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- """Functions used to generate source files during build time
- All such functions are invoked in a subprocess on Windows to prevent build flakiness.
- """
- import os.path
- from typing import Optional
- from platform_methods import subprocess_main
- class GLES3HeaderStruct:
- def __init__(self):
- self.vertex_lines = []
- self.fragment_lines = []
- self.uniforms = []
- self.fbos = []
- self.texunits = []
- self.texunit_names = []
- self.ubos = []
- self.ubo_names = []
- self.feedbacks = []
- self.vertex_included_files = []
- self.fragment_included_files = []
- self.reading = ""
- self.line_offset = 0
- self.vertex_offset = 0
- self.fragment_offset = 0
- self.variant_defines = []
- self.variant_names = []
- self.specialization_names = []
- self.specialization_values = []
- def include_file_in_gles3_header(filename: str, header_data: GLES3HeaderStruct, depth: int):
- fs = open(filename, "r")
- line = fs.readline()
- while line:
- if line.find("=") != -1 and header_data.reading == "":
- # Mode
- eqpos = line.find("=")
- defname = line[:eqpos].strip().upper()
- define = line[eqpos + 1 :].strip()
- header_data.variant_names.append(defname)
- header_data.variant_defines.append(define)
- line = fs.readline()
- header_data.line_offset += 1
- header_data.vertex_offset = header_data.line_offset
- continue
- if line.find("=") != -1 and header_data.reading == "specializations":
- # Specialization
- eqpos = line.find("=")
- specname = line[:eqpos].strip()
- specvalue = line[eqpos + 1 :]
- header_data.specialization_names.append(specname)
- header_data.specialization_values.append(specvalue)
- line = fs.readline()
- header_data.line_offset += 1
- header_data.vertex_offset = header_data.line_offset
- continue
- if line.find("#[modes]") != -1:
- # Nothing really, just skip
- line = fs.readline()
- header_data.line_offset += 1
- header_data.vertex_offset = header_data.line_offset
- continue
- if line.find("#[specializations]") != -1:
- header_data.reading = "specializations"
- line = fs.readline()
- header_data.line_offset += 1
- header_data.vertex_offset = header_data.line_offset
- continue
- if line.find("#[vertex]") != -1:
- header_data.reading = "vertex"
- line = fs.readline()
- header_data.line_offset += 1
- header_data.vertex_offset = header_data.line_offset
- continue
- if line.find("#[fragment]") != -1:
- header_data.reading = "fragment"
- line = fs.readline()
- header_data.line_offset += 1
- header_data.fragment_offset = header_data.line_offset
- continue
- while line.find("#include ") != -1:
- includeline = line.replace("#include ", "").strip()[1:-1]
- included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
- if not included_file in header_data.vertex_included_files and header_data.reading == "vertex":
- header_data.vertex_included_files += [included_file]
- if include_file_in_gles3_header(included_file, header_data, depth + 1) is None:
- print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
- elif not included_file in header_data.fragment_included_files and header_data.reading == "fragment":
- header_data.fragment_included_files += [included_file]
- if include_file_in_gles3_header(included_file, header_data, depth + 1) is None:
- print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
- line = fs.readline()
- if line.find("uniform") != -1 and line.lower().find("texunit:") != -1:
- # texture unit
- texunitstr = line[line.find(":") + 1 :].strip()
- if texunitstr == "auto":
- texunit = "-1"
- else:
- texunit = str(int(texunitstr))
- uline = line[: line.lower().find("//")]
- uline = uline.replace("uniform", "")
- uline = uline.replace("highp", "")
- uline = uline.replace(";", "")
- lines = uline.split(",")
- for x in lines:
- x = x.strip()
- x = x[x.rfind(" ") + 1 :]
- if x.find("[") != -1:
- # unfiorm array
- x = x[: x.find("[")]
- if not x in header_data.texunit_names:
- header_data.texunits += [(x, texunit)]
- header_data.texunit_names += [x]
- elif line.find("uniform") != -1 and line.lower().find("ubo:") != -1:
- # uniform buffer object
- ubostr = line[line.find(":") + 1 :].strip()
- ubo = str(int(ubostr))
- uline = line[: line.lower().find("//")]
- uline = uline[uline.find("uniform") + len("uniform") :]
- uline = uline.replace("highp", "")
- uline = uline.replace(";", "")
- uline = uline.replace("{", "").strip()
- lines = uline.split(",")
- for x in lines:
- x = x.strip()
- x = x[x.rfind(" ") + 1 :]
- if x.find("[") != -1:
- # unfiorm array
- x = x[: x.find("[")]
- if not x in header_data.ubo_names:
- header_data.ubos += [(x, ubo)]
- header_data.ubo_names += [x]
- elif line.find("uniform") != -1 and line.find("{") == -1 and line.find(";") != -1:
- uline = line.replace("uniform", "")
- uline = uline.replace(";", "")
- lines = uline.split(",")
- for x in lines:
- x = x.strip()
- x = x[x.rfind(" ") + 1 :]
- if x.find("[") != -1:
- # unfiorm array
- x = x[: x.find("[")]
- if not x in header_data.uniforms:
- header_data.uniforms += [x]
- if (line.strip().find("out ") == 0 or line.strip().find("flat ") == 0) and line.find("tfb:") != -1:
- uline = line.replace("flat ", "")
- uline = uline.replace("out ", "")
- uline = uline.replace("highp ", "")
- uline = uline.replace(";", "")
- uline = uline[uline.find(" ") :].strip()
- if uline.find("//") != -1:
- name, bind = uline.split("//")
- if bind.find("tfb:") != -1:
- name = name.strip()
- bind = bind.replace("tfb:", "").strip()
- header_data.feedbacks += [(name, bind)]
- line = line.replace("\r", "")
- line = line.replace("\n", "")
- if header_data.reading == "vertex":
- header_data.vertex_lines += [line]
- if header_data.reading == "fragment":
- header_data.fragment_lines += [line]
- line = fs.readline()
- header_data.line_offset += 1
- fs.close()
- return header_data
- def build_gles3_header(
- filename: str,
- include: str,
- class_suffix: str,
- optional_output_filename: str = None,
- header_data: Optional[GLES3HeaderStruct] = None,
- ):
- header_data = header_data or GLES3HeaderStruct()
- include_file_in_gles3_header(filename, header_data, 0)
- if optional_output_filename is None:
- out_file = filename + ".gen.h"
- else:
- out_file = optional_output_filename
- fd = open(out_file, "w")
- defspec = 0
- defvariant = ""
- fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
- out_file_base = out_file
- out_file_base = out_file_base[out_file_base.rfind("/") + 1 :]
- out_file_base = out_file_base[out_file_base.rfind("\\") + 1 :]
- out_file_ifdef = out_file_base.replace(".", "_").upper()
- fd.write("#ifndef " + out_file_ifdef + class_suffix + "_GLES3\n")
- fd.write("#define " + out_file_ifdef + class_suffix + "_GLES3\n")
- out_file_class = (
- out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "Shader" + class_suffix
- )
- fd.write("\n\n")
- fd.write('#include "' + include + '"\n\n\n')
- fd.write("class " + out_file_class + " : public Shader" + class_suffix + " {\n\n")
- fd.write("public:\n\n")
- if header_data.uniforms:
- fd.write("\tenum Uniforms {\n")
- for x in header_data.uniforms:
- fd.write("\t\t" + x.upper() + ",\n")
- fd.write("\t};\n\n")
- if header_data.variant_names:
- fd.write("\tenum ShaderVariant {\n")
- for x in header_data.variant_names:
- fd.write("\t\t" + x + ",\n")
- fd.write("\t};\n\n")
- else:
- fd.write("\tenum ShaderVariant { DEFAULT };\n\n")
- defvariant = "=DEFAULT"
- if header_data.specialization_names:
- fd.write("\tenum Specializations {\n")
- counter = 0
- for x in header_data.specialization_names:
- fd.write("\t\t" + x.upper() + "=" + str(1 << counter) + ",\n")
- counter += 1
- fd.write("\t};\n\n")
- for i in range(len(header_data.specialization_names)):
