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@@ -29,6 +29,8 @@ |
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# undef far /* Fuck Microsoft again */ |
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# undef far /* Fuck Microsoft again */ |
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#endif |
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#endif |
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#include "pegtl.hh" |
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#include "lolgl.h" |
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#include "lolgl.h" |
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namespace lol |
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namespace lol |
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@@ -116,64 +118,97 @@ hash<char const *> ShaderData::Hash; |
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int ShaderData::nshaders = 0; |
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int ShaderData::nshaders = 0; |
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/* |
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/* |
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* Public Shader class |
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* LolFx parser |
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*/ |
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*/ |
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Shader *Shader::Create(String const &name, String const &code) |
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using namespace pegtl; |
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struct lolfx_parser |
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{ |
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{ |
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String src = String("\n") + code; |
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public: |
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lolfx_parser(String const &code) |
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: m_section("header") |
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{ |
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basic_parse_string<struct lolfx>(std::string(code.C()), this); |
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} |
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/* Parse the crap */ |
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array<char const *, char const *> sections; |
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char *key = nullptr; |
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for (char *parser = src.C(); *parser; ) |
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public: |
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String m_section; |
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map<String, String> m_programs; |
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private: |
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struct do_title : action_base<do_title> |
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{ |
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{ |
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if (key == nullptr && (parser[0] == '\n' || parser[0] == '\r') |
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&& parser[1] == '[') |
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static void apply(std::string const &ctx, lolfx_parser *that) |
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{ |
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{ |
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*parser = '\0'; |
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parser += 2; |
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key = parser; |
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that->m_section = ctx.c_str(); |
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} |
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} |
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else if (key && parser[0] == ']') |
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{ |
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*parser++ = '\0'; |
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} |
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else if (key && (parser[0] == '\n' || parser[0] == '\r')) |
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{ |
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sections.Push(key, parser); |
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parser++; |
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key = nullptr; |
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} |
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else |
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}; |
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struct do_code : action_base<do_code> |
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{ |
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static void apply(std::string const &ctx, lolfx_parser *that) |
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{ |
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{ |
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parser++; |
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that->m_programs[that->m_section] = ctx.c_str(); |
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} |
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} |
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}; |
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// title <- '[' (!']')+ ']' .{eol} |
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struct title |
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: seq<one<'['>, |
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ifapply<plus<not_one<']'>>, do_title>, |
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one<']'>, |
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until<eol, any>> {}; |
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// FIXME: I’m using this rule because the ifapply<> above also |
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// gets triggered when using at<> which is non-consuming. |
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struct title_ignore |
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: seq<one<'['>, |
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plus<not_one<']'>>, |
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one<']'>, |
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until<eol, any>> {}; |
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// code_line <- .{eol} |
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struct code_line |
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: until<eol, any> {}; |
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// code_section < code_line{&(title / eof)} |
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struct code_section |
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: ifapply<until<at<sor<title_ignore, eof>>, code_line>, do_code> {}; |
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// shader < title code_section |
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struct shader |
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: seq<title, code_section> {}; |
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// header < code_section |
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struct header |
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: code_section {}; |
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// lolfx < header code_section* |
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struct lolfx |
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: seq<header, star<shader>> {}; |
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}; |
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/* |
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* Public Shader class |
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*/ |
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Shader *Shader::Create(String const &name, String const &code) |
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{ |
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lolfx_parser p(code); |
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if (!p.m_programs.HasKey("vert.glsl")) |
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{ |
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ASSERT(false, "no vertex shader found in %s", name.C()); |
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} |
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} |
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char const *vert = nullptr, *frag = nullptr; |
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for (int i = 0; i < sections.Count(); i++) |
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if (!p.m_programs.HasKey("frag.glsl")) |
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{ |
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{ |
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#if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9 |
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if (!strcmp(sections[i].m1, "vert.glsl")) |
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vert = sections[i].m2; |
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if (!strcmp(sections[i].m1, "frag.glsl")) |
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frag = sections[i].m2; |
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#else |
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if (!strcmp(sections[i].m1, "vert.hlsl")) |
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vert = sections[i].m2; |
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if (!strcmp(sections[i].m1, "frag.hlsl")) |
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frag = sections[i].m2; |
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#endif |
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ASSERT(false, "no fragment shader found in %s", name.C()); |
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} |
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} |
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/* FIXME: we don’t know how to handle these yet. */ |
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if (!vert) |
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Log::Error("no vertex shader found in %s… sorry, I’m gonna crash now.\n", |
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name.C()); |
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if (!frag) |
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Log::Error("no fragment shader found in %s… sorry, I’m gonna crash now.\n", |
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name.C()); |
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String vert = p.m_programs["vert.glsl"]; |
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String frag = p.m_programs["frag.glsl"]; |
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uint32_t new_vert_crc = ShaderData::Hash(vert); |
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uint32_t new_vert_crc = ShaderData::Hash(vert); |
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uint32_t new_frag_crc = ShaderData::Hash(frag); |
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uint32_t new_frag_crc = ShaderData::Hash(frag); |
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@@ -201,7 +236,7 @@ void Shader::Destroy(Shader *shader) |
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} |
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} |
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Shader::Shader(String const &name, |
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Shader::Shader(String const &name, |
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char const *vert, char const *frag) |
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String const &vert, String const &frag) |
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: data(new ShaderData()) |
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: data(new ShaderData()) |
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{ |
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{ |
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data->m_name = name; |
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data->m_name = name; |
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