godot/gles3_builders.py
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00

560 lines
21 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 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.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, header_data, depth):
fs = open(filename, "r")
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]
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_gles3_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_gles3_header(included_file, header_data, depth + 1) is None:
print("Error 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 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]
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_gles3_header(filename, include, class_suffix, output_attribs):
header_data = GLES3HeaderStruct()
include_file_in_gles3_header(filename, header_data, 0)
out_file = filename + ".gen.h"
fd = open(out_file, "w")
defspec = 0
defvariant = ""
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 + "_GLES3\n")
fd.write("#define " + out_file_ifdef + class_suffix + "_GLES3\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("public:\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")
if header_data.variant_names:
fd.write("\tenum ShaderVariant {\n")
for x in header_data.variant_names:
fd.write("\t\t" + x + ",\n")
fd.write("\t};\n\n")
else:
fd.write("\tenum ShaderVariant { DEFAULT };\n\n")
defvariant = "=DEFAULT"
if header_data.specialization_names:
fd.write("\tenum Specializations {\n")
counter = 0
for x in header_data.specialization_names:
fd.write("\t\t" + x.upper() + "=" + str(1 << counter) + ",\n")
counter += 1
fd.write("\t};\n\n")
for i in range(len(header_data.specialization_names)):
defval = header_data.specialization_values[i].strip()
if defval.upper() == "TRUE" or defval == "1":
defspec |= 1 << i
fd.write(
"\t_FORCE_INLINE_ void version_bind_shader(RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _version_bind_shader(p_version,p_variant,p_specialization); }\n\n"
)
if header_data.uniforms:
fd.write(
"\t_FORCE_INLINE_ int version_get_uniform(Uniforms p_uniform,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { return _version_get_uniform(p_uniform,p_version,p_variant,p_specialization); }\n\n"
)
fd.write(
"\t#define _FU if (version_get_uniform(p_uniform,p_version,p_variant,p_specialization)<0) return; \n\n "
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, double p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint8_t p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint16_t p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint32_t p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Color& p_color,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _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"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector2& p_vec2,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _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"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Size2i& p_vec2,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _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"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector3& p_vec3,RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _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"
)
fd.write(
"\t_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="
+ str(defspec)
+ ") { _FU glUniform2f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b); }\n\n"
)
fd.write(
"\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"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform3f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c); }\n\n"
)
fd.write(
"\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"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
+ ") { _FU glUniform4f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c,p_d); }\n\n"
)
fd.write(
"""\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform3D& p_transform,RID p_version,ShaderVariant p_variant"""
+ defvariant
+ """,uint64_t p_specialization="""
+ str(defspec)
+ """) { _FU
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);
}
"""
)
fd.write(
"""_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform2D& p_transform,RID p_version,ShaderVariant p_variant"""
+ defvariant
+ """,uint64_t p_specialization="""
+ str(defspec)
+ """) { _FU
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);
}
"""
)
fd.write(
"""_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Projection& p_matrix,RID p_version,ShaderVariant p_variant"""
+ defvariant
+ """,uint64_t p_specialization="""
+ str(defspec)
+ """) { _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(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
}"""
)
fd.write("\n\n#undef _FU\n\n\n")
fd.write("protected:\n\n")
fd.write("\tvirtual void _init() override {\n\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=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")
variant_count = len(header_data.variant_defines)
else:
fd.write("\t\tstatic const char **_variant_defines[]={" "};\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=nullptr;\n")
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")
else:
fd.write("\t\tstatic UBOPair *_ubo_pairs=nullptr;\n")
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")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic Specialization *_spec_pairs=nullptr;\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 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\t_setup(_vertex_code,_fragment_code,"'
+ out_file_class
+ '",'
+ str(len(header_data.uniforms))
+ ",_uniform_strings,"
+ str(len(header_data.ubos))
+ ",_ubo_pairs,"
+ 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\n")
fd.write("#endif\n\n")
fd.close()
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)
if __name__ == "__main__":
subprocess_main(globals())