- defval = header_data.specialization_values[i].strip()
- if defval.upper() == "TRUE" or defval == "1":
- defspec |= 1 << i
- fd.write(
- "\t_FORCE_INLINE_ bool version_bind_shader(RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { return _version_bind_shader(p_version,p_variant,p_specialization); }\n\n"
- )
- if header_data.uniforms:
- fd.write(
- "\t_FORCE_INLINE_ int version_get_uniform(Uniforms p_uniform,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { return _version_get_uniform(p_uniform,p_version,p_variant,p_specialization); }\n\n"
- )
- fd.write(
- "\t#define _FU if (version_get_uniform(p_uniform,p_version,p_variant,p_specialization)<0) return; \n\n "
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, double p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint8_t p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint16_t p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint32_t p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Color& p_color,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,col); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector2& p_vec2,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU GLfloat vec2[2]={float(p_vec2.x),float(p_vec2.y)}; glUniform2fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,vec2); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Size2i& p_vec2,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU GLint vec2[2]={GLint(p_vec2.x),GLint(p_vec2.y)}; glUniform2iv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,vec2); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector3& p_vec3,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU GLfloat vec3[3]={float(p_vec3.x),float(p_vec3.y),float(p_vec3.z)}; glUniform3fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,vec3); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform2f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform3f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c); }\n\n"
- )
- fd.write(
- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d,RID p_version,ShaderVariant p_variant"
- + defvariant
- + ",uint64_t p_specialization="
- + str(defspec)
- + ") { _FU glUniform4f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c,p_d); }\n\n"
- )
- fd.write(
- """\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform3D& p_transform,RID p_version,ShaderVariant p_variant"""
- + defvariant
- + """,uint64_t p_specialization="""
- + str(defspec)
- + """) { _FU
- const Transform3D &tr = p_transform;
- GLfloat matrix[16]={ /* build a 16x16 matrix */
- (GLfloat)tr.basis.rows[0][0],
- (GLfloat)tr.basis.rows[1][0],
- (GLfloat)tr.basis.rows[2][0],
- (GLfloat)0,
- (GLfloat)tr.basis.rows[0][1],
- (GLfloat)tr.basis.rows[1][1],
- (GLfloat)tr.basis.rows[2][1],
- (GLfloat)0,
- (GLfloat)tr.basis.rows[0][2],
- (GLfloat)tr.basis.rows[1][2],
- (GLfloat)tr.basis.rows[2][2],
- (GLfloat)0,
- (GLfloat)tr.origin.x,
- (GLfloat)tr.origin.y,
- (GLfloat)tr.origin.z,
- (GLfloat)1
- };
- glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
- }
- """
- )
- fd.write(
- """_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform2D& p_transform,RID p_version,ShaderVariant p_variant"""
- + defvariant
- + """,uint64_t p_specialization="""
- + str(defspec)
- + """) { _FU
- const Transform2D &tr = p_transform;
- GLfloat matrix[16]={ /* build a 16x16 matrix */
- (GLfloat)tr.columns[0][0],
- (GLfloat)tr.columns[0][1],
- (GLfloat)0,
- (GLfloat)0,
- (GLfloat)tr.columns[1][0],
- (GLfloat)tr.columns[1][1],
- (GLfloat)0,
- (GLfloat)0,
- (GLfloat)0,
- (GLfloat)0,
- (GLfloat)1,
- (GLfloat)0,
- (GLfloat)tr.columns[2][0],
- (GLfloat)tr.columns[2][1],
- (GLfloat)0,
- (GLfloat)1
- };
- glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
- }
- """
- )
- fd.write(
