/****************************************************************************** Copyright (C) 2023 by Lain Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #include "gl-subsystem.h" #include "gl-shaderparser.h" static void gl_write_function_contents(struct gl_shader_parser *glsp, struct cf_token **p_token, const char *end); static inline struct shader_var *sp_getparam(struct gl_shader_parser *glsp, struct cf_token *token) { size_t i; for (i = 0; i < glsp->parser.params.num; i++) { struct shader_var *param = glsp->parser.params.array + i; if (strref_cmp(&token->str, param->name) == 0) return param; } return NULL; } static inline size_t sp_getsampler(struct gl_shader_parser *glsp, struct cf_token *token) { size_t i; for (i = 0; i < glsp->parser.samplers.num; i++) { struct shader_sampler *sampler = glsp->parser.samplers.array + i; if (strref_cmp(&token->str, sampler->name) == 0) return i; } return -1; } static inline int cmp_type(const char *name, const size_t name_len, const char *type, const size_t type_len) { size_t min_len = (name_len < type_len) ? type_len : name_len; return astrcmp_n(name, type, min_len); } static bool gl_write_type_n(struct gl_shader_parser *glsp, const char *type, size_t len) { if (cmp_type(type, len, "float2", 6) == 0) dstr_cat(&glsp->gl_string, "vec2"); else if (cmp_type(type, len, "float3", 6) == 0) dstr_cat(&glsp->gl_string, "vec3"); else if (cmp_type(type, len, "float4", 6) == 0) dstr_cat(&glsp->gl_string, "vec4"); else if (cmp_type(type, len, "int2", 4) == 0) dstr_cat(&glsp->gl_string, "ivec2"); else if (cmp_type(type, len, "int3", 4) == 0) dstr_cat(&glsp->gl_string, "ivec3"); else if (cmp_type(type, len, "int4", 4) == 0) dstr_cat(&glsp->gl_string, "ivec4"); else if (cmp_type(type, len, "uint2", 5) == 0) dstr_cat(&glsp->gl_string, "uvec2"); else if (cmp_type(type, len, "uint3", 5) == 0) dstr_cat(&glsp->gl_string, "uvec3"); else if (cmp_type(type, len, "uint4", 5) == 0) dstr_cat(&glsp->gl_string, "uvec4"); else if (cmp_type(type, len, "float3x3", 8) == 0) dstr_cat(&glsp->gl_string, "mat3x3"); else if (cmp_type(type, len, "float3x4", 8) == 0) dstr_cat(&glsp->gl_string, "mat3x4"); else if (cmp_type(type, len, "float4x4", 8) == 0) dstr_cat(&glsp->gl_string, "mat4x4"); else if (cmp_type(type, len, "texture2d", 9) == 0) dstr_cat(&glsp->gl_string, "sampler2D"); else if (cmp_type(type, len, "texture3d", 9) == 0) dstr_cat(&glsp->gl_string, "sampler3D"); else if (cmp_type(type, len, "texture_cube", 12) == 0) dstr_cat(&glsp->gl_string, "samplerCube"); else if (cmp_type(type, len, "texture_rect", 12) == 0) dstr_cat(&glsp->gl_string, "sampler2DRect"); else return false; return true; } static inline void gl_write_type(struct gl_shader_parser *glsp, const char *type) { if (!gl_write_type_n(glsp, type, strlen(type))) dstr_cat(&glsp->gl_string, type); } static inline bool gl_write_type_token(struct gl_shader_parser *glsp, struct cf_token *token) { return gl_write_type_n(glsp, token->str.array, token->str.len); } static void gl_write_var(struct gl_shader_parser *glsp, struct shader_var *var) { if (var->var_type == SHADER_VAR_UNIFORM) dstr_cat(&glsp->gl_string, "uniform "); else if (var->var_type == SHADER_VAR_CONST) dstr_cat(&glsp->gl_string, "const "); else if (var->var_type == SHADER_VAR_INOUT) dstr_cat(&glsp->gl_string, "inout "); else if (var->var_type == SHADER_VAR_OUT) dstr_cat(&glsp->gl_string, "out "); gl_write_type(glsp, var->type); dstr_cat(&glsp->gl_string, " "); dstr_cat(&glsp->gl_string, var->name); } static inline void gl_write_params(struct gl_shader_parser *glsp) { size_t i; for (i = 0; i < glsp->parser.params.num; i++) { struct shader_var *var = glsp->parser.params.array + i; gl_write_var(glsp, var); dstr_cat(&glsp->gl_string, ";\n"); } dstr_cat(&glsp->gl_string, "\n"); } static void gl_write_storage_var(struct gl_shader_parser *glsp, struct shader_var *var, bool input, const char *prefix); /* unwraps a structure that's used for input/output */ static void gl_unwrap_storage_struct(struct gl_shader_parser *glsp, struct shader_struct *st, const char *name, bool input, const char *prefix) { struct dstr prefix_str; size_t i; dstr_init(&prefix_str); if (prefix) dstr_copy(&prefix_str, prefix); dstr_cat(&prefix_str, name); dstr_cat(&prefix_str, "_"); for (i = 0; i < st->vars.num; i++) { struct shader_var *st_var = st->vars.array + i; gl_write_storage_var(glsp, st_var, input, prefix_str.array); } dstr_free(&prefix_str); } static void gl_write_storage_var(struct gl_shader_parser *glsp, struct shader_var *var, bool input, const char *prefix) { struct shader_struct *st = shader_parser_getstruct(&glsp->parser, var->type); if (st) { gl_unwrap_storage_struct(glsp, st, var->name, input, prefix); } else { if (input && (strcmp(var->mapping, "VERTEXID") == 0)) return; if (strcmp(var->mapping, "POSITION") == 0) { if (!input && (glsp->type == GS_SHADER_VERTEX)) return; if (input && (glsp->type == GS_SHADER_PIXEL)) return; } struct gl_parser_attrib attrib; gl_parser_attrib_init(&attrib); dstr_cat(&glsp->gl_string, input ? "in " : "out "); if (prefix) dstr_cat(&attrib.name, prefix); dstr_cat(&attrib.name, var->name); gl_write_type(glsp, var->type); dstr_cat(&glsp->gl_string, " "); dstr_cat_dstr(&glsp->gl_string, &attrib.name); dstr_cat(&glsp->gl_string, ";\n"); attrib.input = input; attrib.mapping = var->mapping; da_push_back(glsp->attribs, &attrib); } } static inline void gl_write_inputs(struct gl_shader_parser *glsp, struct shader_func *main) { size_t i; for (i = 0; i < main->params.num; i++) gl_write_storage_var(glsp, main->params.array + i, true, "inputval_"); dstr_cat(&glsp->gl_string, "\n"); } static void gl_write_outputs(struct gl_shader_parser *glsp, struct shader_func *main) { struct shader_var var = {0}; var.type = main->return_type; var.name = "outputval"; if (main->mapping) var.mapping = main->mapping; gl_write_storage_var(glsp, &var, false, NULL); dstr_cat(&glsp->gl_string, "\n"); } static void gl_write_struct(struct gl_shader_parser *glsp, struct shader_struct *st) { size_t i; dstr_cat(&glsp->gl_string, "struct "); dstr_cat(&glsp->gl_string, st->name); dstr_cat(&glsp->gl_string, " {\n"); for (i = 0; i < st->vars.num; i++) { struct shader_var *var = st->vars.array + i; dstr_cat(&glsp->gl_string, "\t"); gl_write_var(glsp, var); dstr_cat(&glsp->gl_string, ";\n"); } dstr_cat(&glsp->gl_string, "};\n\n"); } static void gl_write_interface_block(struct gl_shader_parser *glsp) { if (glsp->type == GS_SHADER_VERTEX) { dstr_cat(&glsp->gl_string, "out gl_PerVertex {\n" "\tvec4 gl_Position;\n};\n\n"); } } static inline void gl_write_structs(struct gl_shader_parser *glsp) { size_t i; for (i = 0; i < glsp->parser.structs.num; i++) { struct shader_struct *st = glsp->parser.structs.array + i; gl_write_struct(glsp, st); } } /* * NOTE: HLSL-> GLSL intrinsic conversions * atan2 -> atan * clip -> (unsupported) * ddx -> dFdx * ddy -> dFdy * fmod -> mod (XXX: these are different if sign is negative) * frac -> fract * lerp -> mix * lit -> (unsupported) * log10 -> (unsupported) * mad -> (change to operator) [fma needs GLSL 400] * mul -> (change to operator) * rsqrt -> inversesqrt * saturate -> (use clamp) * sincos -> (map to manual sin/cos calls) * tex* -> texture * tex*grad -> textureGrad * tex*lod -> textureLod * tex*bias -> (use optional 'bias' value) * tex*proj -> textureProj * * All else can be left as-is */ static bool gl_write_mad(struct gl_shader_parser *glsp, struct cf_token **p_token) { struct cf_parser *cfp = &glsp->parser.cfp; cfp->cur_token = *p_token; if (!cf_next_token(cfp)) return false; if (!cf_token_is(cfp, "(")) return false; dstr_cat(&glsp->gl_string, "("); gl_write_function_contents(glsp, &cfp->cur_token, ","); dstr_cat(&glsp->gl_string, ") * ("); cf_next_token(cfp); gl_write_function_contents(glsp, &cfp->cur_token, ","); dstr_cat(&glsp->gl_string, ") + ("); cf_next_token(cfp); gl_write_function_contents(glsp, &cfp->cur_token, ")"); dstr_cat(&glsp->gl_string, "))"); *p_token = cfp->cur_token; return true; } static bool gl_write_mul(struct gl_shader_parser *glsp, struct cf_token **p_token) { struct cf_parser *cfp = &glsp->parser.cfp; cfp->cur_token = *p_token; if (!cf_next_token(cfp)) return false; if (!cf_token_is(cfp, "(")) return false; dstr_cat(&glsp->gl_string, "("); gl_write_function_contents(glsp, &cfp->cur_token, ","); dstr_cat(&glsp->gl_string, ") * ("); cf_next_token(cfp); gl_write_function_contents(glsp, &cfp->cur_token, ")"); dstr_cat(&glsp->gl_string, "))"); *p_token = cfp->cur_token; return true; } static bool gl_write_sincos(struct gl_shader_parser *glsp, struct cf_token **p_token) { struct cf_parser *cfp = &glsp->parser.cfp; struct dstr var = {0}; bool success = false; cfp->cur_token = *p_token; if (!cf_next_token(cfp)) return false; if (!cf_token_is(cfp, "(")) return false; dstr_printf(&var, "sincos_var_internal_%d", glsp->sincos_counter++); dstr_cat(&glsp->gl_string, "float "); dstr_cat_dstr(&glsp->gl_string, &var); dstr_cat(&glsp->gl_string, " = "); gl_write_function_contents(glsp, &cfp->cur_token, ","); dstr_cat(&glsp->gl_string, "); "); if (!cf_next_token(cfp)) goto fail; gl_write_function_contents(glsp, &cfp->cur_token, ","); dstr_cat(&glsp->gl_string, " = sin("); dstr_cat_dstr(&glsp->gl_string, &var); dstr_cat(&glsp->gl_string, "); "); if (!cf_next_token(cfp)) goto fail; gl_write_function_contents(glsp, &cfp->cur_token, ")"); dstr_cat(&glsp->gl_string, " = cos("); dstr_cat_dstr(&glsp->gl_string, &var); dstr_cat(&glsp->gl_string, ")"); success = true; fail: dstr_free(&var); *p_token = cfp->cur_token; return success; } static bool gl_write_saturate(struct gl_shader_parser *glsp, struct cf_token **p_token) { struct cf_parser *cfp = &glsp->parser.cfp; cfp->cur_token = *p_token; if (!cf_next_token(cfp)) return false; if (!cf_token_is(cfp, "(")) return false; dstr_cat(&glsp->gl_string, "clamp"); gl_write_function_contents(glsp, &cfp->cur_token, ")"); dstr_cat(&glsp->gl_string, ", 0.0, 1.0)"); *p_token = cfp->cur_token; return true; } static inline bool gl_write_texture_call(struct gl_shader_parser *glsp, struct shader_var *var, const char *call, bool sampler) { struct cf_parser *cfp = &glsp->parser.cfp; if (!cf_next_token(cfp)) return false; if (!cf_token_is(cfp, "(")) return false; if (sampler) { if (!cf_next_token(cfp)) return false; const size_t sampler_id = sp_getsampler(glsp, cfp->cur_token); if (sampler_id == (size_t)-1) return false; if (!cf_next_token(cfp)) return false; if (!cf_token_is(cfp, ",")) return false; var->gl_sampler_id = sampler_id; } dstr_cat(&glsp->gl_string, call); dstr_cat(&glsp->gl_string, "("); dstr_cat(&glsp->gl_string, var->name); dstr_cat(&glsp->gl_string, ", "); return true; } /* processes