char *type, size_t len)
{
if (cmp_type(type, len, "float2", 6) == 0)
dstr_cat(&glsp->gl_string, "vec2");
else if (cmp_type(type, len, "float3", 6) == 0)
dstr_cat(&glsp->gl_string, "vec3");
else if (cmp_type(type, len, "float4", 6) == 0)
dstr_cat(&glsp->gl_string, "vec4");
else if (cmp_type(type, len, "float3x3", 8) == 0)
dstr_cat(&glsp->gl_string, "mat3x3");
else if (cmp_type(type, len, "float3x4", 8) == 0)
dstr_cat(&glsp->gl_string, "mat3x4");
else if (cmp_type(type, len, "float4x4", 8) == 0)
dstr_cat(&glsp->gl_string, "mat4x4");
else if (cmp_type(type, len, "texture2d", 9) == 0)
dstr_cat(&glsp->gl_string, "sampler2D");
else if (cmp_type(type, len, "texture3d", 9) == 0)
dstr_cat(&glsp->gl_string, "sampler3D");
else if (cmp_type(type, len, "texture_cube", 12) == 0)
dstr_cat(&glsp->gl_string, "samplerCube");
else if (cmp_type(type, len, "texture_rect", 12) == 0)
dstr_cat(&glsp->gl_string, "sampler2DRect");
else
return false;
return true;
}
static inline void gl_write_type(struct gl_shader_parser *glsp,
const char *type)
{
if (!gl_write_type_n(glsp, type, strlen(type)))
dstr_cat(&glsp->gl_string, type);
}
static inline bool gl_write_type_token(struct gl_shader_parser *glsp,
struct cf_token *token)
{
return gl_write_type_n(glsp, token->str.array, token->str.len);
}
static void gl_write_var(struct gl_shader_parser *glsp, struct shader_var *var)
{
if (var->var_type == SHADER_VAR_UNIFORM)
dstr_cat(&glsp->gl_string, "uniform ");
else if (var->var_type == SHADER_VAR_CONST)
dstr_cat(&glsp->gl_string, "const ");
gl_write_type(glsp, var->type);
dstr_cat(&glsp->gl_string, " ");
dstr_cat(&glsp->gl_string, var->name);
}
static inline void gl_write_params(struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->parser.params.num; i++) {
struct shader_var *var = glsp->parser.params.array+i;
gl_write_var(glsp, var);
dstr_cat(&glsp->gl_string, ";\n");
}
dstr_cat(&glsp->gl_string, "\n");
}
static void gl_write_storage_var(struct gl_shader_parser *glsp,
struct shader_var *var, bool input, const char *prefix);
/* unwraps a structure that's used for input/output */
static void gl_unwrap_storage_struct(struct gl_shader_parser *glsp,
struct shader_struct *st, const char *name, bool input,
const char *prefix)
{
struct dstr prefix_str;
size_t i;
dstr_init(&prefix_str);
if (prefix)
dstr_copy(&prefix_str, prefix);
dstr_cat(&prefix_str, name);
dstr_cat(&prefix_str, "_");
for (i = 0; i < st->vars.num; i++) {
struct shader_var *st_var = st->vars.array+i;
gl_write_storage_var(glsp, st_var, input, prefix_str.array);
}
dstr_free(&prefix_str);
}
static void gl_write_storage_var(struct gl_shader_parser *glsp,
struct shader_var *var, bool input, const char *prefix)
{
struct shader_struct *st = shader_parser_getstruct(&glsp->parser,
var->type);
if (st) {
gl_unwrap_storage_struct(glsp, st, var->name, input, prefix);
} else {
struct gl_parser_attrib attrib;
gl_parser_attrib_init(&attrib);
dstr_cat(&glsp->gl_string, input ? "in " : "out ");
if (prefix)
dstr_cat(&attrib.name, prefix);
dstr_cat(&attrib.name, var->name);
gl_write_type(glsp, var->type);
dstr_cat(&glsp->gl_string, " ");
