commit x64 compilation from lulu cause the other branch dont seems to compile properly at home

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2026-07-17 16:08:20 +02:00
parent c0f3eeb00d
commit 0efa4ee6f7
625 changed files with 117283 additions and 4426 deletions

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@ -0,0 +1,446 @@
/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#include "core/shader_block.h"
#include "log/log.h"
using namespace GS::Core;
using GS::String;
// Tools.
ShaderBlockPin SwizzleShaderBlock::input_pin[] =
{ { "Input", "Source input to extract components from.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin SwizzleShaderBlock::output_pin =
{ "Swizzled", "Swizzled input.", ShaderInput::NoData };
ShaderBlockPin BuildShaderBlock::input_pin[] =
{ { "Input X", "Source component of the built vector.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input Y", "Source component of the built vector.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input Z", "Source component of the built vector.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input W", "Source component of the built vector.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin BuildShaderBlock::output_pin =
{ "Built", "Built vector.", ShaderInput::NoData };
ShaderBlockPin ClampShaderBlock::input_pin[] =
{ { "Input", "Source to clamp.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Min", "Minimum value.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Max", "Maximum value.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin ClampShaderBlock::output_pin =
{ "Clamped", "Clamped input.", ShaderInput::NoData };
ShaderBlockPin UnpackColorToVectorShaderBlock::input_pin[] =
{ { "Input", "Vector in the [0;1] range.", ShaderInput::Float | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin UnpackColorToVectorShaderBlock::output_pin =
{ "Unpacked [-1;1]", "Vector in the [-1;1] range.", ShaderInput::NoData };
ShaderBlockPin PackVectorToColorShaderBlock::input_pin[] =
{ { "Input", "Vector in the [-1;1] range.", ShaderInput::Float | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin PackVectorToColorShaderBlock::output_pin =
{ "Packed [0;1]", "Vector in the [0;1] range.", ShaderInput::NoData };
// Operator.
ShaderBlockPin MixOperatorShaderBlock::input_pin[] =
{ { "Input A", "Source input A.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input B", "Source input B.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input K", "Source input K.", ShaderInput::Float } };
ShaderBlockPin MixOperatorShaderBlock::output_pin =
{ "A*K+B*(1-K)", "Input A * Input K + Input B * (1.0 - Input K).", ShaderInput::NoData };
ShaderBlockPin AddOperatorShaderBlock::input_pin[] =
{ { "Input A", "Source input A.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input B", "Source input B.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin AddOperatorShaderBlock::output_pin =
{ "A+B", "Input A + Input B.", ShaderInput::NoData };
ShaderBlockPin SubOperatorShaderBlock::input_pin[] =
{ { "Input A", "Source input A.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input B", "Source input B.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin SubOperatorShaderBlock::output_pin =
{ "A-B", "Input A - Input B.", ShaderInput::NoData };
ShaderBlockPin MulOperatorShaderBlock::input_pin[] =
{ { "Input A", "Source input A.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 | ShaderInput::Matrix3 | ShaderInput::Matrix4 },
