#include <algorithm>
#include <cstring>
#include <msp/strings/format.h>
+#include <msp/strings/utils.h>
#include "extension.h"
#include "program.h"
#include "programbuilder.h"
{ FRAGMENT, "ambient_product_diffuse", "vec4", "ambient_color*material.diffuse", "!g" },
{ FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
{ FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
- { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
- { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
- { FRAGMENT, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb", "m!p" },
- { FRAGMENT, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb+l_specular*light_product_specular.rgb", "mp" },
- { FRAGMENT, "light_product_diffuse", "vec4", "gl_FrontLightProduct[0].diffuse", "g" },
- { FRAGMENT, "light_product_diffuse", "vec4", "light_sources[0].diffuse*material.diffuse", "!g" },
- { FRAGMENT, "light_product_specular", "vec4", "gl_FrontLightProduct[0].specular", "g" },
- { FRAGMENT, "light_product_specular", "vec4", "light_sources[0].specular*material.specular", "!g" },
+ { FRAGMENT, "rgb_light[i]", "vec3", "vec3(l_diffuse[i])", "!m!p" },
+ { FRAGMENT, "rgb_light[i]", "vec3", "vec3(l_diffuse[i]+l_specular[i])", "!mp" },
+ { FRAGMENT, "rgb_light[i]", "vec3", "l_diffuse[i]*light_product_diffuse[i].rgb", "m!p" },
+ { FRAGMENT, "rgb_light[i]", "vec3", "l_diffuse[i]*light_product_diffuse[i].rgb+l_specular[i]*light_product_specular[i].rgb", "mp" },
+ { FRAGMENT, "light_product_diffuse[i]", "vec4", "gl_FrontLightProduct[i].diffuse", "g" },
+ { FRAGMENT, "light_product_diffuse[i]", "vec4", "light_sources[i].diffuse*material.diffuse", "!g" },
+ { FRAGMENT, "light_product_specular[i]", "vec4", "gl_FrontLightProduct[i].specular", "g" },
+ { FRAGMENT, "light_product_specular[i]", "vec4", "light_sources[i].specular*material.specular", "!g" },
{ FRAGMENT, "reflect_sample", "vec4", "textureCube(environment, env_reflect_dir)", 0 },
{ FRAGMENT, "env_reflect_dir", "vec3", "env_eye_matrix*eye_reflect_dir", 0 },
{ FRAGMENT, "eye_reflect_dir", "vec3", "eye_tbn_matrix*tbn_reflect_dir", "n" },
{ FRAGMENT, "zzz_reflect_dir", "vec3", "reflect(zzz_incident_dir, n_zzz_normal)", 0 },
{ FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
{ FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
- { FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
- { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), material.shininess)", 0 },
- { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
- { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
+ { FRAGMENT, "l_diffuse[i]", "float", "max(dot(n_zzz_normal, n_zzz_light_dir[i]), 0.0)", 0 },
+ { FRAGMENT, "l_specular[i]", "float", "pow(max(dot(n_zzz_half_vec[i], n_zzz_normal), 0.0), material.shininess)", 0 },
+ { FRAGMENT, "n_zzz_half_vec[i]", "vec3", "normalize(zzz_light_dir[i]-zzz_incident_dir)", 0 },
+ { FRAGMENT, "n_zzz_light_dir[i]", "vec3", "normalize(zzz_light_dir[i])", 0 },
{ FRAGMENT, "n_tbn_normal", "vec3", "normal_sample*2.0-1.0", "n" },
{ FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
{ FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", 0 },
{ VERTEX, "gl_Position", "vec4", "projection_matrix*eye_vertex", 0 },
{ VERTEX, "shd_vertex", "vec3", "vec3(dot(eye_vertex, gl_EyePlaneS[shadow_unit]), dot(eye_vertex, gl_EyePlaneT[shadow_unit]), dot(eye_vertex, gl_EyePlaneR[shadow_unit]))", "g" },
{ VERTEX, "shd_vertex", "vec3", "(shd_eye_matrix*eye_vertex).xyz", "!g" },
- { VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
- { VERTEX, "eye_light_dir", "vec3", "normalize(eye_light_position.xyz-eye_vertex.xyz*eye_light_position.w)", 0 },
- { VERTEX, "eye_light_position", "vec4", "light_sources[0].position", 0 },
