Example #1
0
ptr<ShaderSource> GlslGeneratorInstance::Generate()
{
	// first stage: register all nodes
	RegisterNode(rootNode);

	// заголовок файла
	switch(glslVersion)
	{
	case GlslVersions::opengl33:
		text << "#version 330\n";
		break;
	case GlslVersions::webgl:
		// version numbers in WebGL are not supported
		text <<
			"#extension GL_OES_standard_derivatives : enable\n"
			"#extension GL_EXT_draw_buffers : enable\n"
			"#ifdef GL_ES\n"
			"precision highp float;\n"
			"#endif\n";
		break;
	default:
		THROW("Unknown GLSL version");
	}

	// вывести атрибуты в качестве входных переменных, если это вершинный шейдер
	if(shaderType == ShaderTypes::vertex)
	{
		const char* prefixStr;
		switch(glslVersion)
		{
		case GlslVersions::opengl33: prefixStr = "in "; break;
		case GlslVersions::webgl: prefixStr = "attribute "; break;
		default: THROW("Unknown GLSL version");
		}

		std::sort(attributes.begin(), attributes.end());
		for(size_t i = 0; i < attributes.size(); ++i)
		{
			AttributeNode* node = attributes[i];
			text << prefixStr;

			DataType valueType = node->GetValueType();

			// hack for lack of supporting integer attributes in WebGL
			// change them to float
			if(glslVersion == GlslVersions::webgl)
				valueType = EnforceFloatDataType(valueType);

			PrintDataType(valueType);
			text << " a" << node->GetElementIndex() << ";\n";
		}
	}

	// print transformed nodes
	if(!transformedNodes.empty())
	{
		if(shaderType != ShaderTypes::pixel)
			THROW("Only pixel shader may have transformed nodes");
		const char* prefixStr;
		switch(glslVersion)
		{
		case GlslVersions::opengl33: prefixStr = "in "; break;
		case GlslVersions::webgl: prefixStr = "varying "; break;
		default: THROW("Unknown GLSL version");
		}

		for(size_t i = 0; i < transformedNodes.size(); ++i)
		{
			TransformedNode* node = transformedNodes[i];
			text << prefixStr;
			PrintDataType(node->GetValueType());
			text << " v" << node->GetSemantic() << ";\n";
		}
	}

	// print interpolate nodes
	if(!interpolateNodes.empty())
	{
		if(shaderType != ShaderTypes::vertex)
			THROW("Only vertex shader may have interpolate nodes");
		const char* prefixStr;
		switch(glslVersion)
		{
		case GlslVersions::opengl33: prefixStr = "out "; break;
		case GlslVersions::webgl: prefixStr = "varying "; break;
		default: THROW("Unknown GLSL version");
		}

		for(size_t i = 0; i < interpolateNodes.size(); ++i)
		{
			InterpolateNode* node = interpolateNodes[i];
			text << prefixStr;
			PrintDataType(node->GetValueType());
			text << " v" << node->GetSemantic() << ";\n";
		}
	}

	// вывести пиксельные переменные, если это пиксельный шейдер, и это нужно
	if(shaderType == ShaderTypes::pixel && glslVersion == GlslVersions::opengl33)
	{
		for(int i = 0; i < fragmentTargetsCount; ++i)
		{
			text << "out ";
			PrintDataType(DataTypes::_vec4);
			text << " r" << i << ";\n";
		}
	}

	// print uniforms
	PrintUniforms();

	// samplers
	for(size_t i = 0; i < samplers.size(); ++i)
	{
		SamplerNode* samplerNode = samplers[i];
		// строка, описывающая основной тип семпла
		const char* valueTypeStr;
		switch(samplerNode->GetValueType())
		{
		case DataTypes::_float:
		case DataTypes::_vec2:
		case DataTypes::_vec3:
		case DataTypes::_vec4:
			valueTypeStr = "";
			break;
		case DataTypes::_uint:
		case DataTypes::_uvec2:
		case DataTypes::_uvec3:
		case DataTypes::_uvec4:
			valueTypeStr = glslVersion == GlslVersions::webgl ? "i" : "u";
			break;
		case DataTypes::_int:
		case DataTypes::_ivec2:
		case DataTypes::_ivec3:
		case DataTypes::_ivec4:
			valueTypeStr = "i";
			break;
		default:
			THROW("Invalid sampler value type");
		}
		// строка, описывающая размерность
		const char* dimensionStr;
		switch(samplerNode->GetCoordType())
		{
		case SamplerNode::_1D:
			dimensionStr = "1D";
			break;
		case SamplerNode::_2D:
			dimensionStr = "2D";
			break;
		case SamplerNode::_3D:
			dimensionStr = "3D";
			break;
		case SamplerNode::_Cube:
			dimensionStr = "Cube";
			break;
		default:
			THROW("Invalid sampler coord type");
		}
		// вывести семплер
		int slot = samplerNode->GetSlot();
		text << "uniform " << valueTypeStr << "sampler" << dimensionStr << ' ' << samplerPrefix << slot << ";\n";
	}

