Rework shader AST (WIP)
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@@ -9,9 +9,7 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Shader/Config.hpp>
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#include <Nazara/Shader/ShaderAst.hpp>
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#include <Nazara/Shader/ShaderVarVisitor.hpp>
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#include <Nazara/Shader/ShaderAstVisitor.hpp>
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#include <Nazara/Shader/ShaderAstRecursiveVisitor.hpp>
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#include <Nazara/Shader/ShaderWriter.hpp>
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#include <set>
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#include <sstream>
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@@ -19,7 +17,7 @@
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namespace Nz
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{
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class NAZARA_SHADER_API GlslWriter : public ShaderWriter, public ShaderVarVisitor, public ShaderAstVisitor
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class NAZARA_SHADER_API GlslWriter : public ShaderWriter, public ShaderAst::AstRecursiveVisitor
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{
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public:
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struct Environment;
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@@ -30,7 +28,7 @@ namespace Nz
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GlslWriter(GlslWriter&&) = delete;
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~GlslWriter() = default;
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std::string Generate(const ShaderAst& shader, const States& conditions = {});
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std::string Generate(ShaderAst::StatementPtr& shader, const States& conditions = {});
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void SetEnv(Environment environment);
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@@ -46,67 +44,45 @@ namespace Nz
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static const char* GetFlipYUniformName();
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private:
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void Append(ShaderExpressionType type);
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void Append(ShaderNodes::BuiltinEntry builtin);
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void Append(ShaderNodes::BasicType type);
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void Append(ShaderNodes::MemoryLayout layout);
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void Append(ShaderAst::ShaderExpressionType type);
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void Append(ShaderAst::BuiltinEntry builtin);
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void Append(ShaderAst::BasicType type);
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void Append(ShaderAst::MemoryLayout layout);
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template<typename T> void Append(const T& param);
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void AppendCommentSection(const std::string& section);
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void AppendField(const std::string& structName, std::size_t* memberIndex, std::size_t remainingMembers);
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void AppendFunction(const ShaderAst::Function& func);
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void AppendFunctionPrototype(const ShaderAst::Function& func);
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void AppendField(std::size_t scopeId, const std::string& structName, const std::string* memberIdentifier, std::size_t remainingMembers);
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void AppendLine(const std::string& txt = {});
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template<typename T> void DeclareVariables(const ShaderAst& shader, const std::vector<T>& variables, const std::string& keyword = {}, const std::string& section = {});
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void EnterScope();
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void LeaveScope();
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using ShaderVarVisitor::Visit;
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using ShaderAstVisitor::Visit;
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void Visit(ShaderNodes::ExpressionPtr& expr, bool encloseIfRequired = false);
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void Visit(ShaderNodes::AccessMember& node) override;
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void Visit(ShaderNodes::AssignOp& node) override;
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void Visit(ShaderNodes::Branch& node) override;
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void Visit(ShaderNodes::BinaryOp& node) override;
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void Visit(ShaderNodes::BuiltinVariable& var) override;
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void Visit(ShaderNodes::Cast& node) override;
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void Visit(ShaderNodes::ConditionalExpression& node) override;
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void Visit(ShaderNodes::ConditionalStatement& node) override;
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void Visit(ShaderNodes::Constant& node) override;
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void Visit(ShaderNodes::DeclareVariable& node) override;
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void Visit(ShaderNodes::Discard& node) override;
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void Visit(ShaderNodes::ExpressionStatement& node) override;
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void Visit(ShaderNodes::Identifier& node) override;
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void Visit(ShaderNodes::InputVariable& var) override;
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void Visit(ShaderNodes::IntrinsicCall& node) override;
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void Visit(ShaderNodes::LocalVariable& var) override;
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void Visit(ShaderNodes::NoOp& node) override;
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void Visit(ShaderNodes::ParameterVariable& var) override;
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void Visit(ShaderNodes::ReturnStatement& node) override;
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void Visit(ShaderNodes::OutputVariable& var) override;
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void Visit(ShaderNodes::Sample2D& node) override;
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void Visit(ShaderNodes::StatementBlock& node) override;
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void Visit(ShaderNodes::SwizzleOp& node) override;
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void Visit(ShaderNodes::UniformVariable& var) override;
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void Visit(ShaderAst::ExpressionPtr& expr, bool encloseIfRequired = false);
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static bool HasExplicitBinding(const ShaderAst& shader);
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static bool HasExplicitLocation(const ShaderAst& shader);
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void Visit(ShaderAst::AccessMemberExpression& node) override;
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void Visit(ShaderAst::AssignExpression& node) override;
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void Visit(ShaderAst::BinaryExpression& node) override;
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void Visit(ShaderAst::CastExpression& node) override;
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void Visit(ShaderAst::ConditionalExpression& node) override;
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void Visit(ShaderAst::ConstantExpression& node) override;
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void Visit(ShaderAst::IdentifierExpression& node) override;
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void Visit(ShaderAst::IntrinsicExpression& node) override;
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void Visit(ShaderAst::SwizzleExpression& node) override;
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struct Context
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{
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const ShaderAst* shader = nullptr;
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const ShaderAst::Function* currentFunction = nullptr;
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const States* states = nullptr;
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};
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void Visit(ShaderAst::BranchStatement& node) override;
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void Visit(ShaderAst::ConditionalStatement& node) override;
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void Visit(ShaderAst::DeclareFunctionStatement& node) override;
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void Visit(ShaderAst::DeclareVariableStatement& node) override;
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void Visit(ShaderAst::DiscardStatement& node) override;
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void Visit(ShaderAst::ExpressionStatement& node) override;
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void Visit(ShaderAst::MultiStatement& node) override;
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void Visit(ShaderAst::NoOpStatement& node) override;
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void Visit(ShaderAst::ReturnStatement& node) override;
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struct State
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{
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std::stringstream stream;
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unsigned int indentLevel = 0;
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};
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static bool HasExplicitBinding(ShaderAst::StatementPtr& shader);
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static bool HasExplicitLocation(ShaderAst::StatementPtr& shader);
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struct State;
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Context m_context;
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Environment m_environment;
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State* m_currentState;
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};
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