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ci: add basic test pipeline for shader builders

Jiri Suchan há 3 anos atrás
pai
commit
388d35b74d
26 ficheiros alterados com 525 adições e 71 exclusões
  1. 5 1
      .github/workflows/static_checks.yml
  2. 3 5
      gles3_builders.py
  3. 62 64
      glsl_builders.py
  4. 2 1
      misc/scripts/clang_format.sh
  5. 5 0
      misc/scripts/pytest_builders.sh
  6. 26 0
      tests/python_build/conftest.py
  7. 1 0
      tests/python_build/fixtures/gles3/_included.glsl
  8. 34 0
      tests/python_build/fixtures/gles3/vertex_fragment.glsl
  9. 50 0
      tests/python_build/fixtures/gles3/vertex_fragment_expected_full.glsl
  10. 52 0
      tests/python_build/fixtures/gles3/vertex_fragment_expected_parts.json
  11. 1 0
      tests/python_build/fixtures/glsl/_included.glsl
  12. 12 0
      tests/python_build/fixtures/glsl/compute.glsl
  13. 8 0
      tests/python_build/fixtures/glsl/compute_expected_full.glsl
  14. 3 0
      tests/python_build/fixtures/glsl/compute_expected_parts.json
  15. 32 0
      tests/python_build/fixtures/glsl/vertex_fragment.glsl
  16. 8 0
      tests/python_build/fixtures/glsl/vertex_fragment_expected_full.glsl
  17. 3 0
      tests/python_build/fixtures/glsl/vertex_fragment_expected_parts.json
  18. 1 0
      tests/python_build/fixtures/rd_glsl/_included.glsl
  19. 13 0
      tests/python_build/fixtures/rd_glsl/compute.glsl
  20. 20 0
      tests/python_build/fixtures/rd_glsl/compute_expected_full.glsl
  21. 28 0
      tests/python_build/fixtures/rd_glsl/compute_expected_parts.json
  22. 25 0
      tests/python_build/fixtures/rd_glsl/vertex_fragment.glsl
  23. 23 0
      tests/python_build/fixtures/rd_glsl/vertex_fragment_expected_full.glsl
  24. 40 0
      tests/python_build/fixtures/rd_glsl/vertex_fragment_expected_parts.json
  25. 31 0
      tests/python_build/test_gles3_builder.py
  26. 37 0
      tests/python_build/test_glsl_builder.py

+ 5 - 1
.github/workflows/static_checks.yml

@@ -27,7 +27,7 @@ jobs:
           sudo apt-get install -qq dos2unix recode clang-format-13 libxml2-utils
           sudo update-alternatives --remove-all clang-format
           sudo update-alternatives --install /usr/bin/clang-format clang-format /usr/bin/clang-format-13 100
-          sudo pip3 install black==22.3.0 pygments
+          sudo pip3 install black==22.3.0 pygments pytest
 
       - name: File formatting checks (file_format.sh)
         run: |
@@ -41,6 +41,10 @@ jobs:
         run: |
           bash ./misc/scripts/black_format.sh
 
+      - name: Python builders checks via pytest (pytest_builders.sh)
+        run: |
+          bash ./misc/scripts/pytest_builders.sh
+
       - name: JavaScript style and documentation checks via ESLint and JSDoc
         run: |
           cd platform/javascript

+ 3 - 5
gles3_builders.py

@@ -182,8 +182,8 @@ def include_file_in_gles3_header(filename, header_data, depth):
     return header_data
 
 
-def build_gles3_header(filename, include, class_suffix, output_attribs):
-    header_data = GLES3HeaderStruct()
+def build_gles3_header(filename, include, class_suffix, header_data=None):
+    header_data = header_data or GLES3HeaderStruct()
     include_file_in_gles3_header(filename, header_data, 0)
 
     out_file = filename + ".gen.h"
@@ -191,8 +191,6 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
     defspec = 0
     defvariant = ""
 
-    enum_constants = []
-
     fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
 
     out_file_base = out_file
@@ -552,7 +550,7 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
 
 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", output_attribs=True)
+        build_gles3_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3")
 
 
 if __name__ == "__main__":

+ 62 - 64
glsl_builders.py

@@ -3,9 +3,26 @@
 All such functions are invoked in a subprocess on Windows to prevent build flakiness.
 
