NazaraEngine/include/Nazara/Shader/ShaderBuilder.inl

491 lines
20 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Shader module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Shader/ShaderBuilder.hpp>
#include <stdexcept>
#include <Nazara/Shader/Debug.hpp>
namespace Nz::ShaderBuilder
{
inline ShaderAst::AccessIdentifierExpressionPtr Impl::AccessMember::operator()(ShaderAst::ExpressionPtr expr, std::vector<std::string> memberIdentifiers) const
{
auto accessMemberNode = std::make_unique<ShaderAst::AccessIdentifierExpression>();
accessMemberNode->expr = std::move(expr);
accessMemberNode->identifiers = std::move(memberIdentifiers);
return accessMemberNode;
}
inline ShaderAst::AccessIndexExpressionPtr Impl::AccessIndex::operator()(ShaderAst::ExpressionPtr expr, Int32 index) const
{
auto accessMemberNode = std::make_unique<ShaderAst::AccessIndexExpression>();
accessMemberNode->expr = std::move(expr);
accessMemberNode->indices.push_back(ShaderBuilder::Constant(index));
return accessMemberNode;
}
inline ShaderAst::AccessIndexExpressionPtr Impl::AccessIndex::operator()(ShaderAst::ExpressionPtr expr, const std::vector<Int32>& indexConstants) const
{
auto accessMemberNode = std::make_unique<ShaderAst::AccessIndexExpression>();
accessMemberNode->expr = std::move(expr);
accessMemberNode->indices.reserve(indexConstants.size());
for (Int32 index : indexConstants)
accessMemberNode->indices.push_back(ShaderBuilder::Constant(index));
return accessMemberNode;
}
inline ShaderAst::AccessIndexExpressionPtr Impl::AccessIndex::operator()(ShaderAst::ExpressionPtr expr, ShaderAst::ExpressionPtr indexExpression) const
{
auto accessMemberNode = std::make_unique<ShaderAst::AccessIndexExpression>();
accessMemberNode->expr = std::move(expr);
accessMemberNode->indices.push_back(std::move(indexExpression));
return accessMemberNode;
}
inline ShaderAst::AccessIndexExpressionPtr Impl::AccessIndex::operator()(ShaderAst::ExpressionPtr expr, std::vector<ShaderAst::ExpressionPtr> indexExpressions) const
{
auto accessMemberNode = std::make_unique<ShaderAst::AccessIndexExpression>();
accessMemberNode->expr = std::move(expr);
accessMemberNode->indices = std::move(indexExpressions);
return accessMemberNode;
}
inline ShaderAst::AssignExpressionPtr Impl::Assign::operator()(ShaderAst::AssignType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
{
auto assignNode = std::make_unique<ShaderAst::AssignExpression>();
assignNode->op = op;
assignNode->left = std::move(left);
assignNode->right = std::move(right);
return assignNode;
}
inline ShaderAst::BinaryExpressionPtr Impl::Binary::operator()(ShaderAst::BinaryType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
{
auto binaryNode = std::make_unique<ShaderAst::BinaryExpression>();
binaryNode->op = op;
binaryNode->left = std::move(left);
binaryNode->right = std::move(right);
return binaryNode;
}
template<bool Const>
ShaderAst::BranchStatementPtr Impl::Branch<Const>::operator()(ShaderAst::ExpressionPtr condition, ShaderAst::StatementPtr truePath, ShaderAst::StatementPtr falsePath) const
{
auto branchNode = std::make_unique<ShaderAst::BranchStatement>();
auto& condStatement = branchNode->condStatements.emplace_back();
condStatement.condition = std::move(condition);
condStatement.statement = std::move(truePath);
branchNode->elseStatement = std::move(falsePath);
branchNode->isConst = Const;
return branchNode;
}
template<bool Const>
ShaderAst::BranchStatementPtr Impl::Branch<Const>::operator()(std::vector<ShaderAst::BranchStatement::ConditionalStatement> condStatements, ShaderAst::StatementPtr elseStatement) const
{
auto branchNode = std::make_unique<ShaderAst::BranchStatement>();
branchNode->condStatements = std::move(condStatements);
branchNode->elseStatement = std::move(elseStatement);
branchNode->isConst = Const;