dstr_cat_dstr(&glsp->gl_string, &attrib.name);
dstr_cat(&glsp->gl_string, ";\n");
attrib.input = input;
attrib.mapping = var->mapping;
da_push_back(glsp->attribs, &attrib);
}
}
static inline void gl_write_inputs(struct gl_shader_parser *glsp,
struct shader_func *main)
{
size_t i;
for (i = 0; i < main->params.num; i++)
gl_write_storage_var(glsp, main->params.array+i, true,
"inputval_");
dstr_cat(&glsp->gl_string, "\n");
}
static void gl_write_outputs(struct gl_shader_parser *glsp,
struct shader_func *main)
{
struct shader_var var = {0};
var.type = main->return_type;
var.name = "outputval";
if (main->mapping)
var.mapping = main->mapping;
gl_write_storage_var(glsp, &var, false, NULL);
dstr_cat(&glsp->gl_string, "\n");
}
static void gl_write_struct(struct gl_shader_parser *glsp,
struct shader_struct *st)
{
size_t i;
dstr_cat(&glsp->gl_string, "struct ");
dstr_cat(&glsp->gl_string, st->name);
dstr_cat(&glsp->gl_string, " {\n");
for (i = 0; i < st->vars.num; i++) {
struct shader_var *var = st->vars.array+i;
dstr_cat(&glsp->gl_string, "\t");
gl_write_var(glsp, var);
dstr_cat(&glsp->gl_string, ";\n");
}
dstr_cat(&glsp->gl_string, "};\n\n");
}
static void gl_write_interface_block(struct gl_shader_parser *glsp)
{
if (glsp->type == GS_SHADER_VERTEX) {
dstr_cat(&glsp->gl_string, "out gl_PerVertex {\n"
"\tvec4 gl_Position;\n};\n\n");
}
}
static inline void gl_write_structs(struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->parser.structs.num; i++) {
struct shader_struct *st = glsp->parser.structs.array+i;
gl_write_struct(glsp, st);
}
}
/*
* NOTE: HLSL-> GLSL intrinsic conversions
* atan2 -> atan
* clip -> (unsupported)
* ddx -> dFdx
* ddy -> dFdy
* fmod -> mod (XXX: these are different if sign is negative)
* frac -> fract
* lerp -> mix
* lit -> (unsupported)
* log10 -> (unsupported)
* mul -> (change to operator)
* rsqrt -> inversesqrt
* saturate -> (use clamp)
* tex* -> texture
* tex*grad -> textureGrad
* tex*lod -> textureLod
* tex*bias -> (use optional 'bias' value)
* tex*proj -> textureProj
*
* All else can be left as-is
*/
static bool gl_write_mul(struct gl_shader_parser *glsp,
struct cf_token **p_token)
{
struct cf_parser *cfp = &glsp->parser.cfp;
cfp->cur_token = *p_token;
if (!cf_next_token(cfp)) return false;
if (!cf_token_is(cfp, "(")) return false;
dstr_cat(&glsp->gl_string, "(");
gl_write_function_contents(glsp, &cfp->cur_token, ",");
dstr_cat(&glsp->gl_string, ") * (");
cf_next_token(cfp);
gl_write_function_contents(glsp, &cfp->cur_token, ")");
dstr_cat(&glsp->gl_string, "))");
*p_token = cfp->cur_token;
return true;
}
static bool gl_write_saturate(struct gl_shader_parser *glsp,
struct cf_token **p_token)
{
struct cf_parser *cfp = &glsp->parser.cfp;
cfp->cur_token = *p_token;
if (!cf_next_token(cfp)) return false;
if (!cf_token_is(cfp, "(")) return false;
dstr_cat(&glsp->gl_string, "clamp");
gl_write_function_contents(glsp, &cfp->cur_token, ")");
dstr_cat(&glsp->gl_string, ", 0.0, 1.0)");
*p_token = cfp->cur_token;
return true;
}
static inline bool gl_write_texture_call(struct gl_shader_parser *glsp,
struct shader_var *var, const char *call)
{
struct cf_parser *cfp = &glsp->parser.cfp;
