mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
559 lines
21 KiB
Python
559 lines
21 KiB
Python
"""Functions used to generate source files during build time
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All such functions are invoked in a subprocess on Windows to prevent build flakiness.
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"""
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from platform_methods import subprocess_main
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class GLES3HeaderStruct:
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def __init__(self):
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self.vertex_lines = []
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self.fragment_lines = []
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self.uniforms = []
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self.fbos = []
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self.texunits = []
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self.texunit_names = []
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self.ubos = []
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self.ubo_names = []
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self.vertex_included_files = []
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self.fragment_included_files = []
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self.reading = ""
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self.line_offset = 0
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self.vertex_offset = 0
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self.fragment_offset = 0
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self.variant_defines = []
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self.variant_names = []
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self.specialization_names = []
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self.specialization_values = []
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def include_file_in_gles3_header(filename, header_data, depth):
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fs = open(filename, "r")
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line = fs.readline()
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while line:
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if line.find("=") != -1 and header_data.reading == "":
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# Mode
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eqpos = line.find("=")
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defname = line[:eqpos].strip().upper()
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define = line[eqpos + 1 :].strip()
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header_data.variant_names.append(defname)
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header_data.variant_defines.append(define)
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line = fs.readline()
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header_data.line_offset += 1
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header_data.vertex_offset = header_data.line_offset
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continue
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if line.find("=") != -1 and header_data.reading == "specializations":
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# Specialization
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eqpos = line.find("=")
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specname = line[:eqpos].strip()
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specvalue = line[eqpos + 1 :]
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header_data.specialization_names.append(specname)
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header_data.specialization_values.append(specvalue)
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line = fs.readline()
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header_data.line_offset += 1
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header_data.vertex_offset = header_data.line_offset
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continue
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if line.find("#[modes]") != -1:
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# Nothing really, just skip
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line = fs.readline()
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header_data.line_offset += 1
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header_data.vertex_offset = header_data.line_offset
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continue
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if line.find("#[specializations]") != -1:
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header_data.reading = "specializations"
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line = fs.readline()
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header_data.line_offset += 1
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header_data.vertex_offset = header_data.line_offset
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continue
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if line.find("#[vertex]") != -1:
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header_data.reading = "vertex"
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line = fs.readline()
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header_data.line_offset += 1
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header_data.vertex_offset = header_data.line_offset
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continue
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if line.find("#[fragment]") != -1:
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header_data.reading = "fragment"
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line = fs.readline()
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header_data.line_offset += 1
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header_data.fragment_offset = header_data.line_offset
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continue
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while line.find("#include ") != -1:
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includeline = line.replace("#include ", "").strip()[1:-1]
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import os.path
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included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
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if not included_file in header_data.vertex_included_files and header_data.reading == "vertex":
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header_data.vertex_included_files += [included_file]
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if include_file_in_gles3_header(included_file, header_data, depth + 1) is None:
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print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
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elif not included_file in header_data.fragment_included_files and header_data.reading == "fragment":
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header_data.fragment_included_files += [included_file]
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if include_file_in_gles3_header(included_file, header_data, depth + 1) is None:
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print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
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line = fs.readline()
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if line.find("uniform") != -1 and line.lower().find("texunit:") != -1:
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# texture unit
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texunitstr = line[line.find(":") + 1 :].strip()
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if texunitstr == "auto":
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texunit = "-1"
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else:
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texunit = str(int(texunitstr))
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uline = line[: line.lower().find("//")]
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uline = uline.replace("uniform", "")
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uline = uline.replace("highp", "")
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uline = uline.replace(";", "")
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lines = uline.split(",")
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for x in lines:
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x = x.strip()
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x = x[x.rfind(" ") + 1 :]
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if x.find("[") != -1:
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# unfiorm array
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x = x[: x.find("[")]
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if not x in header_data.texunit_names:
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header_data.texunits += [(x, texunit)]
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header_data.texunit_names += [x]
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elif line.find("uniform") != -1 and line.lower().find("ubo:") != -1:
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# uniform buffer object
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ubostr = line[line.find(":") + 1 :].strip()
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ubo = str(int(ubostr))
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uline = line[: line.lower().find("//")]
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uline = uline[uline.find("uniform") + len("uniform") :]
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uline = uline.replace("highp", "")
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uline = uline.replace(";", "")
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uline = uline.replace("{", "").strip()
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lines = uline.split(",")
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for x in lines:
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x = x.strip()
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x = x[x.rfind(" ") + 1 :]
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if x.find("[") != -1:
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# unfiorm array
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x = x[: x.find("[")]
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if not x in header_data.ubo_names:
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header_data.ubos += [(x, ubo)]
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header_data.ubo_names += [x]
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elif line.find("uniform") != -1 and line.find("{") == -1 and line.find(";") != -1:
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uline = line.replace("uniform", "")
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uline = uline.replace(";", "")
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lines = uline.split(",")
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for x in lines:
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x = x.strip()
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x = x[x.rfind(" ") + 1 :]
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if x.find("[") != -1:
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# unfiorm array
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x = x[: x.find("[")]
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if not x in header_data.uniforms:
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header_data.uniforms += [x]
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line = line.replace("\r", "")
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line = line.replace("\n", "")
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if header_data.reading == "vertex":
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header_data.vertex_lines += [line]
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if header_data.reading == "fragment":
