mirror of
https://github.com/johndoe6345789/SDL3CPlusPlus.git
synced 2026-05-01 00:55:07 +00:00
841 lines
34 KiB
C++
841 lines
34 KiB
C++
//
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// Copyright Contributors to the MaterialX Project
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// SPDX-License-Identifier: Apache-2.0
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//
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#include <MaterialXGenSlang/SlangShaderGenerator.h>
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#include <MaterialXGenSlang/SlangSyntax.h>
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#include <MaterialXGenShader/Nodes/MaterialNode.h>
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#include <MaterialXGenHw/Nodes/HwImageNode.h>
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#include <MaterialXGenHw/Nodes/HwGeomColorNode.h>
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#include <MaterialXGenHw/Nodes/HwGeomPropValueNode.h>
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#include <MaterialXGenHw/Nodes/HwTexCoordNode.h>
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#include <MaterialXGenHw/Nodes/HwTransformNode.h>
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#include <MaterialXGenHw/Nodes/HwPositionNode.h>
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#include <MaterialXGenHw/Nodes/HwNormalNode.h>
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#include <MaterialXGenHw/Nodes/HwTangentNode.h>
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#include <MaterialXGenHw/Nodes/HwBitangentNode.h>
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#include <MaterialXGenHw/Nodes/HwFrameNode.h>
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#include <MaterialXGenHw/Nodes/HwTimeNode.h>
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#include <MaterialXGenHw/Nodes/HwViewDirectionNode.h>
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#include <MaterialXGenHw/Nodes/HwLightCompoundNode.h>
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#include <MaterialXGenHw/Nodes/HwLightNode.h>
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#include <MaterialXGenHw/Nodes/HwLightSamplerNode.h>
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#include <MaterialXGenHw/Nodes/HwLightShaderNode.h>
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#include <MaterialXGenHw/Nodes/HwNumLightsNode.h>
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#include <MaterialXGenHw/Nodes/HwSurfaceNode.h>
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#include <MaterialXGenShader/Util.h>
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#include <cassert>
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MATERIALX_NAMESPACE_BEGIN
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const string SlangShaderGenerator::TARGET = "genslang";
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const string SlangShaderGenerator::VERSION = "2025.3";
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//
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// SlangShaderGenerator methods
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//
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SlangShaderGenerator::SlangShaderGenerator(TypeSystemPtr typeSystem) :
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HwShaderGenerator(typeSystem, SlangSyntax::create(typeSystem))
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{
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//
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// Register all custom node implementation classes
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//
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StringVec elementNames;
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// <!-- <position> -->
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registerImplementation("IM_position_vector3_" + SlangShaderGenerator::TARGET, HwPositionNode::create);
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// <!-- <normal> -->
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registerImplementation("IM_normal_vector3_" + SlangShaderGenerator::TARGET, HwNormalNode::create);
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// <!-- <tangent> -->
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registerImplementation("IM_tangent_vector3_" + SlangShaderGenerator::TARGET, HwTangentNode::create);
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// <!-- <bitangent> -->
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registerImplementation("IM_bitangent_vector3_" + SlangShaderGenerator::TARGET, HwBitangentNode::create);
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// <!-- <texcoord> -->
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registerImplementation("IM_texcoord_vector2_" + SlangShaderGenerator::TARGET, HwTexCoordNode::create);
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registerImplementation("IM_texcoord_vector3_" + SlangShaderGenerator::TARGET, HwTexCoordNode::create);
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// <!-- <geomcolor> -->
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registerImplementation("IM_geomcolor_float_" + SlangShaderGenerator::TARGET, HwGeomColorNode::create);
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registerImplementation("IM_geomcolor_color3_" + SlangShaderGenerator::TARGET, HwGeomColorNode::create);
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registerImplementation("IM_geomcolor_color4_" + SlangShaderGenerator::TARGET, HwGeomColorNode::create);
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// <!-- <geompropvalue> -->
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elementNames = {
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"IM_geompropvalue_integer_" + SlangShaderGenerator::TARGET,
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"IM_geompropvalue_float_" + SlangShaderGenerator::TARGET,
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"IM_geompropvalue_color3_" + SlangShaderGenerator::TARGET,
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"IM_geompropvalue_color4_" + SlangShaderGenerator::TARGET,
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"IM_geompropvalue_vector2_" + SlangShaderGenerator::TARGET,
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"IM_geompropvalue_vector3_" + SlangShaderGenerator::TARGET,
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"IM_geompropvalue_vector4_" + SlangShaderGenerator::TARGET,
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};
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registerImplementation(elementNames, HwGeomPropValueNode::create);
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registerImplementation("IM_geompropvalue_boolean_" + SlangShaderGenerator::TARGET, HwGeomPropValueNodeAsUniform::create);
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registerImplementation("IM_geompropvalue_string_" + SlangShaderGenerator::TARGET, HwGeomPropValueNodeAsUniform::create);
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registerImplementation("IM_geompropvalue_filename_" + SlangShaderGenerator::TARGET, HwGeomPropValueNodeAsUniform::create);
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// <!-- <frame> -->
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registerImplementation("IM_frame_float_" + SlangShaderGenerator::TARGET, HwFrameNode::create);
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// <!-- <time> -->
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registerImplementation("IM_time_float_" + SlangShaderGenerator::TARGET, HwTimeNode::create);
