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@@ -1,9 +1,8 @@
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"""Functions used to generate source files during build time"""
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import os.path
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-from typing import Optional
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-from methods import print_error, to_raw_cstring
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+from methods import generated_wrapper, print_error, to_raw_cstring
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class GLES3HeaderStruct:
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@@ -189,399 +188,333 @@ def include_file_in_gles3_header(filename: str, header_data: GLES3HeaderStruct,
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return header_data
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-def build_gles3_header(
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- filename: str,
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- include: str,
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- class_suffix: str,
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- optional_output_filename: Optional[str] = None,
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- header_data: Optional[GLES3HeaderStruct] = None,
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-):
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- header_data = header_data or GLES3HeaderStruct()
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- include_file_in_gles3_header(filename, header_data, 0)
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+def build_gles3_header(filename: str, shader: str) -> None:
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+ include_file_in_gles3_header(shader, header_data := GLES3HeaderStruct(), 0)
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+ out_file_class = (
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+ os.path.basename(shader).replace(".glsl", "").title().replace("_", "").replace(".", "") + "ShaderGLES3"
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+ )
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- if optional_output_filename is None:
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- out_file = filename + ".gen.h"
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- else:
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- out_file = optional_output_filename
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-
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- with open(out_file, "w", encoding="utf-8", newline="\n") as fd:
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+ with generated_wrapper(filename) as file:
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defspec = 0
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defvariant = ""
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- fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
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- fd.write("#pragma once\n")
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-
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- out_file_base = out_file
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- out_file_base = out_file_base[out_file_base.rfind("/") + 1 :]
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- out_file_base = out_file_base[out_file_base.rfind("\\") + 1 :]
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-
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- out_file_class = (
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- out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "Shader" + class_suffix
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- )
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- fd.write("\n\n")
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- fd.write('#include "' + include + '"\n\n\n')
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- fd.write("class " + out_file_class + " : public Shader" + class_suffix + " {\n\n")
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+ file.write(f"""\
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+#include "drivers/gles3/shader_gles3.h"
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- fd.write("public:\n\n")
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+class {out_file_class} : public ShaderGLES3 {{
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+public:
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+""")
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if header_data.uniforms:
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- fd.write("\tenum Uniforms {\n")
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- for x in header_data.uniforms:
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- fd.write("\t\t" + x.upper() + ",\n")
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- fd.write("\t};\n\n")
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+ uniforms = ",\n\t\t".join(uniform.upper() for uniform in header_data.uniforms)
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+ file.write(f"""\
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+ enum Uniforms {{
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+ {uniforms},
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+ }};
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+
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+""")
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if header_data.variant_names:
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- fd.write("\tenum ShaderVariant {\n")
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- for x in header_data.variant_names:
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- fd.write("\t\t" + x + ",\n")
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- fd.write("\t};\n\n")
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+ variant_names = ",\n\t\t".join(name for name in header_data.variant_names)
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else:
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- fd.write("\tenum ShaderVariant { DEFAULT };\n\n")
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- defvariant = "=DEFAULT"
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-
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- if header_data.specialization_names:
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- fd.write("\tenum Specializations {\n")
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- counter = 0
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- for x in header_data.specialization_names:
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- fd.write("\t\t" + x.upper() + "=" + str(1 << counter) + ",\n")
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- counter += 1
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- fd.write("\t};\n\n")