+ { VERTEX, "tbn_light_dir[i]", "vec3", "eye_light_dir[i]*eye_tbn_matrix", 0 },
+ { VERTEX, "eye_light_dir[i]", "vec3", "normalize(eye_light_position[i].xyz-eye_vertex.xyz*eye_light_position[i].w)", 0 },
+ { VERTEX, "eye_light_position[i]", "vec4", "light_sources[i].position", 0 },
{ VERTEX, "tbn_incident_dir", "vec3", "eye_incident_dir*eye_tbn_matrix", 0 },
{ VERTEX, "eye_incident_dir", "vec3", "normalize(eye_vertex.xyz)", 0 },
{ VERTEX, "eye_tbn_matrix", "mat3", "mat3(eye_tangent, eye_binormal, eye_normal)", 0 },
{ UNIFORM, "eye_obj_normal_matrix", "mat3", "gl_NormalMatrix", 0 },
{ UNIFORM, "projection_matrix", "mat4", "gl_ProjectionMatrix", 0 },
{ UNIFORM, "shd_eye_matrix", "mat4", 0, 0 },
- { UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; }[2]", "gl_LightSource", 0 },
+ { UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; }[MAX_LIGHTS]", "gl_LightSource[i]", 0 },
{ UNIFORM, "ambient_color", "vec4", 0, 0 },
{ UNIFORM, "material", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_FrontMaterial", 0 },
}
}
+ // Array sizes need to be resolved for inline processing
+ for(list<ShaderVariable>::iterator i=variables.end(); i!=variables.begin(); )
+ (--i)->resolve_array(features);
+
for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
(*i)->check_inline(features.legacy, !optimize);
source += "void main()\n{\n";
+ list<ShaderVariable *> loop_vars;
+ unsigned loop_size = 0;
for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
{
+ if(!loop_vars.empty() && !loop_vars.back()->in_loop && (*i)->array_size!=loop_size)
+ {
+ /* Declare all variables that need to be visible outside the loop.
+ Output variables are already declared. */
+ for(list<ShaderVariable *>::const_iterator j=loop_vars.begin(); j!=loop_vars.end(); ++j)
+ {
+ InterfaceFlags interface = (*j)->get_interface_flags(scope);
+ if(!(*j)->in_loop && !(interface&OUTPUT))
+ source += format("\t%s;\n", (*j)->create_declaration());
+ }
+
+ source += format("\tfor(int i=0; i<%d; ++i)\n\t{\n", loop_size);
+ for(list<ShaderVariable *>::const_iterator j=loop_vars.begin(); j!=loop_vars.end(); ++j)
+ {
+ if((*j)->variable->scope==scope && !(*j)->inlined)
+ {
+ string decl;
+ if((*j)->in_loop)
+ decl = (*j)->create_declaration(0, true);
+ else
+ {
+ decl = (*j)->resolved_name;
+ if(!(*j)->array_sum)
+ decl += "[i]";
+ }
+ const char *oper = ((*j)->array_sum ? "+=" : "=");
+ source += format("\t\t%s %s %s;\n", decl, oper, (*j)->create_expression("i"));
+ }
+
+ InterfaceFlags interface = (*j)->get_interface_flags(scope);
+ if(interface&OUTPUT)
+ {
+ string expr = ((*j)->inlined ? (*j)->create_expression("i") : (*j)->resolved_name+"[i]");
+ source += format("\t\t%c_%s[i] = %s;\n", interfaces[scope], (*j)->resolved_name, expr);
+ }
+ }
+ source += "\t}\n";
+
+ loop_vars.clear();
+ }
+
InterfaceFlags interface = (*i)->get_interface_flags(scope);
+ if((*i)->array_size>1)
+ {
+ if((*i)->variable->scope==scope || (interface&OUTPUT))
+ {
+ loop_size = (*i)->array_size;
+ loop_vars.push_back(*i);
+ }
+ continue;
+ }
+
if((*i)->variable->scope==scope && !(*i)->inlined)
{
string decl = ((interface&GOAL) ? (*i)->resolved_name : (*i)->create_declaration());
return cond;
}
-ProgramBuilder::MatchLevel ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
+ProgramBuilder::MatchType ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
{
int i = 0;
int zzz = -1;
++n2;
++i;
}
- return (!*n1 && !*n2) ? zzz>=0 ? FUZZY : EXACT : NO_MATCH;
+ return (!*n1 && !*n2) ? (zzz>=0 ? FUZZY : EXACT) : ((*n1=='[' || *n2=='[') ? ARRAY : NO_MATCH);
}
bool ProgramBuilder::parse_identifier(const char *ptr, unsigned &start, unsigned &length)
{
bool found = false;
bool member = false;
+ bool subscript = false;
for(const char *i=ptr;; ++i)
{
if(!found)
}
else
{
- if(!isalnum(*i) && *i!='_')