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// <!-- <viewdirection> -->
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registerImplementation("IM_viewdirection_vector3_" + SlangShaderGenerator::TARGET, HwViewDirectionNode::create);
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// <!-- <surface> -->
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registerImplementation("IM_surface_" + SlangShaderGenerator::TARGET, HwSurfaceNode::create);
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// <!-- <light> -->
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registerImplementation("IM_light_" + SlangShaderGenerator::TARGET, HwLightNode::create);
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// <!-- <point_light> -->
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registerImplementation("IM_point_light_" + SlangShaderGenerator::TARGET, HwLightShaderNode::create);
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// <!-- <directional_light> -->
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registerImplementation("IM_directional_light_" + SlangShaderGenerator::TARGET, HwLightShaderNode::create);
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// <!-- <spot_light> -->
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registerImplementation("IM_spot_light_" + SlangShaderGenerator::TARGET, HwLightShaderNode::create);
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// <!-- <ND_transformpoint> ->
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registerImplementation("IM_transformpoint_vector3_" + SlangShaderGenerator::TARGET, HwTransformPointNode::create);
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// <!-- <ND_transformvector> ->
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registerImplementation("IM_transformvector_vector3_" + SlangShaderGenerator::TARGET, HwTransformVectorNode::create);
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// <!-- <ND_transformnormal> ->
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registerImplementation("IM_transformnormal_vector3_" + SlangShaderGenerator::TARGET, HwTransformNormalNode::create);
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// <!-- <image> -->
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elementNames = {
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"IM_image_float_" + SlangShaderGenerator::TARGET,
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"IM_image_color3_" + SlangShaderGenerator::TARGET,
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"IM_image_color4_" + SlangShaderGenerator::TARGET,
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"IM_image_vector2_" + SlangShaderGenerator::TARGET,
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"IM_image_vector3_" + SlangShaderGenerator::TARGET,
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"IM_image_vector4_" + SlangShaderGenerator::TARGET,
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};
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registerImplementation(elementNames, HwImageNode::create);
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// <!-- <surfacematerial> -->
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registerImplementation("IM_surfacematerial_" + SlangShaderGenerator::TARGET, MaterialNode::create);
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_lightSamplingNodes.push_back(ShaderNode::create(nullptr, "numActiveLightSources", HwNumLightsNode::create()));
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_lightSamplingNodes.push_back(ShaderNode::create(nullptr, "sampleLightSource", HwLightSamplerNode::create()));
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}
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ShaderPtr SlangShaderGenerator::generate(const string& name, ElementPtr element, GenContext& context) const
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{
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ShaderPtr shader = createShader(name, element, context);
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// Request fixed floating-point notation for consistency across targets.
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ScopedFloatFormatting fmt(Value::FloatFormatFixed);
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/// Sets semantics on the connector data between vertex and pixel stages
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auto setDataSemantics = [](VariableBlock& vertexData)
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{
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for (size_t i = 0; i < vertexData.size(); ++i)
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{
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ShaderPort* port = vertexData[i];
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if (port->getSemantic().empty())
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port->setSemantic(port->getName());
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}
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};
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// Emit code for vertex shader stage
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ShaderStage& vs = shader->getStage(Stage::VERTEX);
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setDataSemantics(vs.getOutputBlock(HW::VERTEX_DATA));
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{
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// All semantics that, in Slang, can have index first check for `name_` and only then for `name`.
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// Because HwShaderGenerator generates index variables as `name_X` and Slang needs `SEMANTICX`.
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// If the variable is not indexed, we also look it up without the `_`
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StringMap indexedSubstitutions;
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StringMap semanticSubstitutions;
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indexedSubstitutions[HW::T_IN_POSITION + "_"] = "POSITION";
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indexedSubstitutions[HW::T_IN_NORMAL + "_"] = "NORMAL";
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indexedSubstitutions[HW::T_IN_BITANGENT + "_"] = "BINORMAL";
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indexedSubstitutions[HW::T_IN_TANGENT + "_"] = "TANGENT";
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indexedSubstitutions[HW::T_IN_TEXCOORD + "_"] = "TEXCOORD";
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indexedSubstitutions[HW::T_IN_COLOR + "_"] = "COLOR";
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semanticSubstitutions[HW::T_IN_POSITION] = "POSITION";
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semanticSubstitutions[HW::T_IN_NORMAL] = "NORMAL";
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semanticSubstitutions[HW::T_IN_BITANGENT] = "BINORMAL";
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semanticSubstitutions[HW::T_IN_TANGENT] = "TANGENT";
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semanticSubstitutions[HW::T_IN_TEXCOORD] = "TEXCOORD";
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semanticSubstitutions[HW::T_IN_COLOR] = "COLOR";
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// This replaces token without assuming that they are just alphanumeric, so we can turn
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// HW::T_IN_TEXCOORD + "_" into `TEXTCOORD` because tokenSubstitution does not work on it.
