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EsslShaderGenerator.cpp
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EsslShaderGenerator.cpp
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//
// TM & (c) 2021 Lucasfilm Entertainment Company Ltd. and Lucasfilm Ltd.
// All rights reserved. See LICENSE.txt for license.
//
#include <MaterialXGenGlsl/EsslShaderGenerator.h>
#include <MaterialXGenGlsl/EsslSyntax.h>
#include <MaterialXGenShader/Nodes/HwImageNode.h>
MATERIALX_NAMESPACE_BEGIN
const string EsslShaderGenerator::TARGET = "essl";
const string EsslShaderGenerator::VERSION = "300 es"; // Current target is WebGL 2.0
EsslShaderGenerator::EsslShaderGenerator()
: GlslShaderGenerator()
{
_syntax = EsslSyntax::create();
// Add in ESSL specific keywords
const StringSet reservedWords = { "precision", "highp", "mediump", "lowp" };
_syntax->registerReservedWords(reservedWords);
}
void EsslShaderGenerator::emitDirectives(GenContext&, ShaderStage& stage) const
{
emitLine("#version " + getVersion(), stage, false);
emitLineBreak(stage);
emitLine("precision mediump float", stage);
}
void EsslShaderGenerator::emitUniforms(GenContext& context, ShaderStage& stage) const
{
for (const auto& it : stage.getUniformBlocks())
{
const VariableBlock& uniforms = *it.second;
// Skip light uniforms as they are handled separately
if (!uniforms.empty() && uniforms.getName() != HW::LIGHT_DATA)
{
emitComment("Uniform block: " + uniforms.getName(), stage);
emitVariableDeclarations(uniforms, _syntax->getUniformQualifier(), Syntax::SEMICOLON, context, stage, false);
emitLineBreak(stage);
}
}
}
void EsslShaderGenerator::emitInputs(GenContext& context, ShaderStage& stage) const
{
BEGIN_SHADER_STAGE(stage, Stage::VERTEX)
const VariableBlock& vertexInputs = stage.getInputBlock(HW::VERTEX_INPUTS);
if (!vertexInputs.empty())
{
emitComment("Inputs block: " + vertexInputs.getName(), stage);
emitVariableDeclarations(vertexInputs, _syntax->getInputQualifier(), Syntax::SEMICOLON, context, stage, false);
emitLineBreak(stage);
}
END_SHADER_STAGE(stage, Stage::VERTEX)
BEGIN_SHADER_STAGE(stage, Stage::PIXEL)
const VariableBlock& vertexData = stage.getInputBlock(HW::VERTEX_DATA);
if (!vertexData.empty())
{
emitVariableDeclarations(vertexData, _syntax->getInputQualifier(), Syntax::SEMICOLON, context, stage, false);
emitLineBreak(stage);
}
END_SHADER_STAGE(stage, Stage::PIXEL)
}
void EsslShaderGenerator::emitOutputs(GenContext& context, ShaderStage& stage) const
{
BEGIN_SHADER_STAGE(stage, Stage::VERTEX)
const VariableBlock& vertexData = stage.getOutputBlock(HW::VERTEX_DATA);
if (!vertexData.empty())
{
emitVariableDeclarations(vertexData, _syntax->getOutputQualifier(), Syntax::SEMICOLON, context, stage, false);
emitLineBreak(stage);
}
END_SHADER_STAGE(stage, Stage::VERTEX)
BEGIN_SHADER_STAGE(stage, Stage::PIXEL)
emitComment("Pixel shader outputs", stage);
const VariableBlock& outputs = stage.getOutputBlock(HW::PIXEL_OUTPUTS);
emitVariableDeclarations(outputs, _syntax->getOutputQualifier(), Syntax::SEMICOLON, context, stage, false);
emitLineBreak(stage);
END_SHADER_STAGE(stage, Stage::PIXEL)
}
string EsslShaderGenerator::getVertexDataPrefix(const VariableBlock&) const
{
return EMPTY_STRING;
}
HwResourceBindingContextPtr EsslShaderGenerator::getResourceBindingContext(GenContext& context) const
{
HwResourceBindingContextPtr resoureBindingCtx = GlslShaderGenerator::getResourceBindingContext(context);
if (resoureBindingCtx)
{
throw ExceptionShaderGenError("The EsslShaderGenerator does not support resource binding.");
}
return nullptr;
}
MATERIALX_NAMESPACE_END