size_t sampler_id = (size_t)-1;
if (!cf_next_token(cfp)) return false;
if (!cf_token_is(cfp, "(")) return false;
if (!cf_next_token(cfp)) return false;
sampler_id = sp_getsampler(glsp, cfp->cur_token);
if (sampler_id == (size_t)-1) return false;
if (!cf_next_token(cfp)) return false;
if (!cf_token_is(cfp, ",")) return false;
var->gl_sampler_id = sampler_id;
dstr_cat(&glsp->gl_string, call);
dstr_cat(&glsp->gl_string, "(");
dstr_cat(&glsp->gl_string, var->name);
dstr_cat(&glsp->gl_string, ", ");
return true;
}
/* processes texture.Sample(sampler, texcoord) */
static bool gl_write_texture_code(struct gl_shader_parser *glsp,
struct cf_token **p_token, struct shader_var *var)
{
struct cf_parser *cfp = &glsp->parser.cfp;
bool written = false;
cfp->cur_token = *p_token;
if (!cf_next_token(cfp)) return false;
if (!cf_token_is(cfp, ".")) return false;
if (!cf_next_token(cfp)) return false;
if (cf_token_is(cfp, "Sample"))
written = gl_write_texture_call(glsp, var, "texture");
else if (cf_token_is(cfp, "SampleBias"))
written = gl_write_texture_call(glsp, var, "texture");
else if (cf_token_is(cfp, "SampleGrad"))
written = gl_write_texture_call(glsp, var, "textureGrad");
else if (cf_token_is(cfp, "SampleLevel"))
written = gl_write_texture_call(glsp, var, "textureLod");
if (!written)
return false;
if (!cf_next_token(cfp)) return false;
gl_write_function_contents(glsp, &cfp->cur_token, ")");
dstr_cat(&glsp->gl_string, ")");
*p_token = cfp->cur_token;
return true;
}
static bool gl_write_intrinsic(struct gl_shader_parser *glsp,
struct cf_token **p_token)
{
struct cf_token *token = *p_token;
bool written = true;
if (strref_cmp(&token->str, "atan2") == 0) {
dstr_cat(&glsp->gl_string, "atan2");
} else if (strref_cmp(&token->str, "ddx") == 0) {
dstr_cat(&glsp->gl_string, "dFdx");
} else if (strref_cmp(&token->str, "ddy") == 0) {
dstr_cat(&glsp->gl_string, "dFdy");
} else if (strref_cmp(&token->str, "frac") == 0) {
dstr_cat(&glsp->gl_string, "fract");
} else if (strref_cmp(&token->str, "lerp") == 0) {
dstr_cat(&glsp->gl_string, "mix");
} else if (strref_cmp(&token->str, "fmod") == 0) {
dstr_cat(&glsp->gl_string, "mod");
} else if (strref_cmp(&token->str, "rsqrt") == 0) {
dstr_cat(&glsp->gl_string, "inversesqrt");
} else if (strref_cmp(&token->str, "saturate") == 0) {
written = gl_write_saturate(glsp, &token);
} else if (strref_cmp(&token->str, "mul") == 0) {
written = gl_write_mul(glsp, &token);
} else {
struct shader_var *var = sp_getparam(glsp, token);
if (var && astrcmp_n(var->type, "texture", 7) == 0)
written = gl_write_texture_code(glsp, &token, var);
else
written = false;
}
if (written)
*p_token = token;
return written;
}
static void gl_write_function_contents(struct gl_shader_parser *glsp,
struct cf_token **p_token, const char *end)
{
struct cf_token *token = *p_token;
if (token->type != CFTOKEN_NAME
|| ( !gl_write_type_token(glsp, token)
&& !gl_write_intrinsic(glsp, &token)))
dstr_cat_strref(&glsp->gl_string, &token->str);
while (token->type != CFTOKEN_NONE) {
token++;
if (end && strref_cmp(&token->str, end) == 0)
break;
if (token->type == CFTOKEN_NAME) {