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auto tokenReplace = [](const string& token, const string& replacement, string& source)
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{
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std::size_t pos = 0;
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while (true)
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{
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pos = source.find(token, pos);
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if (pos == std::string::npos)
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return;
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source.replace(pos, token.length(), replacement);
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}
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};
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auto replaceAllTokens = [&tokenReplace](const StringMap& substitions, string& source)
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{
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for (auto& it : substitions)
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tokenReplace(it.first, it.second, source);
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};
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// Add semantics to all vertex inputs.
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// We substitute the port name with the list of semantic substitutions.
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// If the has special semantic (e.g., POSITION[n]) then it is generated from the variable name.
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// Otherwise, variable name itself is used as a semantic.
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VariableBlock& inputBlock = vs.getInputBlock(HW::VERTEX_INPUTS);
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for (size_t i = 0; i < inputBlock.size(); ++i)
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{
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ShaderPort* port = inputBlock[i];
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std::string semantic = port->getName();
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replaceAllTokens(indexedSubstitutions, semantic);
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tokenSubstitution(semanticSubstitutions, semantic);
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port->setSemantic(semantic);
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}
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}
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emitVertexStage(shader->getGraph(), context, vs);
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replaceTokens(_tokenSubstitutions, vs);
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SlangSyntaxFromGlsl(vs);
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// Emit code for pixel shader stage
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ShaderStage& ps = shader->getStage(Stage::PIXEL);
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setDataSemantics(ps.getInputBlock(HW::VERTEX_DATA));
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emitPixelStage(shader->getGraph(), context, ps);
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replaceTokens(_tokenSubstitutions, ps);
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SlangSyntaxFromGlsl(ps);
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return shader;
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}
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void SlangShaderGenerator::emitVertexStage(const ShaderGraph& graph, GenContext& context, ShaderStage& stage) const
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{
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emitDirectives(context, stage);
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emitLineBreak(stage);
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// Add all constants
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emitConstants(context, stage);
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// Add all uniforms
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emitUniforms(context, stage, false);
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// Add vertex inputs
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emitInputs(context, stage);
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// Add vertex data outputs block
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emitOutputs(context, stage);
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// Add common math functions
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emitLibraryInclude("stdlib/genslang/lib/mx_math.slang", context, stage);
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emitLineBreak(stage);
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emitFunctionDefinitions(graph, context, stage);
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const VariableBlock& vertexInputs = stage.getInputBlock(HW::VERTEX_INPUTS);
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const VariableBlock& vertexData = stage.getOutputBlock(HW::VERTEX_DATA);
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const SlangShaderGenerator& shadergen = static_cast<const SlangShaderGenerator&>(context.getShaderGenerator());
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// Add main function
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setFunctionName("vertexMain", stage);
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emitLine("[shader(\"vertex\")]", stage, false);
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emitLine(vertexData.getName() + " vertexMain(" + vertexInputs.getName() + " vi)", stage, false);
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emitFunctionBodyBegin(graph, context, stage);
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// Assign input variables from the `ui` input struct to static variables to mimic the GLSL globals.
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emitComment("Variable input block", stage);
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for (size_t i = 0; i < vertexInputs.size(); ++i)
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emitLine(vertexInputs[i]->getName() + " = vi." + vertexInputs[i]->getName(), stage);
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emitLine("float4 hPositionWorld = mul(float4(" + HW::T_IN_POSITION + ", 1.0), " + HW::T_WORLD_MATRIX + ")", stage);
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emitLine(vertexData.getName() + " " + vertexData.getInstance(), stage);
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emitLine(shadergen.getVertexDataPrefix(vertexData) + "SV_Position = mul(hPositionWorld, " + HW::T_VIEW_PROJECTION_MATRIX + ")", stage);
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// Emit all function calls in order
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for (const ShaderNode* node : graph.getNodes())
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{
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emitFunctionCall(*node, context, stage);
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}
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emitLine("return " + vertexData.getInstance(), stage);
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emitFunctionBodyEnd(graph, context, stage);
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}
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void SlangShaderGenerator::emitSpecularEnvironment(GenContext& context, ShaderStage& stage) const
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{
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int specularMethod = context.getOptions().hwSpecularEnvironmentMethod;
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if (specularMethod == SPECULAR_ENVIRONMENT_FIS)
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{