 """
+import os.path
 from platform_methods import subprocess_main
 
 
+def generate_inline_code(input_lines, insert_newline=True):
+    """Take header data and generate inline code
+
+    :param: list input_lines: values for shared inline code
+    :return: str - generated inline value
+    """
+    output = []
+    for line in input_lines:
+        if line:
+            output.append(",".join(str(ord(c)) for c in line))
+        if insert_newline:
+            output.append("%s" % ord("\n"))
+    output.append("0")
+    return ",".join(output)
+
+
 class RDHeaderStruct:
     def __init__(self):
         self.vertex_lines = []
@@ -57,10 +74,6 @@ def include_file_in_rd_header(filename, header_data, depth):
         while line.find("#include ") != -1:
             includeline = line.replace("#include ", "").strip()[1:-1]
 
-            import os.path
-
-            included_file = ""
-
             if includeline.startswith("thirdparty/"):
                 included_file = os.path.relpath(includeline)
 
@@ -82,8 +95,7 @@ def include_file_in_rd_header(filename, header_data, depth):
 
             line = fs.readline()
 
-        line = line.replace("\r", "")
-        line = line.replace("\n", "")
+        line = line.replace("\r", "").replace("\n", "")
 
         if header_data.reading == "vertex":
             header_data.vertex_lines += [line]
@@ -100,65 +112,53 @@ def include_file_in_rd_header(filename, header_data, depth):
     return header_data
 
 
-def build_rd_header(filename):
-    header_data = RDHeaderStruct()
+def build_rd_header(filename, header_data=None):
+    header_data = header_data or RDHeaderStruct()
     include_file_in_rd_header(filename, header_data, 0)
 
     out_file = filename + ".gen.h"
-    fd = open(out_file, "w")
-
-    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 + "_RD\n")
-    fd.write("#define " + out_file_ifdef + "_RD\n")
-
     out_file_class = out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "ShaderRD"
-    fd.write("\n")
-    fd.write('#include "servers/rendering/renderer_rd/shader_rd.h"\n\n')
-    fd.write("class " + out_file_class + " : public ShaderRD {\n\n")
-    fd.write("public:\n\n")
 
-    fd.write("\t" + out_file_class + "() {\n\n")
+    if header_data.compute_lines:
+        body_parts = [
+            "static const char _compute_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.compute_lines),
+            f'setup(nullptr, nullptr, _compute_code, "{out_file_class}");',
+        ]
+    else:
+        body_parts = [
+            "static const char _vertex_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.vertex_lines),
+            "static const char _fragment_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.fragment_lines),
+            f'setup(_vertex_code, _fragment_code, nullptr, "{out_file_class}");',
+        ]
 
-    if len(header_data.compute_lines):
+    body_content = "\n\t\t".join(body_parts)
 
-        fd.write("\t\tstatic const char _compute_code[] = {\n")
-        for x in header_data.compute_lines:
-            for c in x:
-                fd.write(str(ord(c)) + ",")
-            fd.write(str(ord("\n")) + ",")
-        fd.write("\t\t0};\n\n")
+    # Intended curly brackets are doubled so f-string doesn't eat them up.
+    shader_template = f"""/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
+#ifndef {out_file_ifdef}_RD
+#define {out_file_ifdef}_RD
 
-        fd.write('\t\tsetup(nullptr, nullptr, _compute_code, "' + out_file_class + '");\n')
-        fd.write("\t}\n")
+#include "servers/rendering/renderer_rd/shader_rd.h"
 
-    else:
+class {out_file_class} : public ShaderRD {{
 
-        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")
+public:
 
-        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")
+	{out_file_class}() {{
 
-        fd.write('\t\tsetup(_vertex_code, _fragment_code, nullptr, "' + out_file_class + '");\n')
-        fd.write("\t}\n")
+		{body_content}
+	}}
+}};
 
-    fd.write("};\n\n")
+#endif
+"""
 