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-
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- for i in range(len(header_data.specialization_names)):
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- defval = header_data.specialization_values[i].strip()
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- if defval.upper() == "TRUE" or defval == "1":
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- defspec |= 1 << i
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-
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- fd.write(
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- "\t_FORCE_INLINE_ bool version_bind_shader(RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { return _version_bind_shader(p_version,p_variant,p_specialization); }\n\n"
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- )
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+ variant_names = "DEFAULT"
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+ defvariant = " = DEFAULT"
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+ file.write(f"""\
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+ enum ShaderVariant {{
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+ {variant_names},
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+ }};
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- if header_data.uniforms:
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- fd.write(
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- "\t_FORCE_INLINE_ int version_get_uniform(Uniforms p_uniform,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { return _version_get_uniform(p_uniform,p_version,p_variant,p_specialization); }\n\n"
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- )
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+""")
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- fd.write(
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- "\t#define _FU if (version_get_uniform(p_uniform,p_version,p_variant,p_specialization)<0) return; \n\n "
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, double p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint8_t p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint16_t p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint32_t p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Color& p_color,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _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"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector2& p_vec2,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _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"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Size2i& p_vec2,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _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"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector3& p_vec3,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _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"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector4& p_vec4,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU GLfloat vec4[4]={float(p_vec4.x),float(p_vec4.y),float(p_vec4.z),float(p_vec4.w)}; glUniform4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,vec4); }\n\n"
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- )
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- fd.write(
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- "\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b,RID p_version,ShaderVariant p_variant"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform2f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b); }\n\n"
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- )
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- fd.write(
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- "\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"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform3f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c); }\n\n"
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- )
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- fd.write(
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- "\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"
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- + defvariant
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- + ",uint64_t p_specialization="
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- + str(defspec)
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- + ") { _FU glUniform4f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c,p_d); }\n\n"
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- )
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-
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- fd.write(
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- """\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform3D& p_transform,RID p_version,ShaderVariant p_variant"""
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- + defvariant
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- + """,uint64_t p_specialization="""
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- + str(defspec)
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- + """) { _FU
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-
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- const Transform3D &tr = p_transform;
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-
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- GLfloat matrix[16]={ /* build a 16x16 matrix */
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- (GLfloat)tr.basis.rows[0][0],
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- (GLfloat)tr.basis.rows[1][0],
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- (GLfloat)tr.basis.rows[2][0],
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- (GLfloat)0,
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- (GLfloat)tr.basis.rows[0][1],
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- (GLfloat)tr.basis.rows[1][1],
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- (GLfloat)tr.basis.rows[2][1],
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- (GLfloat)0,
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- (GLfloat)tr.basis.rows[0][2],
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- (GLfloat)tr.basis.rows[1][2],
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- (GLfloat)tr.basis.rows[2][2],
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- (GLfloat)0,
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- (GLfloat)tr.origin.x,
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- (GLfloat)tr.origin.y,
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- (GLfloat)tr.origin.z,
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- (GLfloat)1
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- };