if (!gl_write_type_token(glsp, token) &&
!gl_write_intrinsic(glsp, &token))
dstr_cat_strref(&glsp->gl_string, &token->str);
} else if (token->type == CFTOKEN_OTHER) {
if (*token->str.array == '{')
gl_write_function_contents(glsp, &token, "}");
else if (*token->str.array == '(')
gl_write_function_contents(glsp, &token, ")");
dstr_cat_strref(&glsp->gl_string, &token->str);
} else {
dstr_cat_strref(&glsp->gl_string, &token->str);
}
}
*p_token = token;
}
static void gl_write_function(struct gl_shader_parser *glsp,
struct shader_func *func)
{
size_t i;
struct cf_token *token;
gl_write_type(glsp, func->return_type);
dstr_cat(&glsp->gl_string, " ");
if (strcmp(func->name, "main") == 0)
dstr_cat(&glsp->gl_string, "_main_wrap");
else
dstr_cat(&glsp->gl_string, func->name);
dstr_cat(&glsp->gl_string, "(");
for (i = 0; i < func->params.num; i++) {
struct shader_var *param = func->params.array+i;
if (i > 0)
dstr_cat(&glsp->gl_string, ", ");
gl_write_var(glsp, param);
}
dstr_cat(&glsp->gl_string, ")\n");
token = func->start;
gl_write_function_contents(glsp, &token, "}");
dstr_cat(&glsp->gl_string, "}\n\n");
}
static inline void gl_write_functions(struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->parser.funcs.num; i++) {
struct shader_func *func = glsp->parser.funcs.array+i;
gl_write_function(glsp, func);
}
}
static inline void gl_write_main_interface_assign(
struct gl_shader_parser *glsp, struct shader_var *var,
const char *src)
{
/* vertex shaders: write gl_Position */
if (glsp->type == GS_SHADER_VERTEX &&
strcmp(var->mapping, "POSITION") == 0) {
dstr_cat(&glsp->gl_string, "\tgl_Position = ");
dstr_cat(&glsp->gl_string, src);
dstr_cat(&glsp->gl_string, var->name);
dstr_cat(&glsp->gl_string, ";\n");
}
}
static void gl_write_main_storage_assign(struct gl_shader_parser *glsp,
struct shader_var *var, const char *dst, const char *src,
bool input)
{
struct shader_struct *st;
struct dstr dst_copy = {0};
char ch_left = input ? '.' : '_';
char ch_right = input ? '_' : '.';
if (dst) {
dstr_copy(&dst_copy, dst);
dstr_cat_ch(&dst_copy, ch_left);
} else {
dstr_copy(&dst_copy, "\t");
}
dstr_cat(&dst_copy, var->name);
st = shader_parser_getstruct(&glsp->parser, var->type);
if (st) {
struct dstr src_copy = {0};
size_t i;
if (src)
dstr_copy(&src_copy, src);
dstr_cat(&src_copy, var->name);
dstr_cat_ch(&src_copy, ch_right);
for (i = 0; i < st->vars.num; i++) {
struct shader_var *st_var = st->vars.array+i;
gl_write_main_storage_assign(glsp, st_var,
dst_copy.array, src_copy.array, input);
}
dstr_free(&src_copy);
} else {
if (!dstr_is_empty(&dst_copy))
dstr_cat_dstr(&glsp->gl_string, &dst_copy);
dstr_cat(&glsp->gl_string, " = ");
if (src)
dstr_cat(&glsp->gl_string, src);
dstr_cat(&glsp->gl_string, var->name);
dstr_cat(&glsp->gl_string, ";\n");
if (!input)
gl_write_main_interface_assign(glsp, var, src);
}
dstr_free(&dst_copy);
}
static inline void gl_write_main_storage_inputs(struct gl_shader_parser *glsp,
struct shader_func *main)
{
gl_write_main_storage_assign(glsp, main->params.array, NULL,
"inputval_", true);
}
static inline void gl_write_main_storage_outputs(struct gl_shader_parser *glsp,