-    fd.write("#endif\n")
-    fd.close()
+    with open(out_file, "w") as fd:
+        fd.write(shader_template)
 
 
 def build_rd_headers(target, source, env):
@@ -180,8 +180,6 @@ def include_file_in_raw_header(filename, header_data, depth):
         while line.find("#include ") != -1:
             includeline = line.replace("#include ", "").strip()[1:-1]
 
-            import os.path
-
             included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
             include_file_in_raw_header(included_file, header_data, depth + 1)
 
@@ -193,28 +191,28 @@ def include_file_in_raw_header(filename, header_data, depth):
     fs.close()
 
 
-def build_raw_header(filename):
-    header_data = RAWHeaderStruct()
+def build_raw_header(filename, header_data=None):
+    header_data = header_data or RAWHeaderStruct()
     include_file_in_raw_header(filename, header_data, 0)
 
     out_file = filename + ".gen.h"
-    fd = open(out_file, "w")
-
-    fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
-
     out_file_base = out_file.replace(".glsl.gen.h", "_shader_glsl")
     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 + "_RAW_H\n")
-    fd.write("#define " + out_file_ifdef + "_RAW_H\n")
-    fd.write("\n")
-    fd.write("static const char " + out_file_base + "[] = {\n")
-    for c in header_data.code:
-        fd.write(str(ord(c)) + ",")
-    fd.write("\t\t0};\n\n")
-    fd.write("#endif\n")
-    fd.close()
+
+    shader_template = f"""/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
+#ifndef {out_file_ifdef}_RAW_H
+#define {out_file_ifdef}_RAW_H
+
+static const char {out_file_base}[] = {{
+    {generate_inline_code(header_data.code, insert_newline=False)}
+}};
+#endif
+"""
+
+    with open(out_file, "w") as f:
+        f.write(shader_template)
 
 
 def build_raw_headers(target, source, env):

+ 2 - 1
misc/scripts/clang_format.sh

@@ -7,7 +7,8 @@ set -uo pipefail
 
 # Loops through all code files tracked by Git.
 git ls-files -- '*.c' '*.h' '*.cpp' '*.hpp' '*.cc' '*.hh' '*.cxx' '*.m' '*.mm' '*.inc' '*.java' '*.glsl' \
-                ':!:.git/*' ':!:thirdparty/*' ':!:platform/android/java/lib/src/com/google/*' ':!:*-so_wrap.*' |
+                ':!:.git/*' ':!:thirdparty/*' ':!:platform/android/java/lib/src/com/google/*' ':!:*-so_wrap.*' \
+                ':!:tests/python_build/*' |
 while read -r f; do
     # Run clang-format.
     clang-format --Wno-error=unknown -i "$f"

+ 5 - 0
misc/scripts/pytest_builders.sh

@@ -0,0 +1,5 @@
+#!/usr/bin/env bash
+set -uo pipefail
+
+echo "Running Python checks for builder system"
+pytest ./tests/python_build

+ 26 - 0
tests/python_build/conftest.py

@@ -0,0 +1,26 @@
+import os
+import sys
+from pathlib import Path
+
+import pytest
+
+CWD = Path(__file__).parent
+ROOT = CWD.parent.parent
+# append directory with build files to sys.path to import them
+sys.path.append(str(ROOT))
+
+
[email protected]
+def shader_files(request):
+    shader_path = request.param
+
+    res = {
+        "path_input": str(CWD / "fixtures" / f"{shader_path}.glsl"),
+        "path_output": str(CWD / "fixtures" / f"{shader_path}.glsl.gen.h"),
+        "path_expected_full": str(CWD / "fixtures" / f"{shader_path}_expected_full.glsl"),
+        "path_expected_parts": str(CWD / "fixtures" / f"{shader_path}_expected_parts.json"),
+    }
+    yield res
+
+    if not os.getenv("PYTEST_KEEP_GENERATED_FILES"):
+        os.remove(res["path_output"])