{ "Input B", "Source input B.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 | ShaderInput::Matrix3 | ShaderInput::Matrix4 } };
ShaderBlockPin MulOperatorShaderBlock::output_pin =
{ "A*B", "Input A * Input B.", ShaderInput::NoData };
ShaderBlockPin DivOperatorShaderBlock::input_pin[] =
{ { "Input A", "Source input A.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input B", "Source input B.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin DivOperatorShaderBlock::output_pin =
{ "A/B", "Input A / Input B.", ShaderInput::NoData };
ShaderBlockPin DotOperatorShaderBlock::input_pin[] =
{ { "Input A", "Source input A.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 },
{ "Input B", "Source input B.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin DotOperatorShaderBlock::output_pin =
{ "A.Dot(B)", "The cosinus of the angle between A and B.", ShaderInput::NoData };
ShaderBlockPin CrossOperatorShaderBlock::input_pin[] =
{ { "Input A", "Source input A.", ShaderInput::Vector3 },
{ "Input B", "Source input B.", ShaderInput::Vector3 } };
ShaderBlockPin CrossOperatorShaderBlock::output_pin =
{ "A.Cross(B)", "A vector perpendicular to both A and B.", ShaderInput::NoData };
ShaderBlockPin NormalizeOperatorShaderBlock::input_pin[] =
{ { "Input", "Source input.", ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin NormalizeOperatorShaderBlock::output_pin =
{ "Normalized", "Normalized input.", ShaderInput::NoData };
ShaderBlockPin CosinusShaderBlock::input_pin[] =
{ { "Input", "Input value in radian.", ShaderInput::Float } };
ShaderBlockPin CosinusShaderBlock::output_pin =
{ "Cosinus", "Cosinus of input.", ShaderInput::NoData };
ShaderBlockPin SinusShaderBlock::input_pin[] =
{ { "Input", "Input value in radian.", ShaderInput::Float } };
ShaderBlockPin SinusShaderBlock::output_pin =
{ "Sinus", "Sinus of input.", ShaderInput::NoData };
ShaderBlockPin PowShaderBlock::input_pin[] =
{ { "Value", "Input value.", ShaderInput::Float },
{ "Power", "Power to raise value to.", ShaderInput::Float } };
ShaderBlockPin PowShaderBlock::output_pin =
{ "Pow", "Value raised to power.", ShaderInput::NoData };
ShaderBlockPin AbsShaderBlock::input_pin[] =
{ { "Value", "Input value.", ShaderInput::Float | ShaderInput::Vector2 | ShaderInput::Vector3 | ShaderInput::Vector4 } };
ShaderBlockPin AbsShaderBlock::output_pin =
{ "Abs", "Absolute value of input.", ShaderInput::NoData };
// Texture
ShaderBlockPin TextureSamplerShaderBlock::input_pin[] =
{ { "Texture", "Texture input.", ShaderInput::Texture2D },
{ "UV Stream", "UV stream input.", ShaderInput::Vector2 | ShaderInput::Vector3 } };
ShaderBlockPin TextureSamplerShaderBlock::output_pin =
{ "Texel", "Texture sample.", ShaderInput::NoData };
// No input blocks.
ShaderBlockPin GeometryVertexShaderBlock::output_pin =
{ "Vertex", "Vertex stream.", ShaderInput::NoData };
ShaderBlockPin GeometrySkinningShaderBlock::output_pin =
{ "Skinned", "Skinned vector.", ShaderInput::NoData };
ShaderBlockPin GeometryNormalShaderBlock::output_pin =
{ "Normal", "Normal stream.", ShaderInput::NoData };
ShaderBlockPin GeometryUVShaderBlock::output_pin =
{ "UV", "UV stream.", ShaderInput::NoData };
ShaderBlockPin GeometryVertexColorShaderBlock::output_pin =
{ "Color", "Vertex color stream.", ShaderInput::NoData };
ShaderBlockPin GeometryTangentFrameShaderBlock::output_pin =
{ "Tangent", "Tangent frame.", ShaderInput::NoData };