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header_data.fragment_lines += [line]
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line = fs.readline()
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header_data.line_offset += 1
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fs.close()
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return header_data
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def build_gles3_header(filename, include, class_suffix, output_attribs):
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header_data = GLES3HeaderStruct()
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include_file_in_gles3_header(filename, header_data, 0)
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out_file = filename + ".gen.h"
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fd = open(out_file, "w")
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defspec = 0
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defvariant = ""
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enum_constants = []
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fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
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out_file_base = out_file
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out_file_base = out_file_base[out_file_base.rfind("/") + 1 :]
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out_file_base = out_file_base[out_file_base.rfind("\\") + 1 :]
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out_file_ifdef = out_file_base.replace(".", "_").upper()
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fd.write("#ifndef " + out_file_ifdef + class_suffix + "_GLES3\n")
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fd.write("#define " + out_file_ifdef + class_suffix + "_GLES3\n")
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out_file_class = (
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out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "Shader" + class_suffix
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)
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fd.write("\n\n")
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fd.write('#include "' + include + '"\n\n\n')
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fd.write("class " + out_file_class + " : public Shader" + class_suffix + " {\n\n")
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fd.write("public:\n\n")
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if header_data.uniforms:
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fd.write("\tenum Uniforms {\n")
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for x in header_data.uniforms:
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fd.write("\t\t" + x.upper() + ",\n")
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fd.write("\t};\n\n")
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if header_data.variant_names:
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fd.write("\tenum ShaderVariant {\n")
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for x in header_data.variant_names:
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fd.write("\t\t" + x + ",\n")
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fd.write("\t};\n\n")
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else:
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fd.write("\tenum ShaderVariant { DEFAULT };\n\n")
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defvariant = "=DEFAULT"
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if header_data.specialization_names:
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fd.write("\tenum Specializations {\n")
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counter = 0
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for x in header_data.specialization_names:
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fd.write("\t\t" + x.upper() + "=" + str(1 << counter) + ",\n")
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counter += 1
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fd.write("\t};\n\n")
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for i in range(len(header_data.specialization_names)):
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defval = header_data.specialization_values[i].strip()
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if defval.upper() == "TRUE" or defval == "1":
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defspec |= 1 << i
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fd.write(
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"\t_FORCE_INLINE_ void version_bind_shader(RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _version_bind_shader(p_version,p_variant,p_specialization); }\n\n"
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)
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if header_data.uniforms:
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fd.write(
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"\t_FORCE_INLINE_ int version_get_uniform(Uniforms p_uniform,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { return _version_get_uniform(p_uniform,p_version,p_variant,p_specialization); }\n\n"
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)
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fd.write(
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"\t#define _FU if (version_get_uniform(p_uniform,p_version,p_variant,p_specialization)<0) return; \n\n "
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, double p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint8_t p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint16_t p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, uint32_t p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Color& p_color,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _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"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector2& p_vec2,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _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"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Size2i& p_vec2,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _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"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Vector3& p_vec3,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _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"
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)
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fd.write(
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"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, float p_a, float p_b,RID p_version,ShaderVariant p_variant"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform2f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b); }\n\n"
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)
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fd.write(
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"\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"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform3f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c); }\n\n"
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)
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fd.write(
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"\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"
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+ defvariant
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+ ",uint64_t p_specialization="
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+ str(defspec)
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+ ") { _FU glUniform4f(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_a,p_b,p_c,p_d); }\n\n"
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)
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fd.write(
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"""\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform3D& p_transform,RID p_version,ShaderVariant p_variant"""
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+ defvariant
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+ """,uint64_t p_specialization="""
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+ str(defspec)
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+ """) { _FU
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const Transform3D &tr = p_transform;
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GLfloat matrix[16]={ /* build a 16x16 matrix */
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(GLfloat)tr.basis.elements[0][0],
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(GLfloat)tr.basis.elements[1][0],
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(GLfloat)tr.basis.elements[2][0],
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(GLfloat)0,
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(GLfloat)tr.basis.elements[0][1],
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(GLfloat)tr.basis.elements[1][1],
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(GLfloat)tr.basis.elements[2][1],
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(GLfloat)0,
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(GLfloat)tr.basis.elements[0][2],
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(GLfloat)tr.basis.elements[1][2],
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(GLfloat)tr.basis.elements[2][2],
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(GLfloat)0,
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(GLfloat)tr.origin.x,
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(GLfloat)tr.origin.y,
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(GLfloat)tr.origin.z,
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(GLfloat)1
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};
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glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
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}
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"""
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)
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fd.write(
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"""_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const Transform2D& p_transform,RID p_version,ShaderVariant p_variant"""
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+ defvariant
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+ """,uint64_t p_specialization="""
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+ str(defspec)
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+ """) { _FU
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const Transform2D &tr = p_transform;
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GLfloat matrix[16]={ /* build a 16x16 matrix */
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(GLfloat)tr.elements[0][0],
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(GLfloat)tr.elements[0][1],
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(GLfloat)0,
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(GLfloat)0,
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(GLfloat)tr.elements[1][0],
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(GLfloat)tr.elements[1][1],
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(GLfloat)0,
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(GLfloat)0,
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(GLfloat)0,
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(GLfloat)0,
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(GLfloat)1,
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(GLfloat)0,
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(GLfloat)tr.elements[2][0],
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(GLfloat)tr.elements[2][1],
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(GLfloat)0,
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(GLfloat)1
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};
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glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
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|
}
|
|
|
|
"""
|
|
)
|
|
|
|
fd.write(
|
|
"""_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, const CameraMatrix& 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())
|