+ 1 - 0
tests/python_build/fixtures/gles3/_included.glsl

@@ -0,0 +1 @@
+#define M_PI 3.14159265359

+ 34 - 0
tests/python_build/fixtures/gles3/vertex_fragment.glsl

@@ -0,0 +1,34 @@
+#include "_included.glsl"
+
+#[modes]
+
+mode_ninepatch = #define USE_NINEPATCH
+
+#[specializations]
+
+DISABLE_LIGHTING = false
+
+#[vertex]
+
+precision highp float;
+precision highp int;
+
+layout(location = 0) in highp vec3 vertex;
+
+out highp vec4 position_interp;
+
+void main() {
+	position_interp = vec4(vertex.x,1,0,1);
+}
+
+#[fragment]
+
+precision highp float;
+precision highp int;
+
+in highp vec4 position_interp;
+
+void main() {
+	highp float depth = ((position_interp.z / position_interp.w) + 1.0);
+	frag_color = vec4(depth);
+}

+ 50 - 0
tests/python_build/fixtures/gles3/vertex_fragment_expected_full.glsl

@@ -0,0 +1,50 @@
+/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
+#ifndef VERTEX_FRAGMENT_GLSL_GEN_HGLES3_GLES3
+#define VERTEX_FRAGMENT_GLSL_GEN_HGLES3_GLES3
+
+
+#include "drivers/gles3/shader_gles3.h"
+
+
+class VertexFragmentShaderGLES3 : public ShaderGLES3 {
+
+public:
+
+	enum ShaderVariant {
+		MODE_NINEPATCH,
+	};
+
+	enum Specializations {
+		DISABLE_LIGHTING=1,
+	};
+
+	_FORCE_INLINE_ void version_bind_shader(RID p_version,ShaderVariant p_variant,uint64_t p_specialization=0) { _version_bind_shader(p_version,p_variant,p_specialization); }
+
+protected:
+
+	virtual void _init() override {
+
+		static const char **_uniform_strings=nullptr;
+		static const char* _variant_defines[]={
+			"#define USE_NINEPATCH",
+		};
+
+		static TexUnitPair *_texunit_pairs=nullptr;
+		static UBOPair *_ubo_pairs=nullptr;
+		static Specialization _spec_pairs[]={
+			{"DISABLE_LIGHTING",false},
+		};
+
+		static const char _vertex_code[]={
+10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,102,108,111,97,116,59,10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,105,110,116,59,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,105,110,32,104,105,103,104,112,32,118,101,99,51,32,118,101,114,116,101,120,59,10,10,111,117,116,32,104,105,103,104,112,32,118,101,99,52,32,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,32,61,32,118,101,99,52,40,118,101,114,116,101,120,46,120,44,49,44,48,44,49,41,59,10,125,10,10,		0};
+
+		static const char _fragment_code[]={
+10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,102,108,111,97,116,59,10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,105,110,116,59,10,10,105,110,32,104,105,103,104,112,32,118,101,99,52,32,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,104,105,103,104,112,32,102,108,111,97,116,32,100,101,112,116,104,32,61,32,40,40,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,46,122,32,47,32,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,46,119,41,32,43,32,49,46,48,41,59,10,9,102,114,97,103,95,99,111,108,111,114,32,61,32,118,101,99,52,40,100,101,112,116,104,41,59,10,125,10,		0};
+
+		_setup(_vertex_code,_fragment_code,"VertexFragmentShaderGLES3",0,_uniform_strings,0,_ubo_pairs,0,_texunit_pairs,1,_spec_pairs,1,_variant_defines);
+	}
+
+};
+
+#endif
+

+ 52 - 0
tests/python_build/fixtures/gles3/vertex_fragment_expected_parts.json

@@ -0,0 +1,52 @@
+{
+  "vertex_lines": [
+	"",
+	"precision highp float;",
+	"precision highp int;",
+	"",
+	"layout(location = 0) in highp vec3 vertex;",
+	"",
+	"out highp vec4 position_interp;",
+	"",
+	"void main() {",
+	"\tposition_interp = vec4(vertex.x,1,0,1);",
+	"}",
+	""
+  ],
+  "fragment_lines": [
+	"",
+	"precision highp float;",
+	"precision highp int;",
+	"",
+	"in highp vec4 position_interp;",
+	"",
+	"void main() {",
+	"\thighp float depth = ((position_interp.z / position_interp.w) + 1.0);",
+	"\tfrag_color = vec4(depth);",
+	"}"
+  ],
+  "uniforms": [],
+  "fbos": [],
+  "texunits": [],
+  "texunit_names": [],
+  "ubos": [],
+  "ubo_names": [],
+  "vertex_included_files": [],
+  "fragment_included_files": [],
+  "reading": "fragment",
+  "line_offset": 33,
+  "vertex_offset": 10,
+  "fragment_offset": 23,
+  "variant_defines": [
+	"#define USE_NINEPATCH"
+  ],
+  "variant_names": [
+	"MODE_NINEPATCH"
+  ],
+  "specialization_names": [
+	"DISABLE_LIGHTING"
+  ],
+  "specialization_values": [
+	" false\n"
+  ]
+}