return branchNode;
}
inline ShaderAst::CallFunctionExpressionPtr Impl::CallFunction::operator()(std::string functionName, std::vector<ShaderAst::ExpressionPtr> parameters) const
{
auto callFunctionExpression = std::make_unique<ShaderAst::CallFunctionExpression>();
callFunctionExpression->targetFunction = ShaderBuilder::Identifier(std::move(functionName));
callFunctionExpression->parameters = std::move(parameters);
return callFunctionExpression;
}
inline ShaderAst::CallFunctionExpressionPtr Impl::CallFunction::operator()(ShaderAst::ExpressionPtr functionExpr, std::vector<ShaderAst::ExpressionPtr> parameters) const
{
auto callFunctionExpression = std::make_unique<ShaderAst::CallFunctionExpression>();
callFunctionExpression->targetFunction = std::move(functionExpr);
callFunctionExpression->parameters = std::move(parameters);
return callFunctionExpression;
}
inline ShaderAst::CastExpressionPtr Impl::Cast::operator()(ShaderAst::ExpressionValue<ShaderAst::ExpressionType> targetType, ShaderAst::ExpressionPtr expression) const
{
auto castNode = std::make_unique<ShaderAst::CastExpression>();
castNode->targetType = std::move(targetType);
castNode->expressions[0] = std::move(expression);
return castNode;
}
inline ShaderAst::CastExpressionPtr Impl::Cast::operator()(ShaderAst::ExpressionValue<ShaderAst::ExpressionType> targetType, std::array<ShaderAst::ExpressionPtr, 4> expressions) const
{
auto castNode = std::make_unique<ShaderAst::CastExpression>();
castNode->expressions = std::move(expressions);
castNode->targetType = std::move(targetType);
return castNode;
}
inline ShaderAst::CastExpressionPtr Impl::Cast::operator()(ShaderAst::ExpressionValue<ShaderAst::ExpressionType> targetType, std::vector<ShaderAst::ExpressionPtr> expressions) const
{
auto castNode = std::make_unique<ShaderAst::CastExpression>();
castNode->targetType = std::move(targetType);
assert(expressions.size() <= castNode->expressions.size());
for (std::size_t i = 0; i < expressions.size(); ++i)
castNode->expressions[i] = std::move(expressions[i]);
return castNode;
}
inline ShaderAst::ConditionalExpressionPtr Impl::ConditionalExpression::operator()(ShaderAst::ExpressionPtr condition, ShaderAst::ExpressionPtr truePath, ShaderAst::ExpressionPtr falsePath) const
{
auto condExprNode = std::make_unique<ShaderAst::ConditionalExpression>();
condExprNode->condition = std::move(condition);
condExprNode->falsePath = std::move(falsePath);
condExprNode->truePath = std::move(truePath);
return condExprNode;
}
inline ShaderAst::ConditionalStatementPtr Impl::ConditionalStatement::operator()(ShaderAst::ExpressionPtr condition, ShaderAst::StatementPtr statement) const
{
auto condStatementNode = std::make_unique<ShaderAst::ConditionalStatement>();
condStatementNode->condition = std::move(condition);
condStatementNode->statement = std::move(statement);
return condStatementNode;
}
inline ShaderAst::ConstantValueExpressionPtr Impl::Constant::operator()(ShaderAst::ConstantValue value) const
{
auto constantNode = std::make_unique<ShaderAst::ConstantValueExpression>();
constantNode->value = std::move(value);
constantNode->cachedExpressionType = ShaderAst::GetConstantType(constantNode->value);
return constantNode;
}
template<typename T>
ShaderAst::ConstantValueExpressionPtr Impl::Constant::operator()(ShaderAst::ExpressionType type, T value) const
{
assert(IsPrimitiveType(type));
switch (std::get<ShaderAst::PrimitiveType>(type))
{
case ShaderAst::PrimitiveType::Boolean: return ShaderBuilder::Constant(value != T(0));
case ShaderAst::PrimitiveType::Float32: return ShaderBuilder::Constant(SafeCast<float>(value));
case ShaderAst::PrimitiveType::Int32: return ShaderBuilder::Constant(SafeCast<Int32>(value));
case ShaderAst::PrimitiveType::UInt32: return ShaderBuilder::Constant(SafeCast<UInt32>(value));