- """_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Projection& p_matrix, RID p_version, ShaderVariant p_variant"""
- + defvariant
- + """,uint64_t p_specialization="""
- + str(defspec)
- + """) { _FU
- GLfloat matrix[16];
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- matrix[i * 4 + j] = p_matrix.columns[i][j];
- }
- }
- glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, false, matrix);
- }"""
- )
- fd.write("\n\n#undef _FU\n\n\n")
- fd.write("protected:\n\n")
- fd.write("\tvirtual void _init() override {\n\n")
- if header_data.uniforms:
- fd.write("\t\tstatic const char* _uniform_strings[]={\n")
- if header_data.uniforms:
- for x in header_data.uniforms:
- fd.write('\t\t\t"' + x + '",\n')
- fd.write("\t\t};\n\n")
- else:
- fd.write("\t\tstatic const char **_uniform_strings=nullptr;\n")
- variant_count = 1
- if len(header_data.variant_defines) > 0:
- fd.write("\t\tstatic const char* _variant_defines[]={\n")
- for x in header_data.variant_defines:
- fd.write('\t\t\t"' + x + '",\n')
- fd.write("\t\t};\n\n")
- variant_count = len(header_data.variant_defines)
- else:
- fd.write("\t\tstatic const char **_variant_defines[]={" "};\n")
- if header_data.texunits:
- fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n")
- for x in header_data.texunits:
- fd.write('\t\t\t{"' + x[0] + '",' + x[1] + "},\n")
- fd.write("\t\t};\n\n")
- else:
- fd.write("\t\tstatic TexUnitPair *_texunit_pairs=nullptr;\n")
- if header_data.ubos:
- fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n")
- for x in header_data.ubos:
- fd.write('\t\t\t{"' + x[0] + '",' + x[1] + "},\n")
- fd.write("\t\t};\n\n")
- else:
- fd.write("\t\tstatic UBOPair *_ubo_pairs=nullptr;\n")
- specializations_found = []
- if header_data.specialization_names:
- fd.write("\t\tstatic Specialization _spec_pairs[]={\n")
- for i in range(len(header_data.specialization_names)):
- defval = header_data.specialization_values[i].strip()
- if defval.upper() == "TRUE" or defval == "1":
- defval = "true"
- else:
- defval = "false"
- fd.write('\t\t\t{"' + header_data.specialization_names[i] + '",' + defval + "},\n")
- specializations_found.append(header_data.specialization_names[i])
- fd.write("\t\t};\n\n")
- else:
- fd.write("\t\tstatic Specialization *_spec_pairs=nullptr;\n")
- feedback_count = 0
- if header_data.feedbacks:
- fd.write("\t\tstatic const Feedback _feedbacks[]={\n")
- for x in header_data.feedbacks:
- name = x[0]
- spec = x[1]
- if spec in specializations_found:
- fd.write('\t\t\t{"' + name + '",' + str(1 << specializations_found.index(spec)) + "},\n")
- else:
- fd.write('\t\t\t{"' + name + '",0},\n')
- feedback_count += 1
- fd.write("\t\t};\n\n")
- else:
- fd.write("\t\tstatic const Feedback* _feedbacks=nullptr;\n")
- fd.write("\t\tstatic const char _vertex_code[]={\n")
- for x in header_data.vertex_lines:
- for c in x:
- fd.write(str(ord(c)) + ",")
- fd.write(str(ord("\n")) + ",")
- fd.write("\t\t0};\n\n")
- fd.write("\t\tstatic const char _fragment_code[]={\n")
- for x in header_data.fragment_lines:
- for c in x:
- fd.write(str(ord(c)) + ",")
- fd.write(str(ord("\n")) + ",")
- fd.write("\t\t0};\n\n")
- fd.write(
- '\t\t_setup(_vertex_code,_fragment_code,"'
- + out_file_class
- + '",'
- + str(len(header_data.uniforms))
- + ",_uniform_strings,"
- + str(len(header_data.ubos))
- + ",_ubo_pairs,"
- + str(feedback_count)
- + ",_feedbacks,"
- + str(len(header_data.texunits))
- + ",_texunit_pairs,"
- + str(len(header_data.specialization_names))
- + ",_spec_pairs,"
- + str(variant_count)
- + ",_variant_defines);\n"
- )
- fd.write("\t}\n\n")
- fd.write("};\n\n")
- fd.write("#endif\n\n")
- fd.close()
- def build_gles3_headers(target, source, env):
- for x in source:
- build_gles3_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3")
- if __name__ == "__main__":
- subprocess_main(globals())
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