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emitLibraryInclude("pbrlib/genglsl/lib/mx_environment_fis.glsl", context, stage);
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}
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else if (specularMethod == SPECULAR_ENVIRONMENT_PREFILTER)
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{
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emitLibraryInclude("pbrlib/genglsl/lib/mx_environment_prefilter.glsl", context, stage);
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}
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else if (specularMethod == SPECULAR_ENVIRONMENT_NONE)
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{
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emitLibraryInclude("pbrlib/genglsl/lib/mx_environment_none.glsl", context, stage);
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}
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else
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{
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throw ExceptionShaderGenError("Invalid hardware specular environment method specified: '" + std::to_string(specularMethod) + "'");
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}
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emitLineBreak(stage);
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}
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void SlangShaderGenerator::emitTransmissionRender(GenContext& context, ShaderStage& stage) const
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{
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int transmissionMethod = context.getOptions().hwTransmissionRenderMethod;
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if (transmissionMethod == TRANSMISSION_REFRACTION)
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{
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emitLibraryInclude("pbrlib/genglsl/lib/mx_transmission_refract.glsl", context, stage);
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}
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else if (transmissionMethod == TRANSMISSION_OPACITY)
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{
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emitLibraryInclude("pbrlib/genglsl/lib/mx_transmission_opacity.glsl", context, stage);
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}
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else
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{
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throw ExceptionShaderGenError("Invalid transmission render specified: '" + std::to_string(transmissionMethod) + "'");
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}
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emitLineBreak(stage);
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}
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void SlangShaderGenerator::emitDirectives(GenContext&, ShaderStage&) const
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{
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}
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void SlangShaderGenerator::emitConstants(GenContext& context, ShaderStage& stage) const
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{
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const VariableBlock& constants = stage.getConstantBlock();
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if (!constants.empty())
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{
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emitVariableDeclarations(constants, "static const", Syntax::SEMICOLON, context, stage);
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emitLineBreak(stage);
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}
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}
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void SlangShaderGenerator::emitUniforms(GenContext& context, ShaderStage& stage, bool emitLighting) const
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{
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if (emitLighting)
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{
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const unsigned int maxLights = std::max(1u, context.getOptions().hwMaxActiveLightSources);
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emitLine("#define " + HW::LIGHT_DATA_MAX_LIGHT_SOURCES + " " + std::to_string(maxLights), stage, false);
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emitLineBreak(stage);
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const VariableBlock& lightData = stage.getUniformBlock(HW::LIGHT_DATA);
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emitLine("struct " + lightData.getName(), stage, false);
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emitScopeBegin(stage);
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emitVariableDeclarations(lightData, EMPTY_STRING, Syntax::SEMICOLON, context, stage, false);
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emitScopeEnd(stage, true);
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emitLineBreak(stage);
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}
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emitLine("cbuffer " + stage.getName() + "CB", stage, false);
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emitScopeBegin(stage);
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for (const auto& it : stage.getUniformBlocks())
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{
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const VariableBlock& uniforms = *it.second;
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// Skip light uniforms as they are handled separately
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if (!uniforms.empty() && uniforms.getName() != HW::LIGHT_DATA)
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{
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emitComment("Uniform block: " + uniforms.getName(), stage);
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emitVariableDeclarations(uniforms, _syntax->getUniformQualifier(), Syntax::SEMICOLON, context, stage);
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emitLineBreak(stage);
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}
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}
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if (emitLighting)
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{
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const VariableBlock& lightData = stage.getUniformBlock(HW::LIGHT_DATA);
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const string structArraySuffix = "[" + HW::LIGHT_DATA_MAX_LIGHT_SOURCES + "]";
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const string structName = lightData.getInstance();
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emitLine("uniform " + lightData.getName() + " " + structName + structArraySuffix, stage);
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}
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emitScopeEnd(stage);
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emitLineBreak(stage);
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}
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void SlangShaderGenerator::emitInputs(GenContext& context, ShaderStage& stage) const
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{
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DEFINE_SHADER_STAGE(stage, Stage::VERTEX)
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{
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const VariableBlock& vertexInputs = stage.getInputBlock(HW::VERTEX_INPUTS);
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if (!vertexInputs.empty())
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{