	//** заголовок функции шейдера

	text << "void main()\n{\n";

	// shader code
	for(size_t i = 0; i < nodeInits.size(); ++i)
		PrintNodeInit(i);

	// завершение шейдера
	text << "}\n";

	// make list of uniform variable bindings
	GlShaderBindings::UniformBindings uniformBindings;
	if(!supportUniformBuffers)
	{
		uniformBindings.resize(uniforms.size());
		for(size_t i = 0; i < uniforms.size(); ++i)
		{
			UniformNode* node = uniforms[i].second;
			GlShaderBindings::UniformBinding& uniformBinding = uniformBindings[i];
			uniformBinding.dataType = node->GetValueType();
			uniformBinding.count = node->GetCount();
			uniformBinding.slot = uniforms[i].first->GetSlot();
			uniformBinding.offset = node->GetOffset();
			std::ostringstream ss;
			ss << uniformPrefix << uniformBinding.slot << '_' << uniformBinding.offset;
			uniformBinding.name = ss.str();
		}
	}

	// make list of uniform block bindings
	GlShaderBindings::Bindings uniformBlockBindings;
	if(supportUniformBuffers)
	{
		uniformBlockBindings.resize(uniforms.size());
		for(size_t i = 0; i < uniforms.size(); ++i)
		{
			int slot = uniforms[i].first->GetSlot();
			char name[16];
			sprintf(name, "%s%d", uniformBufferPrefix, slot);
			uniformBlockBindings[i].first = name;
			uniformBlockBindings[i].second = slot;
		}
		// remove duplicates
		std::sort(uniformBlockBindings.begin(), uniformBlockBindings.end());
		uniformBlockBindings.resize(std::unique(uniformBlockBindings.begin(), uniformBlockBindings.end()) - uniformBlockBindings.begin());
	}

	// сформировать список привязок семплеров
	GlShaderBindings::Bindings samplerBindings(samplers.size());
	for(size_t i = 0; i < samplers.size(); ++i)
	{
		int slot = samplers[i]->GetSlot();
		char name[16];
		sprintf(name, "%s%d", samplerPrefix, slot);
		samplerBindings[i].first = name;
		samplerBindings[i].second = slot;
	}

	// сформировать список привязок атрибутов
	GlShaderBindings::Bindings attributeBindings(attributes.size());
	for(size_t i = 0; i < attributes.size(); ++i)
	{
		int index = attributes[i]->GetElementIndex();
		char name[16];
		sprintf(name, "a%d", index);
		attributeBindings[i].first = name;
		attributeBindings[i].second = index;
	}

	// make a target variables list
	GlShaderBindings::Bindings targetBindings;
	switch(glslVersion)
	{
	case GlslVersions::opengl33:
		targetBindings.resize(fragmentTargetsCount);
		for(int i = 0; i < fragmentTargetsCount; ++i)
		{
			char name[16];
			sprintf(name, "r%d", i);
			targetBindings[i].first = name;
			targetBindings[i].second = i;
		}
		break;
	case GlslVersions::webgl:
		// no bindings needed, because of use of gl_FragColor/gl_FragData
		break;
	}

	return NEW(GlslSource(
		Strings::String2File(text.str()),
		NEW(GlShaderBindings(uniformBindings, uniformBlockBindings, samplerBindings, attributeBindings, targetBindings, dualFragmentTarget))
	));
}
Example #2
0
ptr<ShaderSource> Hlsl11GeneratorInstance::Generate()
{
	// first stage: register all nodes
	RegisterNode(rootNode);

	// find out if we need instance id
	for(size_t i = 0; i < nodeInits.size(); ++i)
	{
		Node* node = nodeInits[i];
		if(node->GetType() == Node::typeOperation)
		{
			OperationNode* operationNode = fast_cast<OperationNode*>(node);
			if(operationNode->GetOperation() == OperationNode::operationGetInstanceID)
				needInstanceID = true;
		}
	}

	// выборы в зависимости от типа шейдера
	const char* mainFunctionName;
	const char* inputTypeName;
	const char* inputName;
	const char* outputTypeName;
	const char* outputName;
	const char* profile;
	switch(shaderType)
	{
	case ShaderTypes::vertex:
		mainFunctionName = "VS";
		inputTypeName = "A";
		inputName = "a";
		outputTypeName = "V";
		outputName = "v";
		profile = "vs_4_0";
		break;
	case ShaderTypes::pixel:
		mainFunctionName = "PS";
		inputTypeName = "V";
		inputName = "v";
		outputTypeName = "R";
		outputName = "r";
		profile = "ps_4_0";
		break;
	default:
		THROW("Unknown shader type");
	}