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-
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- glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
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-
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- }
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-
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- """
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- )
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-
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- fd.write(
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- """_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform2D& p_transform,RID p_version,ShaderVariant p_variant"""
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- + defvariant
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- + """,uint64_t p_specialization="""
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- + str(defspec)
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- + """) { _FU
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-
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- const Transform2D &tr = p_transform;
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-
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- GLfloat matrix[16]={ /* build a 16x16 matrix */
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- (GLfloat)tr.columns[0][0],
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- (GLfloat)tr.columns[0][1],
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- (GLfloat)0,
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- (GLfloat)0,
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- (GLfloat)tr.columns[1][0],
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- (GLfloat)tr.columns[1][1],
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- (GLfloat)0,
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- (GLfloat)0,
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- (GLfloat)0,
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- (GLfloat)0,
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- (GLfloat)1,
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- (GLfloat)0,
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- (GLfloat)tr.columns[2][0],
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- (GLfloat)tr.columns[2][1],
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- (GLfloat)0,
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- (GLfloat)1
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- };
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-
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- glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
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-
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- }
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-
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- """
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+ if header_data.specialization_names:
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+ specialization_names = ",\n\t\t".join(
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+ f"{name.upper()} = {1 << index}" for index, name in enumerate(header_data.specialization_names)
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)
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+ file.write(f"""\
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+ enum Specializations {{
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+ {specialization_names},
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+ }};
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- fd.write(
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- """_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Projection& p_matrix, RID p_version, ShaderVariant p_variant"""
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- + defvariant
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- + """,uint64_t p_specialization="""
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- + str(defspec)
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- + """) { _FU
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+""")
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+ for index, specialization_value in enumerate(header_data.specialization_values):
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+ if specialization_value.strip().upper() in ["TRUE", "1"]:
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+ defspec |= 1 << index
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- GLfloat matrix[16];
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+ file.write(f"""\
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+ _FORCE_INLINE_ bool version_bind_shader(RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
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+ return _version_bind_shader(p_version, p_variant, p_specialization);
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+ }}
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- for (int i = 0; i < 4; i++) {
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- for (int j = 0; j < 4; j++) {
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- matrix[i * 4 + j] = p_matrix.columns[i][j];
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- }
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- }
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+""")
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- glUniformMatrix4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, false, matrix);
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- }"""
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- )
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-
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- fd.write("\n\n#undef _FU\n\n\n")
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-
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- fd.write("protected:\n\n")
|
|
|
-
|
|
|
- fd.write("\tvirtual void _init() override {\n\n")
|
|
|
+ if header_data.uniforms:
|
|
|
+ file.write(f"""\
|
|
|
+ _FORCE_INLINE_ int version_get_uniform(Uniforms p_uniform, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ return _version_get_uniform(p_uniform, p_version, p_variant, p_specialization);
|
|
|
+ }}
|
|
|
+
|
|
|
+ /* clang-format off */
|
|
|
+#define TRY_GET_UNIFORM if (version_get_uniform(p_uniform, p_version, p_variant, p_specialization) < 0) return
|
|
|
+ /* clang-format on */
