Shader: Add AstReflect

This commit is contained in:
Jérôme Leclercq 2021-04-17 18:11:16 +02:00
parent 500ccda85a
commit 2238bbfa0c
6 changed files with 118 additions and 14 deletions

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@ -0,0 +1,46 @@
// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Engine - Shader generator"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADER_AST_REFLECT_HPP
#define NAZARA_SHADER_AST_REFLECT_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Shader/Config.hpp>
#include <Nazara/Shader/Ast/AstRecursiveVisitor.hpp>
#include <vector>
namespace Nz::ShaderAst
{
class NAZARA_SHADER_API AstReflect : public AstRecursiveVisitor
{
public:
struct Callbacks;
AstReflect() = default;
AstReflect(const AstReflect&) = delete;
AstReflect(AstReflect&&) = delete;
~AstReflect() = default;
void Reflect(const StatementPtr& statement, const Callbacks& callbacks);
AstReflect& operator=(const AstReflect&) = delete;
AstReflect& operator=(AstReflect&&) = delete;
struct Callbacks
{
std::function<void(const std::string& optionName, const ExpressionType& optionType)> onOptionDeclaration;
};
private:
void Visit(DeclareOptionStatement& node) override;
const Callbacks* m_callbacks;
};
}
#include <Nazara/Shader/Ast/AstReflect.inl>
#endif

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@ -0,0 +1,12 @@
// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Engine - Shader generator"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Shader/Ast/AstReflect.hpp>
#include <Nazara/Shader/Debug.hpp>
namespace Nz::ShaderAst
{
}
#include <Nazara/Shader/DebugOff.hpp>

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@ -5,34 +5,49 @@
#include <Nazara/Graphics/UberShader.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Renderer/RenderDevice.hpp>
#include <Nazara/Shader/Ast/AstReflect.hpp>
#include <Nazara/Shader/Ast/SanitizeVisitor.hpp>
#include <limits>
#include <stdexcept>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
UberShader::UberShader(ShaderStageType shaderStage, ShaderAst::StatementPtr shaderAst) :
m_shaderAst(std::move(shaderAst)),
UberShader::UberShader(ShaderStageType shaderStage, const ShaderAst::StatementPtr& shaderAst) :
m_shaderStage(shaderStage)
{
//std::size_t conditionCount = m_shaderAst.GetConditionCount();
std::size_t conditionCount = 0;
ShaderAst::SanitizeVisitor::Options options;
options.removeOptionDeclaration = false;
if (conditionCount >= 64)
m_shaderAst = ShaderAst::Sanitize(shaderAst, options);
std::size_t optionCount = 0;
ShaderAst::AstReflect::Callbacks callbacks;
callbacks.onOptionDeclaration = [&](const std::string& optionName, const ShaderAst::ExpressionType& optionType)
{
m_optionIndexByName[optionName] = optionCount;
optionCount++;
};
ShaderAst::AstReflect reflect;
reflect.Reflect(m_shaderAst, callbacks);
if (optionCount >= 64)
throw std::runtime_error("Too many conditions");
m_combinationMask = std::numeric_limits<UInt64>::max();
m_combinationMask <<= conditionCount;
m_combinationMask <<= optionCount;
m_combinationMask = ~m_combinationMask;
}
UInt64 UberShader::GetConditionFlagByName(const std::string_view& condition) const
UInt64 UberShader::GetOptionFlagByName(const std::string& optionName) const
{
/*std::size_t conditionIndex = m_shaderAst.FindConditionByName(condition);
if (conditionIndex != ShaderAst::InvalidCondition)
return SetBit<UInt64>(0, conditionIndex);
else*/
auto it = m_optionIndexByName.find(optionName);
if (it == m_optionIndexByName.end())
return 0;
return SetBit<UInt64>(0, it->second);
}
const std::shared_ptr<ShaderModule>& UberShader::Get(UInt64 combination)
@ -44,6 +59,7 @@ namespace Nz
{
ShaderWriter::States states;
states.enabledOptions = combination;
states.sanitized = true;
std::shared_ptr<ShaderModule> stage = Graphics::Instance()->GetRenderDevice().InstantiateShaderModule(m_shaderStage, m_shaderAst, std::move(states));

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@ -0,0 +1,25 @@
// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Engine - Shader generator"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Shader/Ast/AstReflect.hpp>
#include <stdexcept>
#include <Nazara/Shader/Debug.hpp>
namespace Nz::ShaderAst
{
void AstReflect::Reflect(const StatementPtr& statement, const Callbacks& callbacks)
{
assert(statement);
m_callbacks = &callbacks;
statement->Visit(*this);
}
void AstReflect::Visit(DeclareOptionStatement& node)
{
assert(m_callbacks);
if (m_callbacks->onOptionDeclaration)
m_callbacks->onOptionDeclaration(node.optName, node.optType);
}
}

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@ -113,6 +113,7 @@ namespace Nz
m_currentState = nullptr;
});
// Always sanitize for reserved identifiers
ShaderAst::SanitizeVisitor::Options options;
options.reservedIdentifiers = {
// All reserved GLSL keywords as of GLSL ES 3.2

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@ -386,7 +386,11 @@ namespace Nz
std::vector<UInt32> SpirvWriter::Generate(ShaderAst::StatementPtr& shader, const States& states)
{
ShaderAst::StatementPtr sanitizedAst = ShaderAst::Sanitize(shader);
ShaderAst::StatementPtr sanitizedAst;
if (!states.sanitized)
sanitizedAst = ShaderAst::Sanitize(shader);
ShaderAst::StatementPtr& targetAst = (states.sanitized) ? shader : sanitizedAst;
m_context.states = &states;
@ -399,7 +403,7 @@ namespace Nz
// Register all extended instruction sets
PreVisitor preVisitor(states, state.constantTypeCache, state.funcs);
sanitizedAst->Visit(preVisitor);
targetAst->Visit(preVisitor);
m_currentState->preVisitor = &preVisitor;
@ -407,7 +411,7 @@ namespace Nz
state.extensionInstructions[extInst] = AllocateResultId();
SpirvAstVisitor visitor(*this, state.instructions, state.funcs);
sanitizedAst->Visit(visitor);
targetAst->Visit(visitor);
AppendHeader();