ShaderBlockPin RenderBufferShaderBlock::output_pin =
{ "Buffer", "Texture object.", ShaderInput::NoData };
ShaderBlockPin TextureShaderBlock::output_pin =
{ "Texture", "Texture object.", ShaderInput::NoData };
ShaderBlockPin ConstantShaderBlock::output_pin =
{ "Constant", "Constant value.", ShaderInput::NoData };
ShaderBlockPin ColorShaderBlock::output_pin =
{ "Color", "RGBA Color.", ShaderInput::NoData };
ShaderBlockPin MaterialParamShaderBlock::output_pin =
{ "Parameter", "Material parameter.", ShaderInput::NoData };
ShaderBlockPin MaterialTextureShaderBlock::output_pin =
{ "Slot", "Texture slot.", ShaderInput::NoData };
ShaderBlockPin ClockShaderBlock::output_pin =
{ "Clock (s)", "System clock in second.", ShaderInput::NoData };
ShaderBlockPin ScreenUVShaderBlock::output_pin =
{ "Screen UV", "Screen position.", ShaderInput::NoData };
ShaderBlockPin ViewVectorShaderBlock::output_pin =
{ "World View", "View vector in world space.", ShaderInput::NoData };
ShaderBlockPin ViewportShaderBlock::output_pin =
{ "Viewport", "Viewport origin and dimension in 2d.", ShaderInput::NoData };
ShaderBlockPin NormalViewMatrixShaderBlock::output_pin =
{ "Normal View Matrix", "Normal view matrix.", ShaderInput::NoData };
ShaderBlockPin NormalMatrixShaderBlock::output_pin =
{ "Normal Matrix", "Normal matrix.", ShaderInput::NoData };
ShaderBlockPin ModelViewMatrixShaderBlock::output_pin =
{ "Model View Matrix", "Model view matrix.", ShaderInput::NoData };
ShaderBlockPin ModelMatrixShaderBlock::output_pin =
{ "Model Matrix", "Model matrix.", ShaderInput::NoData };
//------------------------------------------------------------------------------
String TextureShaderBlock::GetId() const
{ return String("Texture") + texture; }
String ConstantShaderBlock::GetId() const
{
switch (constant_type)
{
case ShaderInput::NoData:
return String("ConstNone");
case ShaderInput::Float:
return String("ConstFloat");
case ShaderInput::Vector2:
return String("ConstVec2");
case ShaderInput::Vector3:
return String("ConstVec3");
case ShaderInput::Vector4:
return String("ConstVec4");
}
__ERR__(__LOG_E__ << "Unknown constant.\n", String("ConstUnk"))
}
String MaterialParamShaderBlock::GetId() const
{ return String::Format("MatParm%d", param); }
String MaterialTextureShaderBlock::GetId() const
{ return String::Format("MatTexture%d", slot); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool ShaderBlock::IsEquivalent(const ShaderBlock *input_block) const
{
if (this == input_block)
return true;
if (type == input_block->type)
switch (type)
{
case ShaderBlock::TypeRenderBuffer:
{
RenderBufferShaderBlock *a = (RenderBufferShaderBlock *)this, *b = (RenderBufferShaderBlock *)input_block;
return a->buffer == b->buffer;
}
case ShaderBlock::TypeTextureSampler:
{
TextureSamplerShaderBlock *a = (TextureSamplerShaderBlock *)this, *b = (TextureSamplerShaderBlock *)input_block;
return (a->sampler_type == b->sampler_type) && a->input[0] && a->input[1] && b->input[0] && b->input[1] ? a->input[0]->IsEquivalent(b->input[0]) && a->input[1]->IsEquivalent(b->input[1]) : false;
}
case ShaderBlock::TypeTexture:
{
TextureShaderBlock *a = (TextureShaderBlock *)this, *b = (TextureShaderBlock *)input_block;
return a->texture == b->texture;
}
case ShaderBlock::TypeGeometryUV:
{
GeometryUVShaderBlock *a = (GeometryUVShaderBlock *)this, *b = (GeometryUVShaderBlock *)input_block;
return a->channel == b->channel;
}