+ 1 - 0
tests/python_build/fixtures/glsl/_included.glsl

@@ -0,0 +1 @@
+#define M_PI 3.14159265359

+ 12 - 0
tests/python_build/fixtures/glsl/compute.glsl

@@ -0,0 +1,12 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+
+#include "_included.glsl"
+
+void main() {
+	vec3 static_light = vec3(0, 1, 0);
+}

+ 8 - 0
tests/python_build/fixtures/glsl/compute_expected_full.glsl

@@ -0,0 +1,8 @@
+/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
+#ifndef COMPUTE_SHADER_GLSL_RAW_H
+#define COMPUTE_SHADER_GLSL_RAW_H
+
+static const char compute_shader_glsl[] = {
+    35,91,99,111,109,112,117,116,101,93,10,10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,10,35,100,101,102,105,110,101,32,77,95,80,73,32,51,46,49,52,49,53,57,50,54,53,51,53,57,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,118,101,99,51,32,115,116,97,116,105,99,95,108,105,103,104,116,32,61,32,118,101,99,51,40,48,44,32,49,44,32,48,41,59,10,125,10,0
+};
+#endif

+ 3 - 0
tests/python_build/fixtures/glsl/compute_expected_parts.json

@@ -0,0 +1,3 @@
+{
+  "code": "#[compute]\n\n#version 450\n\n#VERSION_DEFINES\n\n\n#define M_PI 3.14159265359\n\nvoid main() {\n\tvec3 static_light = vec3(0, 1, 0);\n}\n"
+}

+ 32 - 0
tests/python_build/fixtures/glsl/vertex_fragment.glsl

@@ -0,0 +1,32 @@
+#[versions]
+
+lines = "#define MODE_LINES";
+
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(location = 0) out vec3 uv_interp;
+
+void main() {
+
+#ifdef MODE_LINES
+	uv_interp = vec3(0,0,1);
+#endif
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "_included.glsl"
+
+layout(location = 0) out vec4 dst_color;
+
+void main() {
+	dst_color = vec4(1,1,0,0);
+}

+ 8 - 0
tests/python_build/fixtures/glsl/vertex_fragment_expected_full.glsl

@@ -0,0 +1,8 @@
+/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
+#ifndef VERTEX_FRAGMENT_SHADER_GLSL_RAW_H
+#define VERTEX_FRAGMENT_SHADER_GLSL_RAW_H
+
+static const char vertex_fragment_shader_glsl[] = {
+    35,91,118,101,114,115,105,111,110,115,93,10,10,108,105,110,101,115,32,61,32,34,35,100,101,102,105,110,101,32,77,79,68,69,95,76,73,78,69,83,34,59,10,10,35,91,118,101,114,116,101,120,93,10,10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,111,117,116,32,118,101,99,51,32,117,118,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,10,35,105,102,100,101,102,32,77,79,68,69,95,76,73,78,69,83,10,9,117,118,95,105,110,116,101,114,112,32,61,32,118,101,99,51,40,48,44,48,44,49,41,59,10,35,101,110,100,105,102,10,125,10,10,35,91,102,114,97,103,109,101,110,116,93,10,10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,35,100,101,102,105,110,101,32,77,95,80,73,32,51,46,49,52,49,53,57,50,54,53,51,53,57,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,111,117,116,32,118,101,99,52,32,100,115,116,95,99,111,108,111,114,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,100,115,116,95,99,111,108,111,114,32,61,32,118,101,99,52,40,49,44,49,44,48,44,48,41,59,10,125,10,0
+};
+#endif