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, double p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint8_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint16_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint32_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1ui(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform1i(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_value);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Color &p_color, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ 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);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector2 &p_vec2, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ 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);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Size2i &p_vec2, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ 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);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector3 &p_vec3, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ 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);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector4 &p_vec4, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ GLfloat vec4[4] = {{ float(p_vec4.x), float(p_vec4.y), float(p_vec4.z), float(p_vec4.w) }};
|
|
|
+ glUniform4fv(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), 1, vec4);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _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 = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform2f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_a, p_b);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _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 = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform3f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_a, p_b, p_c);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _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 = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ glUniform4f(version_get_uniform(p_uniform, p_version, p_variant, p_specialization), p_a, p_b, p_c, p_d);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform3D &p_transform, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ 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);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform2D &p_transform, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ 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);
|
|
|
+ }}
|
|
|
+
|
|
|
+ _FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Projection &p_matrix, RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
|
|
|
+ TRY_GET_UNIFORM;
|
|
|
+ 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);
|
|
|
+ }}
|
|
|
+
|
|
|
+#undef TRY_GET_UNIFORM
|
|
|
+
|
|
|
+""")
|
|
|
+
|
|
|
+ file.write("""\
|
|
|
+protected:
|
|
|
+ virtual void _init() override {
|
|
|
+""")
|
|
|
|
|
|
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")
|
|
|
+ uniforms = ",\n\t\t\t".join(f'"{uniform}"' for uniform in header_data.uniforms)
|
|
|
+ file.write(f"""\
|
|
|
+ static const char *_uniform_strings[] = {{
|
|
|
+ {uniforms}
|
|
|
+ }};
|
|
|
+""")
|
|
|
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")
|
|
|
+ file.write("""\
|
|
|
+ static const char **_uniform_strings = nullptr;
|
|
|
+""")
|
|
|
+
|
|
|
+ if header_data.variant_defines:
|
|
|
variant_count = len(header_data.variant_defines)
|
|
|
+ variant_defines = ",\n\t\t\t".join(f'"{define}"' for define in header_data.variant_defines)
|
|
|
+ file.write(f"""\
|
|
|
+ static const char *_variant_defines[] = {{
|
|
|
+ {variant_defines},
|
|
|
+ }};
|
|
|
+""")
|
|
|
else:
|
|
|
- fd.write('\t\tstatic const char **_variant_defines[]={" "};\n')
|
|
|
+ variant_count = 1
|
|
|
+ file.write("""\
|
|
|
+ static const char **_variant_defines[] = {" "};
|
|
|
+""")
|
|
|
|
|
|
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")
|
|
|
+ texunits = ",\n\t\t\t".join(f'{{ "{name}", {texunit} }}' for name, texunit in header_data.texunits)
|
|
|
+ file.write(f"""\
|
|
|
+ static TexUnitPair _texunit_pairs[] = {{
|
|
|
+ {texunits},
|
|
|
+ }};
|
|
|
+""")
|
|
|
else:
|
|
|
- fd.write("\t\tstatic TexUnitPair *_texunit_pairs=nullptr;\n")
|
|
|
+ file.write("""\
|
|
|
+ static TexUnitPair *_texunit_pairs = nullptr;
|
|
|
+""")
|
|
|
|
|
|
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")
|
|
|
+ ubos = ",\n\t\t\t".join(f'{{ "{name}", {ubo} }}' for name, ubo in header_data.ubos)
|
|
|
+ file.write(f"""\
|
|
|
+ static UBOPair _ubo_pairs[] = {{
|
|
|
+ {ubos},
|
|
|
+ }};
|
|
|
+""")
|
|
|
else:
|
|
|
- fd.write("\t\tstatic UBOPair *_ubo_pairs=nullptr;\n")
|
|
|
-
|
|
|
- specializations_found = []
|
|
|
+ file.write("""\
|
|
|
+ static UBOPair *_ubo_pairs = nullptr;
|
|
|
+""")
|
|
|
|
|
|
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")
|
|
|
+ specializations = ",\n\t\t\t".join(
|
|
|
+ f'{{ "{name}", {"true" if header_data.specialization_values[index].strip().upper() in ["TRUE", "1"] else "false"} }}'
|
|
|
+ for index, name in enumerate(header_data.specialization_names)
|
|
|
+ )
|
|
|
+ file.write(f"""\
|
|
|
+ static Specialization _spec_pairs[] = {{
|
|
|
+ {specializations},
|
|
|
+ }};
|
|
|
+""")
|
|
|
else:
|
|
|
- fd.write("\t\tstatic Specialization *_spec_pairs=nullptr;\n")
|
|
|
-
|
|
|
- feedback_count = 0
|
|
|
+ file.write("""\
|
|
|
+ static Specialization *_spec_pairs = nullptr;
|
|
|
+""")
|
|
|
|
|
|
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')
|
|
|
+ feedbacks = ",\n\t\t\t".join(
|
|
|
+ f'{{ "{name}", {0 if spec not in header_data.specialization_names else (1 << header_data.specialization_names.index(spec))} }}'
|
|
|
+ for name, spec in header_data.feedbacks
|
|
|
+ )
|
|
|
+ file.write(f"""\
|
|
|
+ static const Feedback _feedbacks[] = {{
|
|
|
+ {feedbacks},
|
|
|
+ }};
|
|
|
+""")
|
|
|
+ else:
|
|
|
+ file.write("""\
|
|
|
+ static const Feedback *_feedbacks = nullptr;
|
|
|
+""")
|
|
|
|
|
|
- feedback_count += 1
|
|
|
+ file.write(f"""\
|
|
|
+ static const char _vertex_code[] = {{
|
|
|
+{to_raw_cstring(header_data.vertex_lines)}
|
|
|
+ }};
|
|
|
|
|
|
- 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")
|
|
|
- fd.write(to_raw_cstring(header_data.vertex_lines))
|
|
|
- fd.write("\n\t\t};\n\n")
|
|
|
-
|
|
|
- fd.write("\t\tstatic const char _fragment_code[]={\n")
|
|
|
- fd.write(to_raw_cstring(header_data.fragment_lines))
|
|
|
- fd.write("\n\t\t};\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")
|
|
|
+ static const char _fragment_code[] = {{
|
|
|
+{to_raw_cstring(header_data.fragment_lines)}
|
|
|
+ }};
|
|
|
+
|
|
|
+ _setup(_vertex_code, _fragment_code, "{out_file_class}",
|
|
|
+ {len(header_data.uniforms)}, _uniform_strings, {len(header_data.ubos)}, _ubo_pairs,
|
|
|
+ {len(header_data.feedbacks)}, _feedbacks, {len(header_data.texunits)}, _texunit_pairs,
|
|
|
+ {len(header_data.specialization_names)}, _spec_pairs, {variant_count}, _variant_defines);
|
|
|
+ }}
|
|
|
+}};
|
|
|
+""")
|
|
|
|
|
|
|
|
|
def build_gles3_headers(target, source, env):
|
|
|
env.NoCache(target)
|
|
|
- for x in source:
|
|
|
- build_gles3_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3")
|
|
|
+ for src in source:
|
|
|
+ build_gles3_header(f"{src}.gen.h", str(src))
|