This repository has been archived by the owner on Sep 3, 2022. It is now read-only.
forked from godotengine/godot
-
Notifications
You must be signed in to change notification settings - Fork 3
/
gles3_builders.py
559 lines (473 loc) · 21.1 KB
/
gles3_builders.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
"""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.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(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.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(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 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())