	// вывести атрибуты, если вершинный шейдер
	if(shaderType == ShaderTypes::vertex)
	{
		text << "struct A\n{\n";

		struct IndexSorter
		{
			bool operator()(AttributeNode* a, AttributeNode* b) const
			{
				return a->GetElementIndex() < b->GetElementIndex();
			}
		};

		std::sort(attributes.begin(), attributes.end(), IndexSorter());
		for(size_t i = 0; i < attributes.size(); ++i)
		{
			AttributeNode* node = attributes[i];
			text << '\t';
			PrintDataType(node->GetValueType());
			int index = node->GetElementIndex();
			text << " a" << index << " : " << Dx11System::GetSemanticString(index) << ";\n";
		}
		text << "};\n";
	}

	// print transformed nodes
	if(shaderType == ShaderTypes::pixel)
	{
		text << "struct V\n{\n";

		struct SemanticSorter
		{
			bool operator()(TransformedNode* a, TransformedNode* b) const
			{
				return a->GetSemantic() < b->GetSemantic();
			}
		};

		std::sort(transformedNodes.begin(), transformedNodes.end(), SemanticSorter());

		for(size_t i = 0; i < transformedNodes.size(); ++i)
		{
			TransformedNode* node = transformedNodes[i];
			text << '\t';
			PrintDataType(node->GetValueType());
			int semantic = node->GetSemantic();
			text << " v" << semantic << " : " << Dx11System::GetSemanticString(semantic) << ";\n";
		}

		text << "};\n";
	}

	// print interpolate nodes
	if(shaderType == ShaderTypes::vertex)
	{
		text << "struct V\n{\n";

		struct SemanticSorter
		{
			bool operator()(InterpolateNode* a, InterpolateNode* b) const
			{
				return a->GetSemantic() < b->GetSemantic();
			}
		};

		std::sort(interpolateNodes.begin(), interpolateNodes.end(), SemanticSorter());

		for(size_t i = 0; i < interpolateNodes.size(); ++i)
		{
			InterpolateNode* node = interpolateNodes[i];
			text << '\t';
			PrintDataType(node->GetValueType());
			int semantic = node->GetSemantic();
			text << " v" << semantic << " : " << Dx11System::GetSemanticString(semantic) << ";\n";
		}

		// вывести SV_Position
		text << "\tfloat4 vTP : SV_Position;\n";

		text << "};\n";
	}

	// вывести пиксельные переменные, если это пиксельный шейдер
	if(shaderType == ShaderTypes::pixel)
	{
		text << "struct R\n{\n";

		for(int i = 0; i < fragmentTargetsCount; ++i)
		{
			text << '\t';
			PrintDataType(DataTypes::_vec4);
			text << " r" << i << " : SV_Target" << i << ";\n";
		}

		text << "};\n";
	}

	// вывести uniform-буферы
	PrintUniforms();

	// семплеры
	struct SamplerSlotSorter
	{
		bool operator()(SamplerNode* a, SamplerNode* b) const
		{
			return a->GetSlot() < b->GetSlot();
		}
	};
	std::sort(samplers.begin(), samplers.end(), SamplerSlotSorter());
	for(size_t i = 0; i < samplers.size(); ++i)
	{
		SamplerNode* samplerNode = samplers[i];
		const char* textureStr;
		switch(samplerNode->GetCoordType())
		{
		case SamplerNode::_1D:
			textureStr = "Texture1D";
			break;
		case SamplerNode::_2D:
			textureStr = "Texture2D";
			break;
		case SamplerNode::_3D:
			textureStr = "Texture3D";
			break;
		case SamplerNode::_Cube:
			textureStr = "TextureCube";
			break;
		default:
			THROW("Invalid sampler coord type");
		}
		// текстура
		text << textureStr << '<';
		PrintDataType(samplerNode->GetValueType());
		int slot = samplerNode->GetSlot();
		text << "> t" << slot << " : register(t" << slot << ");\n";
		// семплер
		text << "SamplerState s" << slot << " : register(s" << slot << ");\n";
	}

	//** заголовок функции шейдера

	text << outputTypeName << ' ' << mainFunctionName << '(' << inputTypeName << ' ' << inputName;

	// если шейдер использует instance ID, добавить аргумент
	if(needInstanceID)
		text << ", uint sI : SV_InstanceID";

	// завершить заголовок
	text << ")\n{\n\t" << outputTypeName << ' ' << outputName << ";\n";

	// shader code
	for(size_t i = 0; i < nodeInits.size(); ++i)
		PrintNodeInit(i);

	// завершение шейдера
	text << "\treturn " << outputName << ";\n}\n";

	// получить маски ресурсов
	int uniformBuffersMask = 0;
	for(size_t i = 0; i < uniforms.size(); ++i)
		uniformBuffersMask |= 1 << uniforms[i].first->GetSlot();
	int samplersMask = 0;
	for(size_t i = 0; i < samplers.size(); ++i)
		samplersMask |= 1 << samplers[i]->GetSlot();
	Dx11ShaderResources resources(uniformBuffersMask, samplersMask);

	return NEW(Hlsl11Source(Strings::String2File(text.str()), mainFunctionName, profile, resources));
}