case ShaderAst::PrimitiveType::String: return ShaderBuilder::Constant(value);
}
throw std::runtime_error("unexpected primitive type");
}
inline ShaderAst::DeclareAliasStatementPtr Impl::DeclareAlias::operator()(std::string name, ShaderAst::ExpressionPtr expression) const
{
auto declareAliasNode = std::make_unique<ShaderAst::DeclareAliasStatement>();
declareAliasNode->name = std::move(name);
declareAliasNode->expression = std::move(expression);
return declareAliasNode;
}
inline ShaderAst::DeclareConstStatementPtr Impl::DeclareConst::operator()(std::string name, ShaderAst::ExpressionPtr initialValue) const
{
auto declareConstNode = std::make_unique<ShaderAst::DeclareConstStatement>();
declareConstNode->name = std::move(name);
declareConstNode->expression = std::move(initialValue);
return declareConstNode;
}
inline ShaderAst::DeclareConstStatementPtr Impl::DeclareConst::operator()(std::string name, ShaderAst::ExpressionValue<ShaderAst::ExpressionType> type, ShaderAst::ExpressionPtr initialValue) const
{
auto declareConstNode = std::make_unique<ShaderAst::DeclareConstStatement>();
declareConstNode->name = std::move(name);
declareConstNode->type = std::move(type);
declareConstNode->expression = std::move(initialValue);
return declareConstNode;
}
inline ShaderAst::DeclareFunctionStatementPtr Impl::DeclareFunction::operator()(std::string name, ShaderAst::StatementPtr statement) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->name = std::move(name);
declareFunctionNode->statements.push_back(std::move(statement));
return declareFunctionNode;
}
inline ShaderAst::DeclareFunctionStatementPtr Impl::DeclareFunction::operator()(std::string name, std::vector<ShaderAst::DeclareFunctionStatement::Parameter> parameters, std::vector<ShaderAst::StatementPtr> statements, ShaderAst::ExpressionValue<ShaderAst::ExpressionType> returnType) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->name = std::move(name);
declareFunctionNode->parameters = std::move(parameters);
declareFunctionNode->returnType = std::move(returnType);
declareFunctionNode->statements = std::move(statements);
return declareFunctionNode;
}
inline ShaderAst::DeclareFunctionStatementPtr Impl::DeclareFunction::operator()(std::optional<ShaderStageType> entryStage, std::string name, ShaderAst::StatementPtr statement) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->name = std::move(name);
declareFunctionNode->statements.push_back(std::move(statement));
if (entryStage)
declareFunctionNode->entryStage = *entryStage;
return declareFunctionNode;
}
inline ShaderAst::DeclareFunctionStatementPtr Impl::DeclareFunction::operator()(std::optional<ShaderStageType> entryStage, std::string name, std::vector<ShaderAst::DeclareFunctionStatement::Parameter> parameters, std::vector<ShaderAst::StatementPtr> statements, ShaderAst::ExpressionValue<ShaderAst::ExpressionType> returnType) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->name = std::move(name);
declareFunctionNode->parameters = std::move(parameters);
declareFunctionNode->returnType = std::move(returnType);
declareFunctionNode->statements = std::move(statements);
if (entryStage)
declareFunctionNode->entryStage = *entryStage;
return declareFunctionNode;
}
inline ShaderAst::DeclareOptionStatementPtr Impl::DeclareOption::operator()(std::string name, ShaderAst::ExpressionValue<ShaderAst::ExpressionType> type, ShaderAst::ExpressionPtr initialValue) const
{
auto declareOptionNode = std::make_unique<ShaderAst::DeclareOptionStatement>();
declareOptionNode->optName = std::move(name);
declareOptionNode->optType = std::move(type);
declareOptionNode->defaultValue = std::move(initialValue);
return declareOptionNode;
}
inline ShaderAst::DeclareStructStatementPtr Impl::DeclareStruct::operator()(ShaderAst::StructDescription description, ShaderAst::ExpressionValue<bool> isExported) const
