virtualx-engine/gles_builders.py

514 lines
20 KiB
Python

"""Functions used to generate source files during build time
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
from platform_methods import subprocess_main
class LegacyGLHeaderStruct:
def __init__(self):
self.vertex_lines = []
self.fragment_lines = []
self.uniforms = []
self.attributes = []
self.feedbacks = []
self.fbos = []
self.conditionals = []
self.enums = {}
self.texunits = []
self.texunit_names = []
self.ubos = []
self.ubo_names = []
self.vertex_included_files = []
self.fragment_included_files = []
self.reading = ""
self.line_offset = 0
self.vertex_offset = 0
self.fragment_offset = 0
def include_file_in_legacygl_header(filename, header_data, depth):
fs = open(filename, "r")
line = fs.readline()
while line:
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]
import os.path
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_legacygl_header(included_file, header_data, depth + 1) == 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_legacygl_header(included_file, header_data, depth + 1) == None:
print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
line = fs.readline()
if line.find("#ifdef ") != -1 or line.find("#elif defined(") != -1:
if line.find("#ifdef ") != -1:
ifdefline = line.replace("#ifdef ", "").strip()
else:
ifdefline = line.replace("#elif defined(", "").strip()
ifdefline = ifdefline.replace(")", "").strip()
if line.find("_EN_") != -1:
enumbase = ifdefline[:ifdefline.find("_EN_")]
ifdefline = ifdefline.replace("_EN_", "_")
line = line.replace("_EN_", "_")
if enumbase not in header_data.enums:
header_data.enums[enumbase] = []
if ifdefline not in header_data.enums[enumbase]:
header_data.enums[enumbase].append(ifdefline)
elif not ifdefline in header_data.conditionals:
header_data.conditionals += [ifdefline]
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("attribute ") == 0 and line.find("attrib:") != -1:
uline = line.replace("in ", "")
uline = uline.replace("attribute ", "")
uline = uline.replace("highp ", "")
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if uline.find("//") != -1:
name, bind = uline.split("//")
if bind.find("attrib:") != -1:
name = name.strip()
bind = bind.replace("attrib:", "").strip()
header_data.attributes += [(name, bind)]
if line.strip().find("out ") == 0 and line.find("tfb:") != -1:
uline = line.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_legacygl_header(filename, include, class_suffix, output_attribs, gles2=False):
header_data = LegacyGLHeaderStruct()
include_file_in_legacygl_header(filename, header_data, 0)
out_file = filename + ".gen.h"
fd = open(out_file, "w")
enum_constants = []
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 + "_120\n")
fd.write("#define " + out_file_ifdef + class_suffix + "_120\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("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n")
fd.write("public:\n\n")
if header_data.conditionals:
fd.write("\tenum Conditionals {\n")
for x in header_data.conditionals:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\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")
fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n")
if header_data.conditionals:
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n")
fd.write("\t#ifdef DEBUG_ENABLED\n ")
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; if (!is_version_valid()) return; ERR_FAIL_COND( get_active()!=this ); \n\n ")
fd.write("\t#else\n ")
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; \n\n ")
fd.write("\t#endif\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Size2i& p_vec2) { _FU GLint vec2[2]={p_vec2.x,p_vec2.y}; glUniform2iv(get_uniform(p_uniform),1,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU
const Transform2D &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}""")
fd.write("\n\n#undef _FU\n\n\n")
fd.write("\tvirtual void init() {\n\n")
enum_value_count = 0
if header_data.enums:
fd.write("\t\t//Written using math, given nonstandarity of 64 bits integer constants..\n")
fd.write("\t\tstatic const Enum _enums[]={\n")
bitofs = len(header_data.conditionals)
enum_vals = []
for xv in header_data.enums:
x = header_data.enums[xv]
bits = 1
amt = len(x)
while (2 ** bits < amt):
bits += 1
strs = "{"
for i in range(amt):
strs += "\"#define " + x[i] + "\\n\","
c = {}
c["set_mask"] = "uint64_t(" + str(i) + ")<<" + str(bitofs)
c["clear_mask"] = "((uint64_t(1)<<40)-1) ^ (((uint64_t(1)<<" + str(bits) + ") - 1)<<" + str(bitofs) + ")"
enum_vals.append(c)
enum_constants.append(x[i])
strs += "NULL}"
fd.write("\t\t\t{(uint64_t(1<<" + str(bits) + ")-1)<<" + str(bitofs) + "," + str(bitofs) + "," + strs + "},\n")
bitofs += bits
fd.write("\t\t};\n\n")
fd.write("\t\tstatic const EnumValue _enum_values[]={\n")
enum_value_count = len(enum_vals)
for x in enum_vals:
fd.write("\t\t\t{" + x["set_mask"] + "," + x["clear_mask"] + "},\n")
fd.write("\t\t};\n\n")
conditionals_found = []
if header_data.conditionals:
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if header_data.conditionals:
for x in header_data.conditionals:
fd.write("\t\t\t\"#define " + x + "\\n\",\n")
conditionals_found.append(x)
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\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=NULL;\n")
if output_attribs:
if header_data.attributes:
fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n")
for x in header_data.attributes:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n")
feedback_count = 0
if not gles2 and len(header_data.feedbacks):
fd.write("\t\tstatic const Feedback _feedbacks[]={\n")
for x in header_data.feedbacks:
name = x[0]
cond = x[1]
if cond in conditionals_found:
fd.write("\t\t\t{\"" + name + "\"," + str(conditionals_found.index(cond)) + "},\n")
else:
fd.write("\t\t\t{\"" + name + "\",-1},\n")
feedback_count += 1
fd.write("\t\t};\n\n")
else:
if gles2:
pass
else:
fd.write("\t\tstatic const Feedback* _feedbacks=NULL;\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=NULL;\n")
if not gles2 and 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:
if gles2:
pass
else:
fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\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 int _vertex_code_start=" + str(header_data.vertex_offset) + ";\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\tstatic const int _fragment_code_start=" + str(header_data.fragment_offset) + ";\n")
if output_attribs:
if gles2:
fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(
len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
else:
fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(
len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(
feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
else:
if gles2:
fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(
len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(
enum_value_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
else:
fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(
len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(enum_value_count) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(
feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t}\n\n")
if enum_constants:
fd.write("\tenum EnumConditionals {\n")
for x in enum_constants:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
fd.write("\tvoid set_enum_conditional(EnumConditionals p_cond) { _set_enum_conditional(p_cond); }\n")
fd.write("};\n\n")
fd.write("#endif\n\n")
fd.close()
def build_gles3_headers(target, source, env):
for x in source:
build_legacygl_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3", output_attribs=True)
def build_gles2_headers(target, source, env):
for x in source:
build_legacygl_header(str(x), include="drivers/gles2/shader_gles2.h", class_suffix="GLES2", output_attribs=True, gles2=True)
if __name__ == '__main__':
subprocess_main(globals())