godot/gles3_builders.py
reduz 98ac002c34 WIP New GLES3 Shader Compiler
Uses versions and specializations (more similar to RenderingDevice version)
2022-01-11 22:25:01 -08:00

485 lines
17 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_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n")
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"
)
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]={(GLfloat)p_vec2.x,(GLfloat)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]={(GLint)p_vec2.x,(GLint)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]={(GLfloat)p_vec3.x,(GLfloat)p_vec3.y,(GLfloat)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 Transform3D& p_transform) { _FU
const Transform3D &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
(GLfloat)tr.basis.elements[0][0],
(GLfloat)tr.basis.elements[1][0],
(GLfloat)tr.basis.elements[2][0],
(GLfloat)0,
(GLfloat)tr.basis.elements[0][1],
(GLfloat)tr.basis.elements[1][1],
(GLfloat)tr.basis.elements[2][1],
(GLfloat)0,
(GLfloat)tr.basis.elements[0][2],
(GLfloat)tr.basis.elements[1][2],
(GLfloat)tr.basis.elements[2][2],
(GLfloat)0,
(GLfloat)tr.origin.x,
(GLfloat)tr.origin.y,
(GLfloat)tr.origin.z,
(GLfloat)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 */
(GLfloat)tr.elements[0][0],
(GLfloat)tr.elements[0][1],
(GLfloat)0,
(GLfloat)0,
(GLfloat)tr.elements[1][0],
(GLfloat)tr.elements[1][1],
(GLfloat)0,
(GLfloat)0,
(GLfloat)0,
(GLfloat)0,
(GLfloat)1,
(GLfloat)0,
(GLfloat)tr.elements[2][0],
(GLfloat)tr.elements[2][1],
(GLfloat)0,
(GLfloat)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("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"):
defal="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\tsetup(_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())