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emitLine("struct " + vertexInputs.getName(), stage, false);
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emitScopeBegin(stage);
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emitVariableDeclarations(vertexInputs, _syntax->getInputQualifier(), Syntax::SEMICOLON, context, stage, false);
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emitScopeEnd(stage);
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emitLineBreak(stage);
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for (size_t i = 0; i < vertexInputs.size(); ++i)
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{
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ShaderPort port = *vertexInputs[i];
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port.setSemantic("");
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emitLineBegin(stage);
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emitVariableDeclaration(&port, "static", context, stage, false);
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emitString(Syntax::SEMICOLON, stage);
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emitLineEnd(stage, false);
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}
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}
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}
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DEFINE_SHADER_STAGE(stage, Stage::PIXEL)
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{
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const VariableBlock& vertexData = stage.getInputBlock(HW::VERTEX_DATA);
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emitLine("struct " + vertexData.getName(), stage, false);
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emitScopeBegin(stage);
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emitLine("float4 SV_Position : SV_Position", stage);
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if (!vertexData.empty())
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{
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emitVariableDeclarations(vertexData, EMPTY_STRING, Syntax::SEMICOLON, context, stage, false);
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}
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emitScopeEnd(stage, false, false);
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emitLineBreak(stage);
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emitLine("static " + vertexData.getName() + " vd", stage);
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}
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}
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void SlangShaderGenerator::emitOutputs(GenContext& context, ShaderStage& stage) const
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{
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DEFINE_SHADER_STAGE(stage, Stage::VERTEX)
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{
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const VariableBlock& vertexData = stage.getOutputBlock(HW::VERTEX_DATA);
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emitLine("struct " + vertexData.getName(), stage, false);
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emitScopeBegin(stage);
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emitLine("float4 SV_Position : SV_Position", stage);
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if (!vertexData.empty())
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{
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emitVariableDeclarations(vertexData, EMPTY_STRING, Syntax::SEMICOLON, context, stage, false);
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}
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emitScopeEnd(stage);
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emitLineBreak(stage);
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emitLineBreak(stage);
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}
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DEFINE_SHADER_STAGE(stage, Stage::PIXEL)
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{
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emitComment("Pixel shader outputs", stage);
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const VariableBlock& outputs = stage.getOutputBlock(HW::PIXEL_OUTPUTS);
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emitVariableDeclarations(outputs, EMPTY_STRING, Syntax::SEMICOLON, context, stage, false);
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emitLineBreak(stage);
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}
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}
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string SlangShaderGenerator::getVertexDataPrefix(const VariableBlock& vertexData) const
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{
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return vertexData.getInstance() + ".";
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}
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bool SlangShaderGenerator::requiresLighting(const ShaderGraph& graph) const
|
|
{
|
|
const bool isBsdf = graph.hasClassification(ShaderNode::Classification::BSDF);
|
|
const bool isLitSurfaceShader = graph.hasClassification(ShaderNode::Classification::SHADER) &&
|
|
graph.hasClassification(ShaderNode::Classification::SURFACE) &&
|
|
!graph.hasClassification(ShaderNode::Classification::UNLIT);
|
|
return isBsdf || isLitSurfaceShader;
|
|
}
|
|
|
|
void SlangShaderGenerator::emitPixelStage(const ShaderGraph& graph, GenContext& context, ShaderStage& stage) const
|
|
{
|
|
// Add directives
|
|
emitDirectives(context, stage);
|
|
emitLineBreak(stage);
|
|
|
|
// Add textures
|
|
emitLibraryInclude("stdlib/genslang/lib/mx_texture.slang", context, stage);
|
|
|
|
// Add type definitions
|
|
emitTypeDefinitions(context, stage);
|
|
|
|
// Add all constants
|
|
emitConstants(context, stage);
|
|
|
|
// Determine whether lighting is required
|
|
bool lighting = requiresLighting(graph);
|
|
bool emitLightUniforms = lighting && context.getOptions().hwMaxActiveLightSources > 0;
|
|
|
|
// Add all uniforms
|
|
emitUniforms(context, stage, emitLightUniforms);
|
|
|
|
// Add vertex data inputs block
|
|
emitInputs(context, stage);
|
|
|
|
// Add common math functions
|
|
emitLibraryInclude("stdlib/genslang/lib/mx_math.slang", context, stage);
|
|
emitLineBreak(stage);
|
|
|
|
// Define directional albedo approach
|
|
if (lighting || context.getOptions().hwWriteAlbedoTable || context.getOptions().hwWriteEnvPrefilter)
|
|
{
|
|
emitLine("#define DIRECTIONAL_ALBEDO_METHOD " + std::to_string(int(context.getOptions().hwDirectionalAlbedoMethod)), stage, false);
|
|
emitLineBreak(stage);
|
|
}
|
|
|
|
// Define Airy Fresnel iterations
|
|
emitLine("#define AIRY_FRESNEL_ITERATIONS " + std::to_string(context.getOptions().hwAiryFresnelIterations), stage, false);
|
|
emitLineBreak(stage);
|
|
|
|
// Add lighting support
|
|
if (lighting)
|
|
{
|
|
emitSpecularEnvironment(context, stage);
|
|
emitTransmissionRender(context, stage);
|
|
}
|
|
|
|
// Add shadowing support
|
|
bool shadowing = (lighting && context.getOptions().hwShadowMap) ||
|
|
context.getOptions().hwWriteDepthMoments;
|
|
if (shadowing)
|
|
{
|
|
emitLibraryInclude("pbrlib/genglsl/lib/mx_shadow.glsl", context, stage);
|
|
emitLibraryInclude("pbrlib/genglsl/lib/mx_shadow_platform.glsl", context, stage);
|
|
}
|
|
|
|
// Emit directional albedo table code.
|
|
if (context.getOptions().hwWriteAlbedoTable)
|
|
{
|
|
emitLibraryInclude("pbrlib/genglsl/lib/mx_generate_albedo_table.glsl", context, stage);
|
|
emitLineBreak(stage);
|
|
}
|
|
|
|
// Emit environment prefiltering code
|
|
if (context.getOptions().hwWriteEnvPrefilter)
|
|
{
|
|
emitLibraryInclude("pbrlib/genglsl/lib/mx_generate_prefilter_env.glsl", context, stage);
|
|
emitLineBreak(stage);
|
|
}
|
|
|
|
// Set the include file to use for uv transformations,
|
|
// depending on the vertical flip flag.
