raze-gles/source/common/rendering/hwrenderer/data/hw_shaderpatcher.cpp
2020-05-30 23:10:17 +02:00

299 lines
9.5 KiB
C++

/*
** hw_shaderpatcher.cpp
** Modifies shader source to account for different syntax versions or engine changes.
**
**---------------------------------------------------------------------------
** Copyright(C) 2004-2018 Christoph Oelckers
** Copyright(C) 2016-2018 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "hw_shaderpatcher.h"
static bool IsGlslWhitespace(char c)
{
switch (c)
{
case ' ':
case '\r':
case '\n':
case '\t':
case '\f':
return true;
default:
return false;
}
}
static FString NextGlslToken(const char *chars, long len, long &pos)
{
// Eat whitespace
long tokenStart = pos;
while (tokenStart != len && IsGlslWhitespace(chars[tokenStart]))
tokenStart++;
// Find token end
long tokenEnd = tokenStart;
while (tokenEnd != len && !IsGlslWhitespace(chars[tokenEnd]) && chars[tokenEnd] != ';')
tokenEnd++;
pos = tokenEnd;
return FString(chars + tokenStart, tokenEnd - tokenStart);
}
static bool isShaderType(const char *name)
{
return !strcmp(name, "sampler1D") || !strcmp(name, "sampler2D") || !strcmp(name, "sampler3D") || !strcmp(name, "samplerCube") || !strcmp(name, "sampler2DMS");
}
FString RemoveLegacyUserUniforms(FString code)
{
// User shaders must declare their uniforms via the GLDEFS file.
code.Substitute("uniform sampler2D tex;", " ");
code.Substitute("uniform float timer;", " ");
// The following code searches for legacy uniform declarations in the shader itself and replaces them with whitespace.
long len = (long)code.Len();
char *chars = code.LockBuffer();
long startIndex = 0;
while (true)
{
long matchIndex = code.IndexOf("uniform", startIndex);
if (matchIndex == -1)
break;
bool isLegacyUniformName = false;
bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
bool isKeywordEnd = matchIndex + 7 == len || IsGlslWhitespace(chars[matchIndex + 7]);
if (isKeywordStart && isKeywordEnd)
{
long pos = matchIndex + 7;
FString type = NextGlslToken(chars, len, pos);
FString identifier = NextGlslToken(chars, len, pos);
isLegacyUniformName = type.Compare("float") == 0 && identifier.Compare("timer") == 0;
}
if (isLegacyUniformName)
{
long statementEndIndex = code.IndexOf(';', matchIndex + 7);
if (statementEndIndex == -1)
statementEndIndex = len;
for (long i = matchIndex; i <= statementEndIndex; i++)
{
if (!IsGlslWhitespace(chars[i]))
chars[i] = ' ';
}
startIndex = statementEndIndex;
}
else
{
startIndex = matchIndex + 7;
}
}
// Also remove all occurences of the token 'texture2d'. Some shaders may still use this deprecated function to access a sampler.
// Modern GLSL only allows use of 'texture'.
while (true)
{
long matchIndex = code.IndexOf("texture2d", startIndex);
if (matchIndex == -1)
break;
// Check if this is a real token.
bool isKeywordStart = matchIndex == 0 || !isalnum(chars[matchIndex - 1] & 255);
bool isKeywordEnd = matchIndex + 9 == len || !isalnum(chars[matchIndex + 9] & 255);
if (isKeywordStart && isKeywordEnd)
{
chars[matchIndex + 7] = chars[matchIndex + 8] = ' ';
}
startIndex = matchIndex + 9;
}
code.UnlockBuffer();
return code;
}
FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &samplerstobind)
{
long len = (long)code.Len();
char *chars = code.LockBuffer();
long startIndex = 0;
long startpos, endpos;
while (true)
{
long matchIndex = code.IndexOf("layout(binding", startIndex);
if (matchIndex == -1)
break;
bool isSamplerUniformName = false;
bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
bool isKeywordEnd = matchIndex + 14 == len || IsGlslWhitespace(chars[matchIndex + 14]) || chars[matchIndex + 14] == '=';
if (isKeywordStart && isKeywordEnd)
{
long pos = matchIndex + 14;
startpos = matchIndex;
while (IsGlslWhitespace(chars[pos])) pos++;
if (chars[pos] == '=')
{
char *p;
pos++;
auto val = strtol(&chars[pos], &p, 0);
if (p != &chars[pos])
{
pos = long(p - chars);
while (IsGlslWhitespace(chars[pos])) pos++;
if (chars[pos] == ')')
{
endpos = ++pos;
FString uniform = NextGlslToken(chars, len, pos);
FString type = NextGlslToken(chars, len, pos);
FString identifier = NextGlslToken(chars, len, pos);
isSamplerUniformName = uniform.Compare("uniform") == 0 && isShaderType(type);
if (isSamplerUniformName)
{
samplerstobind.Push(std::make_pair(identifier, val));
for (auto pos = startpos; pos < endpos; pos++)
{
if (!IsGlslWhitespace(chars[pos]))
chars[pos] = ' ';
}
}
}
}
}
}
if (isSamplerUniformName)
{
startIndex = endpos;
}
else
{
startIndex = matchIndex + 7;
}
}
code.UnlockBuffer();
return code;
}
FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword)
{
long len = (long)code.Len();
char *chars = code.LockBuffer();
long startIndex = 0;
while (true)
{
long matchIndex = code.IndexOf("layout(location", startIndex);
if (matchIndex == -1)
break;
long endIndex = matchIndex;
// Find end of layout declaration
while (chars[endIndex] != ')' && chars[endIndex] != 0)
endIndex++;
if (chars[endIndex] == ')')
endIndex++;
else if (chars[endIndex] == 0)
break;
// Skip whitespace
while (IsGlslWhitespace(chars[endIndex]))
endIndex++;
// keyword following the declaration?
bool keywordFound = true;
long i;
for (i = 0; inoutkeyword[i] != 0; i++)
{
if (chars[endIndex + i] != inoutkeyword[i])
{
keywordFound = false;
break;
}
}
if (keywordFound && IsGlslWhitespace(chars[endIndex + i]))
{
// yes - replace declaration with spaces
for (long i = matchIndex; i < endIndex; i++)
chars[i] = ' ';
}
startIndex = endIndex;
}
code.UnlockBuffer();
return code;
}
/////////////////////////////////////////////////////////////////////////////
// Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
const FDefaultShader defaultshaders[] =
{
{"Default", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", ""},
{"Warp 1", "shaders/glsl/func_warp1.fp", "shaders/glsl/material_normal.fp", ""},
{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", "#define NO_LAYERS\n"},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp", "shaders/glsl/material_normal.fp", ""},
{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp", "shaders/glsl/material_normal.fp", ""},
{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp", "shaders/glsl/material_normal.fp", ""},
{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp", "shaders/glsl/material_normal.fp", ""},
{"Software Fuzz", "shaders/glsl/fuzz_software.fp", "shaders/glsl/material_normal.fp", ""},
{nullptr,nullptr,nullptr,nullptr}
};
const FEffectShader effectshaders[] =
{
{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", nullptr, nullptr, "#define NO_ALPHATEST\n" },
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
};