godot/glsl_builders.py

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

225 lines
7.2 KiB
Python
Raw Normal View History

"""Functions used to generate source files during build time
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
import os.path
from 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 = []
self.fragment_lines = []
self.compute_lines = []
self.vertex_included_files = []
self.fragment_included_files = []
2020-08-13 09:21:01 +08:00
self.compute_included_files = []
self.reading = ""
self.line_offset = 0
self.vertex_offset = 0
self.fragment_offset = 0
self.compute_offset = 0
def include_file_in_rd_header(filename, header_data, depth):
fs = open(filename, "r")
line = fs.readline()
while line:
index = line.find("//")
if index != -1:
line = line[:index]
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
if line.find("#[compute]") != -1:
header_data.reading = "compute"
line = fs.readline()
header_data.line_offset += 1
header_data.compute_offset = header_data.line_offset
continue
while line.find("#include ") != -1:
includeline = line.replace("#include ", "").strip()[1:-1]
if includeline.startswith("thirdparty/"):
included_file = os.path.relpath(includeline)
else:
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_rd_header(included_file, header_data, depth + 1) is None:
print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
elif not included_file in header_data.fragment_included_files and header_data.reading == "fragment":
header_data.fragment_included_files += [included_file]
if include_file_in_rd_header(included_file, header_data, depth + 1) is None:
print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
elif not included_file in header_data.compute_included_files and header_data.reading == "compute":
header_data.compute_included_files += [included_file]
if include_file_in_rd_header(included_file, header_data, depth + 1) is None:
print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
line = fs.readline()
line = line.replace("\r", "").replace("\n", "")
if header_data.reading == "vertex":
header_data.vertex_lines += [line]
if header_data.reading == "fragment":
header_data.fragment_lines += [line]
if header_data.reading == "compute":
header_data.compute_lines += [line]
line = fs.readline()
header_data.line_offset += 1
fs.close()
return header_data
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"
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()
out_file_class = out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "ShaderRD"
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}");',
]
body_content = "\n\t\t".join(body_parts)
# 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
#include "servers/rendering/renderer_rd/shader_rd.h"
class {out_file_class} : public ShaderRD {{
public:
{out_file_class}() {{
{body_content}
}}
}};
#endif
"""
with open(out_file, "w") as fd:
fd.write(shader_template)
def build_rd_headers(target, source, env):
for x in source:
build_rd_header(str(x))
class RAWHeaderStruct:
def __init__(self):
self.code = ""
def include_file_in_raw_header(filename, header_data, depth):
fs = open(filename, "r")
line = fs.readline()
while line:
while line.find("#include ") != -1:
includeline = line.replace("#include ", "").strip()[1:-1]
included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
include_file_in_raw_header(included_file, header_data, depth + 1)
line = fs.readline()
header_data.code += line
line = fs.readline()
fs.close()
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"
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()
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):
for x in source:
build_raw_header(str(x))
if __name__ == "__main__":
subprocess_main(globals())