texture.Sample(sampler, texcoord) */ static bool gl_write_texture_code(struct gl_shader_parser *glsp, struct cf_token **p_token, struct shader_var *var) { struct cf_parser *cfp = &glsp->parser.cfp; bool written = false; cfp->cur_token = *p_token; if (!cf_next_token(cfp)) return false; if (!cf_token_is(cfp, ".")) return false; if (!cf_next_token(cfp)) return false; const char *function_end = ")"; if (cf_token_is(cfp, "Sample")) { written = gl_write_texture_call(glsp, var, "texture", true); } else if (cf_token_is(cfp, "SampleBias")) { written = gl_write_texture_call(glsp, var, "texture", true); } else if (cf_token_is(cfp, "SampleGrad")) { written = gl_write_texture_call(glsp, var, "textureGrad", true); } else if (cf_token_is(cfp, "SampleLevel")) { written = gl_write_texture_call(glsp, var, "textureLod", true); } else if (cf_token_is(cfp, "Load")) { const char *const func = (strcmp(var->type, "texture3d") == 0) ? "obs_load_3d" : "obs_load_2d"; written = gl_write_texture_call(glsp, var, func, false); } if (!written) return false; if (!cf_next_token(cfp)) return false; gl_write_function_contents(glsp, &cfp->cur_token, ")"); dstr_cat(&glsp->gl_string, function_end); *p_token = cfp->cur_token; return true; } static bool gl_write_intrinsic(struct gl_shader_parser *glsp, struct cf_token **p_token) { struct cf_token *token = *p_token; bool written = true; if (strref_cmp(&token->str, "atan2") == 0) { dstr_cat(&glsp->gl_string, "atan"); } else if (strref_cmp(&token->str, "ddx") == 0) { dstr_cat(&glsp->gl_string, "dFdx"); } else if (strref_cmp(&token->str, "ddy") == 0) { dstr_cat(&glsp->gl_string, "dFdy"); } else if (strref_cmp(&token->str, "fmod") == 0) { dstr_cat(&glsp->gl_string, "mod"); } else if (strref_cmp(&token->str, "frac") == 0) { dstr_cat(&glsp->gl_string, "fract"); } else if (strref_cmp(&token->str, "lerp") == 0) { dstr_cat(&glsp->gl_string, "mix"); } else if (strref_cmp(&token->str, "mad") == 0) { /* fma not available in GLSL 330 */ written = gl_write_mad(glsp, &token); } else if (strref_cmp(&token->str, "mul") == 0) { written = gl_write_mul(glsp, &token); } else if (strref_cmp(&token->str, "rsqrt") == 0) { dstr_cat(&glsp->gl_string, "inversesqrt"); } else if (strref_cmp(&token->str, "saturate") == 0) { written = gl_write_saturate(glsp, &token); } else if (strref_cmp(&token->str, "sincos") == 0) { written = gl_write_sincos(glsp, &token); } else { struct shader_var *var = sp_getparam(glsp, token); if (var && astrcmp_n(var->type, "texture", 7) == 0) written = gl_write_texture_code(glsp, &token, var); else written = false; } if (written) *p_token = token; return written; } static void gl_write_function_contents(struct gl_shader_parser *glsp, struct cf_token **p_token, const char *end) { struct cf_token *token = *p_token; if (token->type != CFTOKEN_NAME || (!gl_write_type_token(glsp, token) && !gl_write_intrinsic(glsp, &token))) dstr_cat_strref(&glsp->gl_string, &token->str); while (token->type != CFTOKEN_NONE) { token++; if (end && strref_cmp(&token->str, end) == 0) break; if (token->type == CFTOKEN_NAME) { if (!gl_write_type_token(glsp, token) && !gl_write_intrinsic(glsp, &token)) dstr_cat_strref(&glsp->gl_string, &token->str); } else if (token->type == CFTOKEN_OTHER) { if (*token->str.array == '{') gl_write_function_contents(glsp, &token, "}"); else if (*token->str.array == '(') gl_write_function_contents(glsp, &token, ")"); dstr_cat_strref(&glsp->gl_string, &token->str); } else { dstr_cat_strref(&glsp->gl_string, &token->str); } } *p_token = token; } static void gl_write_function(struct gl_shader_parser *glsp, struct shader_func *func) { size_t i; struct cf_token *token; gl_write_type(glsp, func->return_type); dstr_cat(&glsp->gl_string, " "); if (strcmp(func->name, "main") == 0) dstr_cat(&glsp->gl_string, "_main_wrap"); else dstr_cat(&glsp->gl_string, func->name); dstr_cat(&glsp->gl_string, "("); for (i = 0; i < func->params.num; i++) { struct shader_var *param = func->params.array + i; if (i > 0) dstr_cat(&glsp->gl_string, ", "); gl_write_var(glsp, param); } dstr_cat(&glsp->gl_string, ")\n"); token = func->start; gl_write_function_contents(glsp, &token, "}"); dstr_cat(&glsp->gl_string, "}\n\n"); } static inline void gl_write_functions(struct gl_shader_parser *glsp) { size_t i; for (i = 0; i < glsp->parser.funcs.num; i++) { struct shader_func *func = glsp->parser.funcs.array + i; gl_write_function(glsp, func); } } static inline void gl_write_main_interface_assign(struct gl_shader_parser *glsp, struct shader_var *var, const char *src) { /* vertex shaders: write gl_Position */ if (glsp->type == GS_SHADER_VERTEX && strcmp(var->mapping, "POSITION") == 0) { dstr_cat(&glsp->gl_string, "\tgl_Position = "); dstr_cat(&glsp->gl_string, src); dstr_cat(&glsp->gl_string, var->name); dstr_cat(&glsp->gl_string, ";\n"); } } static void gl_write_main_storage_assign(struct gl_shader_parser *glsp, struct shader_var *var, const char *dst, const char *src, bool input) { struct shader_struct *st; struct dstr dst_copy = {0}; char ch_left = input ? '.' : '_'; char ch_right = input ? '_' : '.'; if (dst) { dstr_copy(&dst_copy, dst); dstr_cat_ch(&dst_copy, ch_left); } else { dstr_copy(&dst_copy, "\t"); } dstr_cat(&dst_copy, var->name); st = shader_parser_getstruct(&glsp->parser, var->type); if (st) { struct dstr src_copy = {0}; size_t i; if (src) dstr_copy(&src_copy, src); dstr_cat(&src_copy, var->name); dstr_cat_ch(&src_copy, ch_right); for (i = 0; i < st->vars.num; i++) { struct shader_var *st_var = st->vars.array + i; gl_write_main_storage_assign(glsp, st_var, dst_copy.array, src_copy.array, input); } dstr_free(&src_copy); } else { if (input || (glsp->type != GS_SHADER_VERTEX) || (strcmp(var->mapping, "POSITION"))) { if (!dstr_is_empty(&dst_copy)) dstr_cat_dstr(&glsp->gl_string, &dst_copy); dstr_cat(&glsp->gl_string, " = "); if (input && (strcmp(var->mapping, "VERTEXID") == 0)) dstr_cat(&glsp->gl_string, "uint(gl_VertexID)"); else if (input && (glsp->type == GS_SHADER_PIXEL) && (strcmp(var->mapping, "POSITION") == 0)) dstr_cat(&glsp->gl_string, "gl_FragCoord"); else { if (src) dstr_cat(&glsp->gl_string, src); dstr_cat(&glsp->gl_string, var->name); } dstr_cat(&glsp->gl_string, ";\n"); } if (!input) gl_write_main_interface_assign(glsp, var, src); } dstr_free(&dst_copy); } static inline void gl_write_main_storage_inputs(struct gl_shader_parser *glsp, struct shader_func *main) { gl_write_main_storage_assign(glsp, main->params.array, NULL, "inputval_", true); } static inline void gl_write_main_storage_outputs(struct gl_shader_parser *glsp, struct shader_func *main) { /* we only do this *if* we're writing a struct, because otherwise * the call to 'main' already does the assignment for us */ if (!main->mapping) { struct shader_var var = {0}; var.name = "outputval"; var.type = main->return_type; dstr_cat(&glsp->gl_string, "\n"); gl_write_main_storage_assign(glsp, &var, NULL, NULL, false); } } static inline void gl_write_main_vars(struct gl_shader_parser *glsp, struct shader_func *main_func) { size_t i; for (i = 0; i < main_func->params.num; i++) { dstr_cat(&glsp->gl_string, "\t"); dstr_cat(&glsp->gl_string, main_func->params.array[i].type); dstr_cat(&glsp->gl_string, " "); dstr_cat(&glsp->gl_string, main_func->params.array[i].name); dstr_cat(&glsp->gl_string, ";\n"); } if (!main_func->mapping) { dstr_cat(&glsp->gl_string, "\t"); dstr_cat(&glsp->gl_string, main_func->return_type); dstr_cat(&glsp->gl_string, " outputval;\n\n"); } } static inline void gl_write_main_func_call(struct gl_shader_parser *glsp, struct shader_func *main_func) { size_t i; dstr_cat(&glsp->gl_string, "\n\toutputval = _main_wrap("); for (i = 0; i < main_func->params.num; i++) { if (i) dstr_cat(&glsp->gl_string, ", "); dstr_cat(&glsp->gl_string, main_func->params.array[i].name); } dstr_cat(&glsp->gl_string, ");\n"); } static void gl_write_main(struct gl_shader_parser *glsp, struct shader_func *main) { dstr_cat(&glsp->gl_string, "void main(void)\n{\n"); gl_write_main_vars(glsp, main); gl_write_main_storage_inputs(glsp, main); gl_write_main_func_call(glsp, main); gl_write_main_storage_outputs(glsp, main); dstr_cat(&glsp->gl_string, "}\n"); } /* ugh, don't ask. I'll probably get rid of the need for this function later */ static void gl_rename_attributes(struct gl_shader_parser *glsp) { size_t i = 0, input_idx = 0, output_idx = 0; for (i = 0; i < glsp->attribs.num; i++) { struct gl_parser_attrib *attrib = glsp->attribs.array + i; struct dstr new_name = {0}; const char *prefix; size_t val; if (attrib->input) { prefix = glsp->input_prefix; val = input_idx++; } else { prefix = glsp->output_prefix; val = output_idx++; } dstr_printf(&new_name, "%s%u", prefix, (unsigned int)val); dstr_replace(&glsp->gl_string, attrib->name.array, new_name.array); dstr_move(&attrib->name, &new_name); } } static bool gl_shader_buildstring(struct gl_shader_parser *glsp) { struct shader_func *main_func; main_func = shader_parser_getfunc(&glsp->parser, "main"); if (!main_func) { blog(LOG_ERROR, "function 'main' not found"); return false; } dstr_copy(&glsp->gl_string, "#version 330\n\n"); dstr_cat(&glsp->gl_string, "const bool obs_glsl_compile = true;\n\n"); dstr_cat(&glsp->gl_string, "vec4 obs_load_2d(sampler2D s, ivec3 p_lod)\n"); dstr_cat(&glsp->gl_string, "{\n"); dstr_cat(&glsp->gl_string, "\tint lod = p_lod.z;\n"); dstr_cat(&glsp->gl_string, "\tvec2 size = textureSize(s, lod);\n"); dstr_cat(&glsp->gl_string, "\tvec2 p = (vec2(p_lod.xy) + 0.5) / size;\n"); dstr_cat(&glsp->gl_string, "\tvec4 color = textureLod(s, p, lod);\n"); dstr_cat(&glsp->gl_string, "\treturn color;\n"); dstr_cat(&glsp->gl_string, "}\n\n"); dstr_cat(&glsp->gl_string, "vec4 obs_load_3d(sampler3D s, ivec4 p_lod)\n"); dstr_cat(&glsp->gl_string, "{\n"); dstr_cat(&glsp->gl_string, "\tint lod = p_lod.w;\n"); dstr_cat(&glsp->gl_string, "\tvec3 size = textureSize(s, lod);\n"); dstr_cat(&glsp->gl_string, "\tvec3 p = (vec3(p_lod.xyz) + 0.5) / size;\n"); dstr_cat(&glsp->gl_string, "\tvec4 color = textureLod(s, p, lod);\n"); dstr_cat(&glsp->gl_string, "\treturn color;\n"); dstr_cat(&glsp->gl_string, "}\n\n"); gl_write_params(glsp); gl_write_inputs(glsp, main_func); gl_write_outputs(glsp, main_func); gl_write_interface_block(glsp); gl_write_structs(glsp); gl_write_functions(glsp); gl_write_main(glsp, main_func); gl_rename_attributes(glsp); return true; } bool gl_shader_parse(struct gl_shader_parser *glsp, const char *shader_str, const char *file) { bool success = shader_parse(&glsp->parser, shader_str, file); char *str = shader_parser_geterrors(&glsp->parser); if (str) { blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str); bfree(str); } if (success) success = gl_shader_buildstring(glsp); return success; }