+ 3 - 0
tests/python_build/fixtures/glsl/vertex_fragment_expected_parts.json

@@ -0,0 +1,3 @@
+{
+  "code": "#[versions]\n\nlines = \"#define MODE_LINES\";\n\n#[vertex]\n\n#version 450\n\n#VERSION_DEFINES\n\nlayout(location = 0) out vec3 uv_interp;\n\nvoid main() {\n\n#ifdef MODE_LINES\n\tuv_interp = vec3(0,0,1);\n#endif\n}\n\n#[fragment]\n\n#version 450\n\n#VERSION_DEFINES\n\n#define M_PI 3.14159265359\n\nlayout(location = 0) out vec4 dst_color;\n\nvoid main() {\n\tdst_color = vec4(1,1,0,0);\n}\n"
+}

+ 1 - 0
tests/python_build/fixtures/rd_glsl/_included.glsl

@@ -0,0 +1 @@
+#define M_PI 3.14159265359

+ 13 - 0
tests/python_build/fixtures/rd_glsl/compute.glsl

@@ -0,0 +1,13 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define BLOCK_SIZE 8
+
+#include "_included.glsl"
+
+void main() {
+	uint t = BLOCK_SIZE + 1;
+}

+ 20 - 0
tests/python_build/fixtures/rd_glsl/compute_expected_full.glsl

@@ -0,0 +1,20 @@
+/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
+#ifndef COMPUTE_GLSL_GEN_H_RD
+#define COMPUTE_GLSL_GEN_H_RD
+
+#include "servers/rendering/renderer_rd/shader_rd.h"
+
+class ComputeShaderRD : public ShaderRD {
+
+public:
+
+	ComputeShaderRD() {
+
+		static const char _compute_code[] = {
+10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,35,100,101,102,105,110,101,32,66,76,79,67,75,95,83,73,90,69,32,56,10,10,35,100,101,102,105,110,101,32,77,95,80,73,32,51,46,49,52,49,53,57,50,54,53,51,53,57,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,117,105,110,116,32,116,32,61,32,66,76,79,67,75,95,83,73,90,69,32,43,32,49,59,10,125,10,0
+		};
+		setup(nullptr, nullptr, _compute_code, "ComputeShaderRD");
+	}
+};
+
+#endif

+ 28 - 0
tests/python_build/fixtures/rd_glsl/compute_expected_parts.json

@@ -0,0 +1,28 @@
+{
+  "vertex_lines": [],
+  "fragment_lines": [],
+  "compute_lines": [
+	"",
+	"#version 450",
+	"",
+	"#VERSION_DEFINES",
+	"",
+	"#define BLOCK_SIZE 8",
+	"",
+	"#define M_PI 3.14159265359",
+	"",
+	"void main() {",
+	"\tuint t = BLOCK_SIZE + 1;",
+	"}"
+  ],
+  "vertex_included_files": [],
+  "fragment_included_files": [],
+  "compute_included_files": [
+	"tests/python_build/fixtures/rd_glsl/_included.glsl"
+  ],
+  "reading": "compute",
+  "line_offset": 13,
+  "vertex_offset": 0,
+  "fragment_offset": 0,
+  "compute_offset": 1
+}

+ 25 - 0
tests/python_build/fixtures/rd_glsl/vertex_fragment.glsl

@@ -0,0 +1,25 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "_included.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+
+void main() {
+	uv_interp = vec2(0, 1);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(location = 0) in vec2 uv_interp;
+
+void main() {
+	uv_interp = vec2(1, 0);
+}

+ 23 - 0
tests/python_build/fixtures/rd_glsl/vertex_fragment_expected_full.glsl

@@ -0,0 +1,23 @@
+/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
+#ifndef VERTEX_FRAGMENT_GLSL_GEN_H_RD
+#define VERTEX_FRAGMENT_GLSL_GEN_H_RD
+
+#include "servers/rendering/renderer_rd/shader_rd.h"
+
+class VertexFragmentShaderRD : public ShaderRD {
+
+public:
+
+	VertexFragmentShaderRD() {
+
+		static const char _vertex_code[] = {
+10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,35,100,101,102,105,110,101,32,77,95,80,73,32,51,46,49,52,49,53,57,50,54,53,51,53,57,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,111,117,116,32,118,101,99,50,32,117,118,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,117,118,95,105,110,116,101,114,112,32,61,32,118,101,99,50,40,48,44,32,49,41,59,10,125,10,10,0
+		};
+		static const char _fragment_code[] = {
+10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,105,110,32,118,101,99,50,32,117,118,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,117,118,95,105,110,116,101,114,112,32,61,32,118,101,99,50,40,49,44,32,48,41,59,10,125,10,0
+		};
+		setup(_vertex_code, _fragment_code, nullptr, "VertexFragmentShaderRD");
+	}
+};
+
+#endif

