const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
{
{ FRAGMENT, "gl_FragColor", 0, "color_base", "!t" },
- { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "t" },
- { FRAGMENT, "color_base", "vec4", "color_unlit", "!l!s" },
- { FRAGMENT, "color_base", "vec4", "color_unlit*vec4(vec3(l_shadow), 1.0)", "!ls" },
+ { FRAGMENT, "gl_FragColor", 0, "tex_sample", "!l!s!mt" },
+ { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "l|s|mt" },
+ { FRAGMENT, "color_base", "vec4", "vec4(1.0)", "!l!s!m" },
+ { FRAGMENT, "color_base", "vec4", "color", "!l!sm" },
+ { FRAGMENT, "color_base", "vec4", "vec4(vec3(l_shadow), 1.0)", "!ls!m" },
+ { FRAGMENT, "color_base", "vec4", "color*vec4(vec3(l_shadow), 1.0)", "!lsm" },
{ FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, 1.0)", "l!m" },
{ FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, gl_FrontMaterial.diffuse.a)", "lm" },
- { FRAGMENT, "color_unlit", "vec4", "vec4(1.0)", "!m" },
- { FRAGMENT, "color_unlit", "vec4", "color", "m" },
{ FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
{ FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
- { FRAGMENT, "rgb_light_shadow", "vec3", "(rgb_light)*l_shadow", "s" },
+ { 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" },
ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
features(f),
- feature_flags(features.create_flags())
+ feature_flags(features.create_flags()),
+ optimize(true)
{ }
+void ProgramBuilder::set_optimize(bool o)
+{
+ optimize = o;
+}
+
Program *ProgramBuilder::create_program() const
{
Program *prog = new Program;
}
}
+ if(optimize)
+ {
+ for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
+ (*i)->check_inline();
+ }
+
prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
}
source += "void main()\n{\n";
for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
- if((*i)->variable->scope==scope)
+ if((*i)->variable->scope==scope && !(*i)->inlined)
{
source += '\t';
if((*i)->variable->type)
if(scope==VERTEX)
{
for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
- source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
+ {
+ if((*i)->inlined)
+ source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
+ else
+ source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
+ }
}
source += '}';
name(n),
variable(0),
resolved_name(n),
- fuzzy_space(name.find("zzz")!=string::npos)
+ fuzzy_space(name.find("zzz")!=string::npos),
+ inlined(false),
+ inline_parens(false)
{ }
void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
{
for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
(*i)->update_reference(*this, var);
+ var.referenced_by.insert(var.referenced_by.end(), referenced_by.begin(), referenced_by.end());
}
void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
resolve_space(to.resolved_space);
}
+void ProgramBuilder::ShaderVariable::check_inline()
+{
+ if(variable->expression)
+ {
+ unsigned total_refs = referenced_by.size();
+ unsigned in_scope_refs = 0;
+ for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
+ if((*i)->variable->scope==variable->scope)
+ ++in_scope_refs;
+ if(total_refs==1 || (total_refs>0 && in_scope_refs==0))
+ {
+ inlined = true;
+ unsigned level = 0;
+ for(const char *c=variable->expression; (!inline_parens && *c); ++c)
+ {
+ if(*c=='(')
+ ++level;
+ else if(*c==')')
+ --level;
+ else if(level==0 && !isalnum(*c) && *c!='_' && *c!='.')
+ inline_parens = true;
+ }
+ }
+ }
+}
+
bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
{
for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
if((*i)->variable)
{
- string var_name = (*i)->resolved_name;
+ string replacement = (*i)->resolved_name;
if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX)
- var_name = "v_"+var_name;
- if(var_name!=(*i)->name)
- replace_map[(*i)->name] = var_name;
+ replacement = "v_"+replacement;
+ else if((*i)->inlined)
+ {
+ replacement = (*i)->get_expression();
+ if((*i)->inline_parens)
+ replacement = "("+replacement+")";
+ }
+ if(replacement!=(*i)->name)
+ replace_map[(*i)->name] = replacement;
}
if(replace_map.empty())