|
|
if (context.getOptions().fileTextureVerticalFlip)
|
|
{
|
|
_tokenSubstitutions[ShaderGenerator::T_FILE_TRANSFORM_UV] = "mx_transform_uv_vflip.glsl";
|
|
}
|
|
else
|
|
{
|
|
_tokenSubstitutions[ShaderGenerator::T_FILE_TRANSFORM_UV] = "mx_transform_uv.glsl";
|
|
}
|
|
|
|
_tokenSubstitutions[HW::T_TEX_SAMPLER_SIGNATURE] = "SamplerTexture2D tex_sampler";
|
|
|
|
emitLightFunctionDefinitions(graph, context, stage);
|
|
|
|
// Emit function definitions for all nodes in the graph.
|
|
emitFunctionDefinitions(graph, context, stage);
|
|
|
|
const ShaderGraphOutputSocket* outputSocket = graph.getOutputSocket();
|
|
|
|
const VariableBlock& vertexData = stage.getInputBlock(HW::VERTEX_DATA);
|
|
|
|
// Add main function
|
|
setFunctionName("fragmentMain", stage);
|
|
emitLine("[shader(\"fragment\")]", stage, false);
|
|
emitLine("float4 fragmentMain(" + vertexData.getName() + " _vd) : SV_Target", stage, false);
|
|
emitFunctionBodyBegin(graph, context, stage);
|
|
|
|
emitComment("Fragment shader inputs", stage);
|
|
emitLine("vd = _vd", stage);
|
|
|
|
// Add the pixel shader output. This needs to be a float4 for rendering
|
|
// and upstream connection will be converted to float4 if needed in emitFinalOutput().
|
|
// It is a variable local to the mainFragment, and returned at the end of it.
|
|
emitOutputs(context, stage);
|
|
|
|
if (graph.hasClassification(ShaderNode::Classification::CLOSURE) &&
|
|
!graph.hasClassification(ShaderNode::Classification::SHADER))
|
|
{
|
|
// Handle the case where the graph is a direct closure.
|
|
// We don't support rendering closures without attaching
|
|
// to a surface shader, so just output black.
|
|
emitLine(outputSocket->getVariable() + " = float4(0.0, 0.0, 0.0, 1.0)", stage);
|
|
}
|
|
else if (context.getOptions().hwWriteDepthMoments)
|
|
{
|
|
emitLine(outputSocket->getVariable() + " = float4(mx_compute_depth_moments(), 0.0, 1.0)", stage);
|
|
}
|
|
else if (context.getOptions().hwWriteAlbedoTable)
|
|
{
|
|
emitLine(outputSocket->getVariable() + " = float4(mx_generate_dir_albedo_table(), 1.0)", stage);
|
|
}
|
|
else if (context.getOptions().hwWriteEnvPrefilter)
|
|
{
|
|
emitLine(outputSocket->getVariable() + " = float4(mx_generate_prefilter_env(), 1.0)", stage);
|
|
}
|
|
else
|
|
{
|
|
// Add all function calls.
|
|
//
|
|
// Surface shaders need special handling.
|
|
if (graph.hasClassification(ShaderNode::Classification::SHADER | ShaderNode::Classification::SURFACE))
|
|
{
|
|
// Emit all texturing nodes. These are inputs to any
|
|
// closure/shader nodes and need to be emitted first.
|
|
emitFunctionCalls(graph, context, stage, ShaderNode::Classification::TEXTURE);
|
|
|
|
// Emit function calls for "root" closure/shader nodes.
|
|
// These will internally emit function calls for any dependent closure nodes upstream.
|
|
for (ShaderGraphOutputSocket* socket : graph.getOutputSockets())
|
|
{
|
|
if (socket->getConnection())
|
|
{
|
|
const ShaderNode* upstream = socket->getConnection()->getNode();
|
|
if (upstream->getParent() == &graph &&
|
|
(upstream->hasClassification(ShaderNode::Classification::CLOSURE) ||
|
|
upstream->hasClassification(ShaderNode::Classification::SHADER)))
|
|
{
|
|
emitFunctionCall(*upstream, context, stage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No surface shader graph so just generate all
|
|
// function calls in order.