case ShaderBlock::TypeMaterialParam:
{
MaterialParamShaderBlock *a = (MaterialParamShaderBlock *)this, *b = (MaterialParamShaderBlock *)input_block;
return a->param == b->param;
}
case ShaderBlock::TypeClock:
case ShaderBlock::TypeScreenUV:
case ShaderBlock::TypeViewVector:
case ShaderBlock::TypeViewport:
case ShaderBlock::TypeNormalViewMatrix:
case ShaderBlock::TypeNormalMatrix:
case ShaderBlock::TypeModelViewMatrix:
case ShaderBlock::TypeModelMatrix:
case ShaderBlock::TypeGeometryVertex:
case ShaderBlock::TypeGeometrySkinning:
case ShaderBlock::TypeGeometryNormal:
case ShaderBlock::TypeGeometryVertexColor:
case ShaderBlock::TypeGeometryTangentFrame:
return true;
}
return false;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
int UnpackColorToVectorShaderBlock::GetOutputType() const
{ return !input[0] ? ShaderInput::NoData : input[0]->GetOutputType(); }
int PackVectorToColorShaderBlock::GetOutputType() const
{ return !input[0] ? ShaderInput::NoData : input[0]->GetOutputType(); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
int MixOperatorShaderBlock::GetOutputType() const
{ return (!input[0] || !input[1] || !input[2] || (input[0]->GetOutputType() != input[1]->GetOutputType()) || (input[2]->GetOutputType() != ShaderInput::Float)) ? ShaderInput::NoData : input[0]->GetOutputType(); }
int DotOperatorShaderBlock::GetOutputType() const
{ return (!input[0] || !input[1] || (input[0]->GetOutputType() != input[1]->GetOutputType())) ? ShaderInput::NoData : ShaderInput::Float; }
int CrossOperatorShaderBlock::GetOutputType() const
{ return (!input[0] || !input[1] || ((input[0]->GetOutputType() != input[1]->GetOutputType()) && (input[0]->GetOutputType() != ShaderInput::Vector3))) ? ShaderInput::NoData : ShaderInput::Vector3; }
int AddOperatorShaderBlock::GetOutputType() const
{ return (!input[0] || !input[1] || (input[0]->GetOutputType() != input[1]->GetOutputType())) ? ShaderInput::NoData : input[0]->GetOutputType(); }
int SubOperatorShaderBlock::GetOutputType() const
{ return (!input[0] || !input[1] || (input[0]->GetOutputType() != input[1]->GetOutputType())) ? ShaderInput::NoData : input[0]->GetOutputType(); }
int DivOperatorShaderBlock::GetOutputType() const
{ return (!input[0] || !input[1] || (input[0]->GetOutputType() != input[1]->GetOutputType())) ? ShaderInput::NoData : input[0]->GetOutputType(); }
int MulOperatorShaderBlock::GetOutputType() const
{
if (!input[0] || !input[1])
return ShaderInput::NoData;
int type_0 = input[0]->GetOutputType(),
type_1 = input[1]->GetOutputType();
if (type_0 > type_1)
{ int tmp = type_0; type_0 = type_1; type_1 = tmp; }
// Switch on largest type.
switch (type_1)
{
case ShaderInput::Matrix3:
return (type_0 != ShaderInput::Vector3) ? ShaderInput::NoData : ShaderInput::Vector3;
case ShaderInput::Matrix4:
return (type_0 != ShaderInput::Vector4) ? ShaderInput::NoData : ShaderInput::Vector4;
case ShaderInput::Float:
case ShaderInput::Vector2:
case ShaderInput::Vector3:
case ShaderInput::Vector4:
return (type_0 != type_1) ? ShaderInput::NoData : type_0;
}
return ShaderInput::NoData;
}
int ClampShaderBlock::GetOutputType() const
{
if (!input[0] || !input[1] || !input[2])
return ShaderInput::NoData;
int type[3] =
{
input[0]->GetOutputType(),
input[1]->GetOutputType(),
input[2]->GetOutputType()
};
if (type[1] != type[2]) // min/max must match.
return ShaderInput::NoData;
if (type[0] != type[1])
return ShaderInput::NoData; // input and min/max types must match.