{
auto declareStructNode = std::make_unique<ShaderAst::DeclareStructStatement>();
declareStructNode->description = std::move(description);
declareStructNode->isExported = std::move(isExported);
return declareStructNode;
}
inline ShaderAst::DeclareVariableStatementPtr Impl::DeclareVariable::operator()(std::string name, ShaderAst::ExpressionPtr initialValue) const
{
auto declareVariableNode = std::make_unique<ShaderAst::DeclareVariableStatement>();
declareVariableNode->varName = std::move(name);
declareVariableNode->initialExpression = std::move(initialValue);
return declareVariableNode;
}
inline ShaderAst::DeclareVariableStatementPtr Impl::DeclareVariable::operator()(std::string name, ShaderAst::ExpressionValue<ShaderAst::ExpressionType> type, ShaderAst::ExpressionPtr initialValue) const
{
auto declareVariableNode = std::make_unique<ShaderAst::DeclareVariableStatement>();
declareVariableNode->varName = std::move(name);
declareVariableNode->varType = std::move(type);
declareVariableNode->initialExpression = std::move(initialValue);
return declareVariableNode;
}
inline ShaderAst::ExpressionStatementPtr Impl::ExpressionStatement::operator()(ShaderAst::ExpressionPtr expression) const
{
auto expressionStatementNode = std::make_unique<ShaderAst::ExpressionStatement>();
expressionStatementNode->expression = std::move(expression);
return expressionStatementNode;
}
inline ShaderAst::ForStatementPtr Impl::For::operator()(std::string varName, ShaderAst::ExpressionPtr fromExpression, ShaderAst::ExpressionPtr toExpression, ShaderAst::StatementPtr statement) const
{
auto forNode = std::make_unique<ShaderAst::ForStatement>();
forNode->fromExpr = std::move(fromExpression);
forNode->statement = std::move(statement);
forNode->toExpr = std::move(toExpression);
forNode->varName = std::move(varName);
return forNode;
}
inline ShaderAst::ForStatementPtr Impl::For::operator()(std::string varName, ShaderAst::ExpressionPtr fromExpression, ShaderAst::ExpressionPtr toExpression, ShaderAst::ExpressionPtr stepExpression, ShaderAst::StatementPtr statement) const
{
auto forNode = std::make_unique<ShaderAst::ForStatement>();
forNode->fromExpr = std::move(fromExpression);
forNode->statement = std::move(statement);
forNode->stepExpr = std::move(stepExpression);
forNode->toExpr = std::move(toExpression);
forNode->varName = std::move(varName);
return forNode;
}
ShaderAst::ForEachStatementPtr Impl::ForEach::operator()(std::string varName, ShaderAst::ExpressionPtr expression, ShaderAst::StatementPtr statement) const
{
auto forEachNode = std::make_unique<ShaderAst::ForEachStatement>();
forEachNode->expression = std::move(expression);
forEachNode->statement = std::move(statement);
forEachNode->varName = std::move(varName);
return forEachNode;
}
inline ShaderAst::FunctionExpressionPtr Impl::Function::operator()(std::size_t funcId) const
{
auto intrinsicTypeExpr = std::make_unique<ShaderAst::FunctionExpression>();
intrinsicTypeExpr->cachedExpressionType = ShaderAst::FunctionType{ funcId };
intrinsicTypeExpr->funcId = funcId;
return intrinsicTypeExpr;
}
inline ShaderAst::IdentifierExpressionPtr Impl::Identifier::operator()(std::string name) const
{
auto identifierNode = std::make_unique<ShaderAst::IdentifierExpression>();
identifierNode->identifier = std::move(name);
return identifierNode;
}
inline ShaderAst::ImportStatementPtr Impl::Import::operator()(std::string moduleName) const
{
auto importNode = std::make_unique<ShaderAst::ImportStatement>();
importNode->moduleName = std::move(moduleName);
return importNode;
}
inline ShaderAst::IntrinsicExpressionPtr Impl::Intrinsic::operator()(ShaderAst::IntrinsicType intrinsicType, std::vector<ShaderAst::ExpressionPtr> parameters) const
{
