/* * Copyright 2011-2016 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "shaderc.h" #include "glsl_optimizer.h" namespace bgfx { namespace glsl { static bool compile(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer) { char ch = char(tolower(_cmdLine.findOption('\0', "type")[0]) ); const glslopt_shader_type type = ch == 'f' ? kGlslOptShaderFragment : (ch == 'c' ? kGlslOptShaderCompute : kGlslOptShaderVertex); glslopt_target target = kGlslTargetOpenGL; switch (_version) { case BX_MAKEFOURCC('M', 'T', 'L', 0): target = kGlslTargetMetal; break; case 2: target = kGlslTargetOpenGLES20; break; case 3: target = kGlslTargetOpenGLES30; break; default: target = kGlslTargetOpenGL; break; } glslopt_ctx* ctx = glslopt_initialize(target); glslopt_shader* shader = glslopt_optimize(ctx, type, _code.c_str(), 0); if (!glslopt_get_status(shader) ) { const char* log = glslopt_get_log(shader); int32_t source = 0; int32_t line = 0; int32_t column = 0; int32_t start = 0; int32_t end = INT32_MAX; bool found = false || 3 == sscanf(log, "%u:%u(%u):", &source, &line, &column) ; if (found && 0 != line) { start = bx::uint32_imax(1, line-10); end = start + 20; } printCode(_code.c_str(), line, start, end, column); fprintf(stderr, "Error: %s\n", log); glslopt_cleanup(ctx); return false; } const char* optimizedShader = glslopt_get_output(shader); // Trim all directives. while ('#' == *optimizedShader) { optimizedShader = bx::strnl(optimizedShader); } if (0 != _version) { char* code = const_cast(optimizedShader); strReplace(code, "gl_FragDepthEXT", "gl_FragDepth"); strReplace(code, "texture2DLodEXT", "texture2DLod"); strReplace(code, "texture2DProjLodEXT", "texture2DProjLod"); strReplace(code, "textureCubeLodEXT", "textureCubeLod"); strReplace(code, "texture2DGradEXT", "texture2DGrad"); strReplace(code, "texture2DProjGradEXT", "texture2DProjGrad"); strReplace(code, "textureCubeGradEXT", "textureCubeGrad"); strReplace(code, "shadow2DEXT", "shadow2D"); strReplace(code, "shadow2DProjEXT", "shadow2DProj"); } UniformArray uniforms; if (target != kGlslTargetMetal) { const char* parse = optimizedShader; while (NULL != parse && *parse != '\0') { parse = bx::strws(parse); const char* eol = strchr(parse, ';'); if (NULL != eol) { const char* qualifier = parse; parse = bx::strws(bx::strword(parse) ); if (0 == strncmp(qualifier, "attribute", 9) || 0 == strncmp(qualifier, "varying", 7) ) { // skip attributes and varyings. parse = eol + 1; continue; } if (0 != strncmp(qualifier, "uniform", 7) ) { // end if there is no uniform keyword. parse = NULL; continue; } const char* precision = NULL; const char* typen = parse; if (0 == strncmp(typen, "lowp", 4) || 0 == strncmp(typen, "mediump", 7) || 0 == strncmp(typen, "highp", 5) ) { precision = typen; typen = parse = bx::strws(bx::strword(parse) ); } BX_UNUSED(precision); char uniformType[256]; parse = bx::strword(parse); if (0 == strncmp(typen, "sampler", 7) ) { strcpy(uniformType, "int"); } else { bx::strlcpy(uniformType, typen, parse-typen+1); } const char* name = parse = bx::strws(parse); char uniformName[256]; uint8_t num = 1; const char* array = bx::strnstr(name, "[", eol-parse); if (NULL != array) { bx::strlcpy(uniformName, name, array-name+1); char arraySize[32]; const char* end = bx::strnstr(array, "]", eol-array); bx::strlcpy(arraySize, array+1, end-array); num = uint8_t(atoi(arraySize) ); } else { bx::strlcpy(uniformName, name, eol-name+1); } Uniform un; un.type = nameToUniformTypeEnum(uniformType); if (UniformType::Count != un.type) { BX_TRACE("name: %s (type %d, num %d)", uniformName, un.type, num); un.name = uniformName; un.num = num; un.regIndex = 0; un.regCount = num; uniforms.push_back(un); } parse = eol + 1; } } } else { const char* parse = strstr(optimizedShader, "struct xlatMtlShaderUniform {"); const char* end = parse; if (NULL != parse) { parse += strlen("struct xlatMtlShaderUniform {"); end = strstr(parse, "};"); } while ( parse < end && *parse != '\0') { parse = bx::strws(parse); const char* eol = strchr(parse, ';'); if (NULL != eol) { const char* typen = parse; char uniformType[256]; parse = bx::strword(parse); bx::strlcpy(uniformType, typen, parse-typen+1); const char* name = parse = bx::strws(parse); char uniformName[256]; uint8_t num = 1; const char* array = bx::strnstr(name, "[", eol-parse); if (NULL != array) { bx::strlcpy(uniformName, name, array-name+1); char arraySize[32]; const char* end = bx::strnstr(array, "]", eol-array); bx::strlcpy(arraySize, array+1, end-array); num = uint8_t(atoi(arraySize) ); } else { bx::strlcpy(uniformName, name, eol-name+1); } Uniform un; un.type = nameToUniformTypeEnum(uniformType); if (UniformType::Count != un.type) { BX_TRACE("name: %s (type %d, num %d)", uniformName, un.type, num); un.name = uniformName; un.num = num; un.regIndex = 0; un.regCount = num; uniforms.push_back(un); } parse = eol + 1; } } } uint16_t count = (uint16_t)uniforms.size(); bx::write(_writer, count); for (UniformArray::const_iterator it = uniforms.begin(); it != uniforms.end(); ++it) { const Uniform& un = *it; uint8_t nameSize = (uint8_t)un.name.size(); bx::write(_writer, nameSize); bx::write(_writer, un.name.c_str(), nameSize); uint8_t uniformType = un.type; bx::write(_writer, uniformType); bx::write(_writer, un.num); bx::write(_writer, un.regIndex); bx::write(_writer, un.regCount); BX_TRACE("%s, %s, %d, %d, %d" , un.name.c_str() , getUniformTypeName(un.type) , un.num , un.regIndex , un.regCount ); } uint32_t shaderSize = (uint32_t)strlen(optimizedShader); bx::write(_writer, shaderSize); bx::write(_writer, optimizedShader, shaderSize); uint8_t nul = 0; bx::write(_writer, nul); if (_cmdLine.hasArg('\0', "disasm") ) { std::string disasmfp = _cmdLine.findOption('o'); disasmfp += ".disasm"; writeFile(disasmfp.c_str(), optimizedShader, shaderSize); } glslopt_cleanup(ctx); return true; } } // namespace glsl bool compileGLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer) { return glsl::compile(_cmdLine, _version, _code, _writer); } } // namespace bgfx