struct shader_func *main)
{
/* we only do this *if* we're writing a struct, because otherwise
* the call to 'main' already does the assignment for us */
if (!main->mapping) {
struct shader_var var = {0};
var.name = "outputval";
var.type = (char*)main->return_type;
dstr_cat(&glsp->gl_string, "\n");
gl_write_main_storage_assign(glsp, &var, NULL, NULL, false);
}
}
static inline void gl_write_main_vars(struct gl_shader_parser *glsp,
struct shader_func *main_func)
{
size_t i;
for (i = 0; i < main_func->params.num; i++) {
dstr_cat(&glsp->gl_string, "\t");
dstr_cat(&glsp->gl_string, main_func->params.array[i].type);
dstr_cat(&glsp->gl_string, " ");
dstr_cat(&glsp->gl_string, main_func->params.array[i].name);
dstr_cat(&glsp->gl_string, ";\n");
}
if (!main_func->mapping) {
dstr_cat(&glsp->gl_string, "\t");
dstr_cat(&glsp->gl_string, main_func->return_type);
dstr_cat(&glsp->gl_string, " outputval;\n\n");
}
}
static inline void gl_write_main_func_call(struct gl_shader_parser *glsp,
struct shader_func *main_func)
{
size_t i;
dstr_cat(&glsp->gl_string, "\n\toutputval = _main_wrap(");
for (i = 0; i < main_func->params.num; i++) {
if (i)
dstr_cat(&glsp->gl_string, ", ");
dstr_cat(&glsp->gl_string, main_func->params.array[i].name);
}
dstr_cat(&glsp->gl_string, ");\n");
}
static void gl_write_main(struct gl_shader_parser *glsp,
struct shader_func *main)
{
dstr_cat(&glsp->gl_string, "void main(void)\n{\n");
gl_write_main_vars(glsp, main);
gl_write_main_storage_inputs(glsp, main);
gl_write_main_func_call(glsp, main);
gl_write_main_storage_outputs(glsp, main);
dstr_cat(&glsp->gl_string, "}\n");
}
/* ugh, don't ask. I'll probably get rid of the need for this function later */
static void gl_rename_attributes(struct gl_shader_parser *glsp)
{
size_t i = 0, input_idx = 0, output_idx = 0;
for (i = 0; i < glsp->attribs.num; i++) {
struct gl_parser_attrib *attrib = glsp->attribs.array+i;
struct dstr new_name = {0};
const char *prefix;
size_t val;
if (attrib->input) {
prefix = glsp->input_prefix;
val = input_idx++;
} else {
prefix = glsp->output_prefix;
val = output_idx++;
}
dstr_printf(&new_name, "%s%u", prefix, val);
dstr_replace(&glsp->gl_string, attrib->name.array,
new_name.array);
dstr_move(&attrib->name, &new_name);
}
}
static bool gl_shader_buildstring(struct gl_shader_parser *glsp)
{
struct shader_func *main_func;
main_func = shader_parser_getfunc(&glsp->parser, "main");
if (!main_func) {
blog(LOG_ERROR, "function 'main' not found");
return false;
}
dstr_copy(&glsp->gl_string, "#version 150\n\n");
gl_write_params(glsp);
gl_write_inputs(glsp, main_func);
gl_write_outputs(glsp, main_func);
gl_write_interface_block(glsp);
gl_write_structs(glsp);
gl_write_functions(glsp);
gl_write_main(glsp, main_func);
gl_rename_attributes(glsp);
return true;
}
bool gl_shader_parse(struct gl_shader_parser *glsp,
const char *shader_str, const char *file)
{
bool success = shader_parse(&glsp->parser, shader_str, file);
char *str = shader_parser_geterrors(&glsp->parser);
if (str) {
blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
bfree(str);
}
if (success)
success = gl_shader_buildstring(glsp);
return success;
}