|
|
emitFunctionCalls(graph, context, stage);
|
|
}
|
|
|
|
// Emit final output
|
|
const ShaderOutput* outputConnection = outputSocket->getConnection();
|
|
if (outputConnection)
|
|
{
|
|
if (graph.hasClassification(ShaderNode::Classification::SURFACE))
|
|
{
|
|
string outColor = outputConnection->getVariable() + ".color";
|
|
string outTransparency = outputConnection->getVariable() + ".transparency";
|
|
if (context.getOptions().hwSrgbEncodeOutput)
|
|
{
|
|
outColor = "mx_srgb_encode(" + outColor + ")";
|
|
}
|
|
if (context.getOptions().hwTransparency)
|
|
{
|
|
emitLine("float outAlpha = clamp(1.0 - dot(" + outTransparency + ", float3(0.3333)), 0.0, 1.0)", stage);
|
|
emitLine(outputSocket->getVariable() + " = float4(" + outColor + ", outAlpha)", stage);
|
|
emitLine("if (outAlpha < " + HW::T_ALPHA_THRESHOLD + ")", stage, false);
|
|
emitScopeBegin(stage);
|
|
emitLine("discard", stage);
|
|
emitScopeEnd(stage);
|
|
}
|
|
else
|
|
{
|
|
emitLine(outputSocket->getVariable() + " = float4(" + outColor + ", 1.0)", stage);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
string outValue = outputConnection->getVariable();
|
|
if (context.getOptions().hwSrgbEncodeOutput && outputSocket->getType().isFloat3())
|
|
{
|
|
outValue = "mx_srgb_encode(" + outValue + ")";
|
|
}
|
|
if (!outputSocket->getType().isFloat4())
|
|
{
|
|
toVec4(outputSocket->getType(), outValue);
|
|
}
|
|
emitLine(outputSocket->getVariable() + " = " + outValue, stage);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
string outputValue = outputSocket->getValue() ? _syntax->getValue(outputSocket->getType(), *outputSocket->getValue()) : _syntax->getDefaultValue(outputSocket->getType());
|
|
if (!outputSocket->getType().isFloat4())
|
|
{
|
|
string finalOutput = outputSocket->getVariable() + "_tmp";
|
|
emitLine(_syntax->getTypeName(outputSocket->getType()) + " " + finalOutput + " = " + outputValue, stage);
|
|
toVec4(outputSocket->getType(), finalOutput);
|
|
emitLine(outputSocket->getVariable() + " = " + finalOutput, stage);
|
|
}
|
|
else
|
|
{
|
|
emitLine(outputSocket->getVariable() + " = " + outputValue, stage);
|
|
}
|
|
}
|
|
}
|
|
|
|
emitLine("return " + outputSocket->getVariable(), stage);
|
|
|
|
// End main function
|
|
emitFunctionBodyEnd(graph, context, stage);
|
|
}
|
|
|
|
void SlangShaderGenerator::emitLightFunctionDefinitions(const ShaderGraph& graph, GenContext& context, ShaderStage& stage) const
|
|
{
|
|
DEFINE_SHADER_STAGE(stage, Stage::PIXEL)
|
|
{
|
|
// Emit Light functions if requested
|
|
if (requiresLighting(graph) && context.getOptions().hwMaxActiveLightSources > 0)
|
|
{
|
|
// For surface shaders we need light shaders
|
|
if (graph.hasClassification(ShaderNode::Classification::SHADER | ShaderNode::Classification::SURFACE))
|
|
{
|
|
// Emit functions for all bound light shaders
|
|
HwLightShadersPtr lightShaders = context.getUserData<HwLightShaders>(HW::USER_DATA_LIGHT_SHADERS);
|
|
if (lightShaders)
|
|
{
|
|
for (const auto& it : lightShaders->get())
|
|
{
|
|
emitFunctionDefinition(*it.second, context, stage);
|
|
}
|
|
}
|
|
// Emit functions for light sampling
|
|
for (const auto& it : _lightSamplingNodes)
|
|
{
|
|
emitFunctionDefinition(*it, context, stage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SlangShaderGenerator::toVec4(TypeDesc type, string& variable)
|
|
{
|
|
if (type.isFloat3())
|
|
{
|
|
variable = "float4(" + variable + ", 1.0)";
|
|
}
|
|
else if (type.isFloat2())
|
|
{
|
|
variable = "float4(" + variable + ", 0.0, 1.0)";
|
|
}
|
|
else if (type == Type::FLOAT || type == Type::INTEGER)
|
|
{
|
|
variable = "float4(" + variable + ", " + variable + ", " + variable + ", 1.0)";
|
|
}
|
|
else if (type == Type::BSDF || type == Type::EDF)
|
|
{
|
|
variable = "float4(" + variable + ", 1.0)";
|
|
}
|
|
else
|
|
{
|
|
// Can't understand other types. Just return black.
|
|
variable = "float4(0.0, 0.0, 0.0, 1.0)";
|
|
}
|
|
}
|
|
|
|
void SlangShaderGenerator::SlangSyntaxFromGlsl(ShaderStage& shaderStage) const
|
|
{
|
|
std::string sourceCode = shaderStage.getSourceCode();
|
|
|
|
// Renames GLSL constructs that are used in shared code to Slang equivalent constructs.
