Shader: Add AstReflect
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Shader generator"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SHADER_AST_REFLECT_HPP
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#define NAZARA_SHADER_AST_REFLECT_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Shader/Config.hpp>
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#include <Nazara/Shader/Ast/AstRecursiveVisitor.hpp>
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#include <vector>
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namespace Nz::ShaderAst
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{
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class NAZARA_SHADER_API AstReflect : public AstRecursiveVisitor
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{
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public:
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struct Callbacks;
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AstReflect() = default;
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AstReflect(const AstReflect&) = delete;
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AstReflect(AstReflect&&) = delete;
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~AstReflect() = default;
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void Reflect(const StatementPtr& statement, const Callbacks& callbacks);
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AstReflect& operator=(const AstReflect&) = delete;
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AstReflect& operator=(AstReflect&&) = delete;
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struct Callbacks
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{
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std::function<void(const std::string& optionName, const ExpressionType& optionType)> onOptionDeclaration;
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};
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private:
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void Visit(DeclareOptionStatement& node) override;
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const Callbacks* m_callbacks;
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};
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}
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#include <Nazara/Shader/Ast/AstReflect.inl>
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#endif
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@ -0,0 +1,12 @@
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Shader generator"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Shader/Ast/AstReflect.hpp>
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#include <Nazara/Shader/Debug.hpp>
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namespace Nz::ShaderAst
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{
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}
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#include <Nazara/Shader/DebugOff.hpp>
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@ -5,34 +5,49 @@
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#include <Nazara/Graphics/UberShader.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Renderer/RenderDevice.hpp>
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#include <Nazara/Shader/Ast/AstReflect.hpp>
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#include <Nazara/Shader/Ast/SanitizeVisitor.hpp>
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#include <limits>
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#include <stdexcept>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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UberShader::UberShader(ShaderStageType shaderStage, ShaderAst::StatementPtr shaderAst) :
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m_shaderAst(std::move(shaderAst)),
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UberShader::UberShader(ShaderStageType shaderStage, const ShaderAst::StatementPtr& shaderAst) :
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m_shaderStage(shaderStage)
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{
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//std::size_t conditionCount = m_shaderAst.GetConditionCount();
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std::size_t conditionCount = 0;
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ShaderAst::SanitizeVisitor::Options options;
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options.removeOptionDeclaration = false;
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if (conditionCount >= 64)
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m_shaderAst = ShaderAst::Sanitize(shaderAst, options);
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std::size_t optionCount = 0;
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ShaderAst::AstReflect::Callbacks callbacks;
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callbacks.onOptionDeclaration = [&](const std::string& optionName, const ShaderAst::ExpressionType& optionType)
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{
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m_optionIndexByName[optionName] = optionCount;
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optionCount++;
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};
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ShaderAst::AstReflect reflect;
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reflect.Reflect(m_shaderAst, callbacks);
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if (optionCount >= 64)
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throw std::runtime_error("Too many conditions");
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m_combinationMask = std::numeric_limits<UInt64>::max();
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m_combinationMask <<= conditionCount;
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m_combinationMask <<= optionCount;
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m_combinationMask = ~m_combinationMask;
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}
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UInt64 UberShader::GetConditionFlagByName(const std::string_view& condition) const
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UInt64 UberShader::GetOptionFlagByName(const std::string& optionName) const
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{
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/*std::size_t conditionIndex = m_shaderAst.FindConditionByName(condition);
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if (conditionIndex != ShaderAst::InvalidCondition)
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return SetBit<UInt64>(0, conditionIndex);
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else*/
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auto it = m_optionIndexByName.find(optionName);
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if (it == m_optionIndexByName.end())
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return 0;
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return SetBit<UInt64>(0, it->second);
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}
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const std::shared_ptr<ShaderModule>& UberShader::Get(UInt64 combination)
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@ -44,6 +59,7 @@ namespace Nz
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{
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ShaderWriter::States states;
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states.enabledOptions = combination;
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states.sanitized = true;
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std::shared_ptr<ShaderModule> stage = Graphics::Instance()->GetRenderDevice().InstantiateShaderModule(m_shaderStage, m_shaderAst, std::move(states));
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@ -0,0 +1,25 @@
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Shader generator"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Shader/Ast/AstReflect.hpp>
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#include <stdexcept>
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#include <Nazara/Shader/Debug.hpp>
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namespace Nz::ShaderAst
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{
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void AstReflect::Reflect(const StatementPtr& statement, const Callbacks& callbacks)
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{
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assert(statement);
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m_callbacks = &callbacks;
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statement->Visit(*this);
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}
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void AstReflect::Visit(DeclareOptionStatement& node)
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{
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assert(m_callbacks);
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if (m_callbacks->onOptionDeclaration)
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m_callbacks->onOptionDeclaration(node.optName, node.optType);
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}
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}
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@ -113,6 +113,7 @@ namespace Nz
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m_currentState = nullptr;
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});
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// Always sanitize for reserved identifiers
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ShaderAst::SanitizeVisitor::Options options;
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options.reservedIdentifiers = {
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// All reserved GLSL keywords as of GLSL ES 3.2
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@ -386,7 +386,11 @@ namespace Nz
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std::vector<UInt32> SpirvWriter::Generate(ShaderAst::StatementPtr& shader, const States& states)
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{
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ShaderAst::StatementPtr sanitizedAst = ShaderAst::Sanitize(shader);
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ShaderAst::StatementPtr sanitizedAst;
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if (!states.sanitized)
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sanitizedAst = ShaderAst::Sanitize(shader);
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ShaderAst::StatementPtr& targetAst = (states.sanitized) ? shader : sanitizedAst;
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m_context.states = &states;
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@ -399,7 +403,7 @@ namespace Nz
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// Register all extended instruction sets
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PreVisitor preVisitor(states, state.constantTypeCache, state.funcs);
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sanitizedAst->Visit(preVisitor);
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targetAst->Visit(preVisitor);
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m_currentState->preVisitor = &preVisitor;
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@ -407,7 +411,7 @@ namespace Nz
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state.extensionInstructions[extInst] = AllocateResultId();
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SpirvAstVisitor visitor(*this, state.instructions, state.funcs);
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sanitizedAst->Visit(visitor);
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targetAst->Visit(visitor);
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AppendHeader();
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