auto intrinsicExpression = std::make_unique<ShaderAst::IntrinsicExpression>();
intrinsicExpression->intrinsic = intrinsicType;
intrinsicExpression->parameters = std::move(parameters);
return intrinsicExpression;
}
inline ShaderAst::IntrinsicFunctionExpressionPtr Impl::IntrinsicFunction::operator()(std::size_t intrinsicFunctionId, ShaderAst::IntrinsicType intrinsicType) const
{
auto intrinsicTypeExpr = std::make_unique<ShaderAst::IntrinsicFunctionExpression>();
intrinsicTypeExpr->cachedExpressionType = ShaderAst::IntrinsicFunctionType{ intrinsicType };
intrinsicTypeExpr->intrinsicId = intrinsicFunctionId;
return intrinsicTypeExpr;
}
inline ShaderAst::MultiStatementPtr Impl::Multi::operator()(std::vector<ShaderAst::StatementPtr> statements) const
{
auto multiStatement = std::make_unique<ShaderAst::MultiStatement>();
multiStatement->statements = std::move(statements);
return multiStatement;
}
template<typename T>
std::unique_ptr<T> Impl::NoParam<T>::operator()() const
{
return std::make_unique<T>();
}
inline ShaderAst::ReturnStatementPtr Impl::Return::operator()(ShaderAst::ExpressionPtr expr) const
{
auto returnNode = std::make_unique<ShaderAst::ReturnStatement>();
returnNode->returnExpr = std::move(expr);
return returnNode;
}
inline ShaderAst::ScopedStatementPtr Impl::Scoped::operator()(ShaderAst::StatementPtr statement) const
{
auto scopedNode = std::make_unique<ShaderAst::ScopedStatement>();
scopedNode->statement = std::move(statement);
return scopedNode;
}
inline ShaderAst::StructTypeExpressionPtr Impl::StructType::operator()(std::size_t structTypeId) const
{
auto structTypeExpr = std::make_unique<ShaderAst::StructTypeExpression>();
structTypeExpr->cachedExpressionType = ShaderAst::StructType{ structTypeId };
structTypeExpr->structTypeId = structTypeId;
return structTypeExpr;
}
inline ShaderAst::SwizzleExpressionPtr Impl::Swizzle::operator()(ShaderAst::ExpressionPtr expression, std::array<UInt32, 4> swizzleComponents, std::size_t componentCount) const
{
assert(componentCount > 0);
assert(componentCount <= 4);
auto swizzleNode = std::make_unique<ShaderAst::SwizzleExpression>();
swizzleNode->expression = std::move(expression);
swizzleNode->componentCount = componentCount;
swizzleNode->components = swizzleComponents;
return swizzleNode;
}
inline ShaderAst::SwizzleExpressionPtr Impl::Swizzle::operator()(ShaderAst::ExpressionPtr expression, std::vector<UInt32> swizzleComponents) const
{
auto swizzleNode = std::make_unique<ShaderAst::SwizzleExpression>();
swizzleNode->expression = std::move(expression);
assert(swizzleComponents.size() <= swizzleNode->components.size());
swizzleNode->componentCount = swizzleComponents.size();
for (std::size_t i = 0; i < swizzleNode->componentCount; ++i)
{
assert(swizzleComponents[i] <= 4);
swizzleNode->components[i] = swizzleComponents[i];
}
return swizzleNode;
}
inline ShaderAst::UnaryExpressionPtr Impl::Unary::operator()(ShaderAst::UnaryType op, ShaderAst::ExpressionPtr expression) const
{
auto unaryNode = std::make_unique<ShaderAst::UnaryExpression>();
unaryNode->expression = std::move(expression);
unaryNode->op = op;
return unaryNode;
}
inline ShaderAst::VariableValueExpressionPtr Impl::Variable::operator()(std::size_t variableId, ShaderAst::ExpressionType expressionType) const
{
auto varNode = std::make_unique<ShaderAst::VariableValueExpression>();
varNode->variableId = variableId;
varNode->cachedExpressionType = std::move(expressionType);
return varNode;
}
inline ShaderAst::WhileStatementPtr Impl::While::operator()(ShaderAst::ExpressionPtr condition, ShaderAst::StatementPtr body) const
{
auto whileNode = std::make_unique<ShaderAst::WhileStatement>();
whileNode->condition = std::move(condition);
whileNode->body = std::move(body);
return whileNode;
}
}
#include <Nazara/Shader/DebugOff.hpp>