+ 40 - 0
tests/python_build/fixtures/rd_glsl/vertex_fragment_expected_parts.json

@@ -0,0 +1,40 @@
+{
+  "vertex_lines": [
+	"",
+	"#version 450",
+	"",
+	"#VERSION_DEFINES",
+	"",
+	"#define M_PI 3.14159265359",
+	"",
+	"layout(location = 0) out vec2 uv_interp;",
+	"",
+	"void main() {",
+	"\tuv_interp = vec2(0, 1);",
+	"}",
+	""
+  ],
+  "fragment_lines": [
+	"",
+	"#version 450",
+	"",
+	"#VERSION_DEFINES",
+	"",
+	"layout(location = 0) in vec2 uv_interp;",
+	"",
+	"void main() {",
+	"\tuv_interp = vec2(1, 0);",
+	"}"
+  ],
+  "compute_lines": [],
+  "vertex_included_files": [
+	"tests/python_build/fixtures/rd_glsl/_included.glsl"
+  ],
+  "fragment_included_files": [],
+  "compute_included_files": [],
+  "reading": "fragment",
+  "line_offset": 25,
+  "vertex_offset": 1,
+  "fragment_offset": 15,
+  "compute_offset": 0
+}

+ 31 - 0
tests/python_build/test_gles3_builder.py

@@ -0,0 +1,31 @@
+import json
+
+import pytest
+
+from gles3_builders import build_gles3_header, GLES3HeaderStruct
+
+
[email protected](
+    ["shader_files", "builder", "header_struct"],
+    [
+        ("gles3/vertex_fragment", build_gles3_header, GLES3HeaderStruct),
+    ],
+    indirect=["shader_files"],
+)
+def test_gles3_builder(shader_files, builder, header_struct):
+    header = header_struct()
+
+    builder(shader_files["path_input"], "drivers/gles3/shader_gles3.h", "GLES3", header_data=header)
+
+    with open(shader_files["path_expected_parts"], "r") as f:
+        expected_parts = json.load(f)
+        assert expected_parts == header.__dict__
+
+    with open(shader_files["path_output"], "r") as f:
+        actual_output = f.read()
+        assert actual_output
+
+    with open(shader_files["path_expected_full"], "r") as f:
+        expected_output = f.read()
+
+    assert actual_output == expected_output

+ 37 - 0
tests/python_build/test_glsl_builder.py

@@ -0,0 +1,37 @@
+import json
+
+import pytest
+
+from glsl_builders import build_raw_header, RAWHeaderStruct, build_rd_header, RDHeaderStruct
+
+
[email protected](
+    [
+        "shader_files",
+        "builder",
+        "header_struct",
+    ],
+    [
+        ("glsl/vertex_fragment", build_raw_header, RAWHeaderStruct),
+        ("glsl/compute", build_raw_header, RAWHeaderStruct),
+        ("rd_glsl/vertex_fragment", build_rd_header, RDHeaderStruct),
+        ("rd_glsl/compute", build_rd_header, RDHeaderStruct),
+    ],
+    indirect=["shader_files"],
+)
+def test_glsl_builder(shader_files, builder, header_struct):
+    header = header_struct()
+    builder(shader_files["path_input"], header_data=header)
+
+    with open(shader_files["path_expected_parts"], "r") as f:
+        expected_parts = json.load(f)
+        assert expected_parts == header.__dict__
+
+    with open(shader_files["path_output"], "r") as f:
+        actual_output = f.read()
+        assert actual_output
+
+    with open(shader_files["path_expected_full"], "r") as f:
+        expected_output = f.read()
+
+    assert actual_output == expected_output