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- """Functions used to generate source files during build time"""
- import os.path
- from methods import generated_wrapper, print_error, to_raw_cstring
- 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):
- with open(filename, "r", encoding="utf-8") as fs:
- 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 included_file not 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(f'In file "{filename}": #include "{includeline}" could not be found!"')
- elif included_file not 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(f'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 x not 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 x not 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 x not 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
- return header_data
- def build_gles3_header(filename: str, shader: str) -> None:
- include_file_in_gles3_header(shader, header_data := GLES3HeaderStruct(), 0)
- out_file_class = (
- os.path.basename(shader).replace(".glsl", "").title().replace("_", "").replace(".", "") + "ShaderGLES3"
- )
- with generated_wrapper(filename) as file:
- defspec = 0
- defvariant = ""
- file.write(f"""\
- #include "drivers/gles3/shader_gles3.h"
- class {out_file_class} : public ShaderGLES3 {{
- public:
- """)
- if header_data.uniforms:
- uniforms = ",\n\t\t".join(uniform.upper() for uniform in header_data.uniforms)
- file.write(f"""\
- enum Uniforms {{
- {uniforms},
- }};
- """)
- if header_data.variant_names:
- variant_names = ",\n\t\t".join(name for name in header_data.variant_names)
- else:
- variant_names = "DEFAULT"
- defvariant = " = DEFAULT"
- file.write(f"""\
- enum ShaderVariant {{
- {variant_names},
- }};
- """)
- if header_data.specialization_names:
- specialization_names = ",\n\t\t".join(
- f"{name.upper()} = {1 << index}" for index, name in enumerate(header_data.specialization_names)
- )
- file.write(f"""\
- enum Specializations {{
- {specialization_names},
- }};
- """)
- for index, specialization_value in enumerate(header_data.specialization_values):
- if specialization_value.strip().upper() in ["TRUE", "1"]:
- defspec |= 1 << index
- file.write(f"""\
- _FORCE_INLINE_ bool version_bind_shader(RID p_version, ShaderVariant p_variant{defvariant}, uint64_t p_specialization = {defspec}) {{
- return _version_bind_shader(p_version, p_variant, p_specialization);
- }}
- """)
- 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:
- uniforms = ",\n\t\t\t".join(f'"{uniform}"' for uniform in header_data.uniforms)
- file.write(f"""\
- static const char *_uniform_strings[] = {{
- {uniforms}
- }};
- """)
- else:
- 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:
- variant_count = 1
- file.write("""\
- static const char **_variant_defines[] = {" "};
- """)
- if header_data.texunits:
- 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:
- file.write("""\
- static TexUnitPair *_texunit_pairs = nullptr;
- """)
- if header_data.ubos:
- 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:
- file.write("""\
- static UBOPair *_ubo_pairs = nullptr;
- """)
- if header_data.specialization_names:
- 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:
- file.write("""\
- static Specialization *_spec_pairs = nullptr;
- """)
- if header_data.feedbacks:
- 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;
- """)
- file.write(f"""\
- static const char _vertex_code[] = {{
- {to_raw_cstring(header_data.vertex_lines)}
- }};
- 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 src in source:
- build_gles3_header(f"{src}.gen.h", str(src))
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