+ if(subscript)
+ {
+ if(*i==']')
+ {
+ length = i+1-(ptr+start);
+ return true;
+ }
+ else if(!isalpha(*i) || i>ptr+start+length+1)
+ return true;
+ }
+ else if(!isalnum(*i) && *i!='_')
{
length = i-(ptr+start);
- return true;
+ if(*i=='[')
+ subscript = true;
+ else
+ return true;
}
}
}
texture(false),
material(false),
lighting(false),
+ max_lights(1),
specular(false),
normalmap(false),
shadow(false),
variable(0),
resolved_name(n),
fuzzy_space(name.find("zzz")!=string::npos),
+ array_sum(false),
+ array_size(0),
inlined(false),
- inline_parens(false)
-{ }
+ inline_parens(false),
+ in_loop(false)
+{
+ string::size_type bracket = name.find('[');
+ if(bracket!=string::npos)
+ array_subscript = name.substr(bracket+1, name.size()-bracket-2);
+}
void ProgramBuilder::ShaderVariable::resolve(const VariableDefinition &var)
{
variable = &var;
const char *space = 0;
- if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
- resolve_space(string(space, 3));
+ MatchType match = name_match(var.name, resolved_name.c_str(), &space);
+ if(match==FUZZY)
+ resolve_space(string(space, 3));
+ else if(match==ARRAY)
+ {
+ if(array_subscript.empty())
+ array_sum = true;
+ else if(var.scope==UNIFORM)
+ {
+ const char *bracket = strrchr(variable->type, '[');
+ if(bracket)
+ array_subscript = string(bracket+1, strlen(bracket)-2);
+ }
+ }
}
void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
(*i)->resolve_space(space);
}
+void ProgramBuilder::ShaderVariable::resolve_array(const StandardFeatures &features, unsigned size_hint)
+{
+ if(array_size)
+ return;
+ if(!array_sum && array_subscript.empty())
+ return;
+
+ if(!array_subscript.empty())
+ {
+ string::size_type bracket = resolved_name.find('[');
+ if(bracket!=string::npos)
+ resolved_name = resolved_name.substr(0, bracket);
+ }
+
+ if(variable && variable->scope==UNIFORM)
+ {
+ if(array_subscript=="MAX_LIGHTS")
+ array_size = features.max_lights;
+ else if(isnumrc(array_subscript))
+ array_size = lexical_cast<unsigned>(array_subscript);
+ else
+ throw invalid_variable_definition("invalid array size");
+ }
+
+ if(!array_size)
+ {
+ for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
+ if((*i)->array_size)
+ {
+ array_size = (*i)->array_size;
+ break;
+ }
+ }
+
+ if(!array_size && size_hint)
+ array_size = size_hint;
+
+ if(array_size)
+ {
+ for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
+ if(!(*i)->array_subscript.empty() && !(*i)->array_size)
+ (*i)->resolve_array(features, array_size);
+ }
+}
+
void ProgramBuilder::ShaderVariable::add_reference(ShaderVariable &var)
{
referenced_vars.push_back(&var);
{
if(variable->expression)
{
+ if(array_sum && array_size>1)
+ return;
if(!allow_legacy && !strncmp(variable->expression, "gl_", 3))
return;
// Never inline goal variables
- unsigned total_refs = referenced_by.size();
- if(!total_refs)
+ if(referenced_by.empty())
return;
// Inline an expression consisting of a single identifier
if(trivial_only)
return;
+ /* If all references to the variable come from arrays in the same scope
+ and of the same size, the variable can be embedded in the loop. */
+ in_loop = (array_size>1 && !array_sum);
+ for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
+ if((*i)->variable->scope!=variable->scope || (*i)->array_size!=array_size)
+ in_loop = false;
+
+ /* Count all refs to this variable. Refs from array variables count once
+ per loop iteration. */
+ unsigned total_refs = 0;
unsigned in_scope_refs = 0;
for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
+ {
+ unsigned count = max((*i)->array_size*!in_loop, 1U);
+ total_refs += count;
if((*i)->variable->scope==variable->scope)
- ++in_scope_refs;
+ in_scope_refs += count;
+ }
/* Inline if there's only one ref, or if all refs are in other scopes.