|
|
std::unordered_map<string, string> replaceTokens;
|
|
replaceTokens["sampler2D"] = "SamplerTexture2D";
|
|
replaceTokens["dFdy"] = "ddy";
|
|
replaceTokens["dFdx"] = "ddx";
|
|
replaceTokens["mix"] = "lerp";
|
|
replaceTokens["fract"] = "frac";
|
|
replaceTokens["vec2"] = "float2";
|
|
replaceTokens["vec3"] = "float3";
|
|
replaceTokens["vec4"] = "float4";
|
|
replaceTokens["ivec2"] = "int2";
|
|
replaceTokens["ivec3"] = "int3";
|
|
replaceTokens["ivec4"] = "int4";
|
|
replaceTokens["uvec2"] = "uint2";
|
|
replaceTokens["uvec3"] = "uint3";
|
|
replaceTokens["uvec4"] = "uint4";
|
|
replaceTokens["bvec2"] = "bool2";
|
|
replaceTokens["bvec3"] = "bool3";
|
|
replaceTokens["bvec4"] = "bool4";
|
|
replaceTokens["mat2"] = "float2x2";
|
|
replaceTokens["mat3"] = "float3x3";
|
|
replaceTokens["mat4"] = "float4x4";
|
|
replaceTokens["gl_FragCoord.xy"] = "vd.SV_Position.xy";
|
|
replaceTokens["gl_FragCoord.z"] = "vd.SV_Position.z";
|
|
// Specific to microfacet_diffuse
|
|
replaceTokens["const float FUJII_CONSTANT_1"] = "static const float FUJII_CONSTANT_1";
|
|
replaceTokens["const float FUJII_CONSTANT_2"] = "static const float FUJII_CONSTANT_2";
|
|
// Specific to microfacet_specular
|
|
replaceTokens["const int FRESNEL_MODEL_DIELECTRIC"] = "static const int FRESNEL_MODEL_DIELECTRIC";
|
|
replaceTokens["const int FRESNEL_MODEL_CONDUCTOR"] = "static const int FRESNEL_MODEL_CONDUCTOR";
|
|
replaceTokens["const int FRESNEL_MODEL_SCHLICK"] = "static const int FRESNEL_MODEL_SCHLICK";
|
|
// Specific to blackbody
|
|
replaceTokens["const float3x3 XYZ_to_RGB"] = "static const float3x3 XYZ_to_RGB";
|
|
|
|
size_t pos = 0;
|
|
auto isAllowedAfterToken = [](char ch) -> bool
|
|
{
|
|
return std::isspace(ch) || ch == '(' || ch == ')' || ch == ',';
|
|
};
|
|
|
|
auto isAllowedBeforeToken = [](char ch) -> bool
|
|
{
|
|
return std::isspace(ch) || ch == '(' || ch == ',' || ch == '-' || ch == '+';
|
|
};
|
|
|
|
for (const auto& t : replaceTokens)
|
|
{
|
|
pos = sourceCode.find(t.first);
|
|
while (pos != std::string::npos)
|
|
{
|
|
bool isOutKeyword = isAllowedBeforeToken(sourceCode[pos - 1]);
|
|
size_t beg = pos;
|
|
pos += t.first.length();
|
|
isOutKeyword &= isAllowedAfterToken(sourceCode[pos]);
|
|
|
|
if (isOutKeyword)
|
|
{
|
|
sourceCode.replace(beg, t.first.length(), t.second);
|
|
pos = sourceCode.find(t.first, beg + t.second.length());
|
|
}
|
|
else
|
|
{
|
|
pos = sourceCode.find(t.first, beg + t.first.length());
|
|
}
|
|
}
|
|
}
|
|
|
|
shaderStage.setSourceCode(sourceCode);
|
|
}
|
|
|
|
void SlangShaderGenerator::emitVariableDeclaration(const ShaderPort* variable, const string& qualifier,
|
|
GenContext&, ShaderStage& stage,
|
|
bool assignValue) const
|
|
{
|
|
// A file texture input needs special handling on Slang
|
|
if (variable->getType() == Type::FILENAME)
|
|
{
|
|
string str = qualifier.empty() ? EMPTY_STRING : qualifier + " ";
|
|
emitString(str + "SamplerTexture2D " + variable->getVariable(), stage);
|
|
}
|
|
else
|
|
{
|
|
string str = qualifier.empty() ? EMPTY_STRING : qualifier + " ";
|
|
// Varying parameters of type int must be flat qualified on output from vertex stage and
|
|
// input to pixel stage. The only way to get these is with geompropvalue_integer nodes.
|
|
if (qualifier.empty() && variable->getType() == Type::INTEGER && !assignValue && variable->getName().rfind(HW::T_IN_GEOMPROP, 0) == 0)
|
|
{
|
|
str += SlangSyntax::FLAT_QUALIFIER + " ";
|
|
}
|
|
str += _syntax->getTypeName(variable->getType()) + " " + variable->getVariable();
|
|
|
|
// If an array we need an array qualifier (suffix) for the variable name
|
|
if (variable->getType().isArray() && variable->getValue())
|
|
{
|
|
str += _syntax->getArrayVariableSuffix(variable->getType(), *variable->getValue());
|
|
}
|
|
|
|
if (!variable->getSemantic().empty())
|
|
{
|
|
str += " : " + variable->getSemantic();
|
|
}
|
|
|
|
if (assignValue && qualifier != _syntax->getUniformQualifier())
|
|
{
|
|
const string valueStr = (variable->getValue() ? _syntax->getValue(variable->getType(), *variable->getValue()) : _syntax->getDefaultValue(variable->getType()));
|
|
str += valueStr.empty() ? EMPTY_STRING : " = " + valueStr;
|
|
}
|
|
|
|
emitString(str, stage);
|
|
}
|
|
}
|
|
|
|
MATERIALX_NAMESPACE_END
|