godot/glsl_builders.py

227 lines
7.4 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.
"""
import os.path
from typing import Optional, Iterable
from platform_methods import subprocess_main
def generate_inline_code(input_lines: Iterable[str], insert_newline: bool = True):
"""Take header data and generate inline code
:param: 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 = []
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: str, header_data: RDHeaderStruct, depth: int) -> RDHeaderStruct:
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: str, header_data: Optional[RDHeaderStruct] = None) -> 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: str, header_data: RAWHeaderStruct, depth: int) -> None:
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: str, header_data: Optional[RAWHeaderStruct] = 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())