In the latter case, the actual inlining will happen in the interface
return static_cast<InterfaceFlags>(flags);
}
-string ProgramBuilder::ShaderVariable::create_declaration(char interface) const
+string ProgramBuilder::ShaderVariable::create_declaration(char interface, bool loop) const
{
- if(variable->scope==UNIFORM)
+ if(variable->scope==UNIFORM && !array_subscript.empty())
{
const char *bracket = strrchr(variable->type, '[');
if(bracket)
- return format("%s %s%s", string(variable->type, bracket), resolved_name, bracket);
+ return format("%s %s[%d]", string(variable->type, bracket), resolved_name, array_size);
}
+ string array;
+ if(!array_sum && array_size>1 && !loop)
+ array = format("[%d]", array_size);
+
if(interface)
- return format("%s %c_%s", variable->type, interface, resolved_name);
+ return format("%s %c_%s%s", variable->type, interface, resolved_name, array);
else
- return format("%s %s", variable->type, resolved_name);
+ return format("%s %s%s", variable->type, resolved_name, array);
}
-string ProgramBuilder::ShaderVariable::create_replacement(VariableScope from_scope) const
+string ProgramBuilder::ShaderVariable::create_replacement(VariableScope from_scope, const char *loop) const
{
string replacement = resolved_name;
+ InterfaceFlags interface = NO_INTERFACE;
if(variable)
{
- InterfaceFlags interface = get_interface_flags(from_scope);
+ interface = get_interface_flags(from_scope);
if((interface&INPUT) && interfaces[from_scope-1])
replacement = format("%c_%s", interfaces[from_scope-1], replacement);
else if(inlined)
{
- replacement = create_expression();
+ replacement = create_expression(loop);
if(inline_parens)
replacement = "("+replacement+")";
+ return replacement;
}
}
+ // Add an array subscript, unless the variable is embedded in a loop
+ if(!array_subscript.empty() && !in_loop)
+ {
+ if(loop)
+ return format("%s[%s]", replacement, loop);
+ else if(!variable || variable->scope==UNIFORM)
+ return replacement+"[0]";
+ }
+
return replacement;
}
-string ProgramBuilder::ShaderVariable::create_expression() const
+string ProgramBuilder::ShaderVariable::create_expression(const char *loop) const
{
map<string, string> replace_map;
for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
{
- string replacement = (*i)->create_replacement(variable->scope);
+ string replacement = (*i)->create_replacement(variable->scope, loop);
if(replacement!=(*i)->name)
replace_map[(*i)->name] = replacement;
}
add("custom", &StandardFeatures::custom);
add("lighting", &StandardFeatures::lighting);
add("material", &StandardFeatures::material);
+ add("max_lights", &StandardFeatures::max_lights);
add("normalmap", &StandardFeatures::normalmap);
add("reflection", &StandardFeatures::reflection);
add("shadow", &StandardFeatures::shadow);