return type[0];
}
int NormalizeOperatorShaderBlock::GetOutputType() const
{ return !input[0] ? ShaderInput::NoData : input[0]->GetOutputType(); }
//------------------------------------------------------------------------------
//-----------------------------------------------------------
int SwizzleShaderBlock::GetOutputType() const
//-----------------------------------------------------------
{
if (!input[0] || (input[0]->GetOutputType() == ShaderInput::NoData))
return ShaderInput::NoData;
int output_count = 0;
for (int n = 0; n < 4; ++n)
if (swizzle[n] != SwizzleNone)
output_count++;
switch (output_count)
{
case 1: return ShaderInput::Float;
case 2: return ShaderInput::Vector2;
case 3: return ShaderInput::Vector3;
case 4: return ShaderInput::Vector4;
}
return ShaderInput::NoData;
}
//---------------------------------------------------------
int BuildShaderBlock::GetOutputType() const
//---------------------------------------------------------
{
int output_count = 0;
for (int n = 0; n < 4; ++n)
switch (build[n])
{
case BuildZero:
case BuildOne:
output_count++;
break;
default:
if (!input[n])
n = 4;
else
{
if (input[n]->GetOutputType() == ShaderInput::NoData)
return ShaderInput::NoData;
output_count++;
}
break;
}
switch (output_count)
{
case 1: return ShaderInput::Float;
case 2: return ShaderInput::Vector2;
case 3: return ShaderInput::Vector3;
case 4: return ShaderInput::Vector4;
}
return ShaderInput::NoData;
}
int CosinusShaderBlock::GetOutputType() const
{ return ShaderInput::Float; }
int SinusShaderBlock::GetOutputType() const
{ return ShaderInput::Float; }
int PowShaderBlock::GetOutputType() const
{ return ShaderInput::Float; }
int AbsShaderBlock::GetOutputType() const
{ return !input[0] ? ShaderInput::NoData : input[0]->GetOutputType(); }
int GeometryVertexShaderBlock::GetOutputType() const
{ return ShaderInput::Vector4; }
int GeometryUVShaderBlock::GetOutputType() const
{ return ShaderInput::Vector2; }
int GeometryNormalShaderBlock::GetOutputType() const
{ return ShaderInput::Vector3; }
int GeometrySkinningShaderBlock::GetOutputType() const
{ return ShaderInput::Matrix4; }
int GeometryVertexColorShaderBlock::GetOutputType() const
{ return ShaderInput::Vector3; }
int GeometryTangentFrameShaderBlock::GetOutputType() const
{ return ShaderInput::Matrix3; }
int RenderBufferShaderBlock::GetOutputType() const
{ return ShaderInput::Texture2D; }
int TextureShaderBlock::GetOutputType() const
{ return ShaderInput::Texture2D; }
int TextureSamplerShaderBlock::GetOutputType() const
{ return (input[0] && input[1]) ? ShaderInput::Vector4 : ShaderInput::NoData; }
int ConstantShaderBlock::GetOutputType() const
{ return constant_type; }
int ColorShaderBlock::GetOutputType() const
{ return ShaderInput::Vector4; }
int MaterialParamShaderBlock::GetOutputType() const
{
switch (param)
{
case MaterialGlossiness:
case MaterialOpacity:
case MaterialReflection:
return ShaderInput::Float;
}
return ShaderInput::Vector4;
}
int MaterialTextureShaderBlock::GetOutputType() const
{ return ShaderInput::Texture2D; }
int ScreenUVShaderBlock::GetOutputType() const
{ return ShaderInput::Vector2; }
int ViewVectorShaderBlock::GetOutputType() const
{ return ShaderInput::Vector3; }
int ViewportShaderBlock::GetOutputType() const
{ return ShaderInput::Vector4; }
int NormalViewMatrixShaderBlock::GetOutputType() const
{ return ShaderInput::Matrix3; }
int NormalMatrixShaderBlock::GetOutputType() const
{ return ShaderInput::Matrix3; }
int ModelViewMatrixShaderBlock::GetOutputType() const
{ return ShaderInput::Matrix4; }
int ModelMatrixShaderBlock::GetOutputType() const
{ return ShaderInput::Matrix4; }
int ClockShaderBlock::GetOutputType() const
{ return ShaderInput::Float; }