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

This commit is contained in:
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 +1,188 @@
/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#include "core/shader_tree_compiler.h"
#include "core/geometry.h"
#include "log/log.h"
using namespace GS;
using namespace GS::Core;
//------------------------------------------------------------------------------
bool ShaderTreeCompiler::GetNewVariable(String &variable, const char *prefix)
{
variable = String::Format("n_%s%d", prefix ? prefix : "n_var", variable_count++);
return true;
}
CShaderBlock *ShaderTreeCompiler::GetNewCompiledBlock(const ShaderBlock *block)
{
List <CShaderBlock *> ::Item *item = compiled_tree_block.Add(new CShaderBlock(block));
return item ? item->Object() : NULL;
}
//------------------------------------------------------------------------------
//-------------------------------------------------------------------
void ShaderTreeCompiler::AddPrefix(const char *prefix)
//-------------------------------------------------------------------
{
if (prefix)
id += prefix;
}
//-------------------------------------------------------------------------------------------------------------------------
CShaderBlock *ShaderTreeCompiler::CompileTemporary(ShaderBlock *block, const char *prefix, ShaderInput::Scope scope)
//-------------------------------------------------------------------------------------------------------------------------
{
temporary_block_list.Add(block);
return CompileShaderBlock(block, prefix, scope);
}
//---------------------------------------------------------------------------------------------------------------------------------
CShaderBlock *ShaderTreeCompiler::CompileShaderBlock(const ShaderBlock *block, const char *prefix, ShaderInput::Scope scope)
//---------------------------------------------------------------------------------------------------------------------------------
{
if (!block)
return NULL;
// Id should describe the full tree structure.
AddPrefix(prefix);
id += block->GetId();
/*
Avoid compiling twice a block referenced multiple times.
Also geometry input blocks only need to be evaluated once.
*/
ListForeachPtr(CShaderBlock *, compiled_block, compiled_tree_block)
if (compiled_block->block->IsEquivalent(block))
return compiled_block;
// Compile as new block.
switch (block->type)
{
case ShaderBlock::TypeConstant:
return CompileConstantShaderBlock((const ConstantShaderBlock *)block, scope);
case ShaderBlock::TypeColor:
return CompileColorShaderBlock((const ColorShaderBlock *)block, scope);
case ShaderBlock::TypeMaterialParam:
return CompileMaterialParamShaderBlock((const MaterialParamShaderBlock *)block, scope);
case ShaderBlock::TypeMaterialTexture:
return CompileMaterialTextureShaderBlock((const MaterialTextureShaderBlock *)block, scope);
case ShaderBlock::TypeGeometryVertex:
return CompileGeometryVertexShaderBlock((const GeometryVertexShaderBlock *)block, scope);
case ShaderBlock::TypeGeometryNormal:
return CompileGeometryNormalShaderBlock((const GeometryNormalShaderBlock *)block, scope);
case ShaderBlock::TypeGeometrySkinning:
return CompileGeometrySkinningShaderBlock((const GeometrySkinningShaderBlock *)block, scope);
case ShaderBlock::TypeGeometryVertexColor:
return CompileGeometryVertexColorShaderBlock((const GeometryVertexColorShaderBlock *)block, scope);
case ShaderBlock::TypeGeometryTangentFrame:
return CompileGeometryTangentFrameShaderBlock((const GeometryTangentFrameShaderBlock *)block, scope);
case ShaderBlock::TypeGeometryUV:
return CompileGeometryUVShaderBlock((const GeometryUVShaderBlock *)block, scope);
case ShaderBlock::TypeRenderBuffer:
return CompileRenderBufferShaderBlock((const RenderBufferShaderBlock *)block, scope);
case ShaderBlock::TypeTexture:
return CompileTextureShaderBlock((const TextureShaderBlock *)block, scope);
case ShaderBlock::TypeTextureSampler:
return CompileTextureSamplerShaderBlock((const TextureSamplerShaderBlock *)block, scope);
case ShaderBlock::TypeMix:
return CompileMixShaderBlock((const MixOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeAdd:
return CompileAddShaderBlock((const AddOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeSub:
return CompileSubShaderBlock((const SubOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeMul:
return CompileMulShaderBlock((const MulOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeDiv:
return CompileDivShaderBlock((const DivOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeSwizzle:
return CompileSwizzleShaderBlock((const SwizzleShaderBlock *)block, scope);
case ShaderBlock::TypeBuild:
return CompileBuildShaderBlock((const BuildShaderBlock *)block, scope);
case ShaderBlock::TypeCos:
return CompileCosinusShaderBlock((const CosinusShaderBlock *)block, scope);
case ShaderBlock::TypeSin:
return CompileSinusShaderBlock((const SinusShaderBlock *)block, scope);
case ShaderBlock::TypePow:
return CompilePowShaderBlock((const PowShaderBlock *)block, scope);
case ShaderBlock::TypeAbs:
return CompileAbsShaderBlock((const AbsShaderBlock *)block, scope);
case ShaderBlock::TypeNormalize:
return CompileNormalizeBlock((const NormalizeOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeDot:
return CompileDotShaderBlock((const DotOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeCross:
return CompileCrossShaderBlock((const CrossOperatorShaderBlock *)block, scope);
case ShaderBlock::TypeClamp:
return CompileClampShaderBlock((const ClampShaderBlock *)block, scope);
case ShaderBlock::TypePackVectorToColor:
return CompilePackVectorToColor((const PackVectorToColorShaderBlock *)block, scope);
case ShaderBlock::TypeUnpackColorToVector:
return CompileUnpackColorToVector((const UnpackColorToVectorShaderBlock *)block, scope);
case ShaderBlock::TypeClock:
return CompileClockShaderBlock((const ClockShaderBlock *)block, scope);
case ShaderBlock::TypeScreenUV:
return CompileScreenUVShaderBlock((const ScreenUVShaderBlock *)block, scope);
case ShaderBlock::TypeViewVector:
return CompileViewVectorShaderBlock((const ViewVectorShaderBlock *)block, scope);
case ShaderBlock::TypeViewport:
return CompileViewportShaderBlock((const ViewportShaderBlock *)block, scope);
case ShaderBlock::TypeNormalViewMatrix:
return CompileNormalViewMatrixShaderBlock((const NormalViewMatrixShaderBlock *)block, scope);
case ShaderBlock::TypeNormalMatrix:
return CompileNormalMatrixShaderBlock((const NormalMatrixShaderBlock *)block, scope);
case ShaderBlock::TypeModelViewMatrix:
return CompileModelViewMatrixShaderBlock((const ModelViewMatrixShaderBlock *)block, scope);
case ShaderBlock::TypeModelMatrix:
return CompileModelMatrixShaderBlock((const ModelMatrixShaderBlock *)block, scope);
default:
__LOG_E__ << "Unsupported render block type (" << block->type << "), does not known how to compile.\n";
break;
}
return NULL;
}
//------------------------------------------------------------------------------
void ShaderTreeCompiler::Free()
{
id.Clear();
compiled_tree_block.Clear();
temporary_block_list.Clear();
vertex_declaration.Clear();
vertex_source.Clear();
pixel_declaration.Clear();
pixel_source.Clear();
texture_count = 0;
variable_count = 0;
shader = NULL;
}
void ShaderTreeCompiler::RestartCompiler(Shader *s)
{
Free();
shader = s;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
ShaderTreeCompiler::ShaderTreeCompiler()
{
texture_count = 0;
variable_count = 0;
}
ShaderTreeCompiler::~ShaderTreeCompiler()
{ Free(); }
//------------------------------------------------------------------------------