"""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 import re class LegacyGLHeaderStruct: def __init__(self): self.vertex_lines = [] self.fragment_lines = [] self.uniforms = [] self.attributes = [] self.feedbacks = [] self.fbos = [] self.conditionals = [] self.enums = {} 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 def include_file_in_legacygl_header(filename, header_data, depth): fs = open(filename, "r") line = fs.readline() while line: 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_legacygl_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_legacygl_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("#ifdef ") != -1: if line.find("#ifdef ") != -1: ifdefline = re.sub(r".*#ifdef (\S+).*\n", "\\1", line) if line.find("_EN_") != -1: enumbase = ifdefline[: ifdefline.find("_EN_")] ifdefline = ifdefline.replace("_EN_", "_") line = line.replace("_EN_", "_") if enumbase not in header_data.enums: header_data.enums[enumbase] = [] if ifdefline not in header_data.enums[enumbase]: header_data.enums[enumbase].append(ifdefline) elif not ifdefline in header_data.conditionals: header_data.conditionals += [ifdefline] 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] if line.strip().find("attribute ") == 0 and line.find("attrib:") != -1: uline = line.replace("in ", "") uline = uline.replace("attribute ", "") uline = uline.replace("highp ", "") uline = uline.replace(";", "") uline = uline[uline.find(" ") :].strip() if uline.find("//") != -1: name, bind = uline.split("//") if bind.find("attrib:") != -1: name = name.strip() bind = bind.replace("attrib:", "").strip() header_data.attributes += [(name, bind)] if line.strip().find("out ") == 0 and line.find("tfb:") != -1: uline = line.replace("out ", "") uline = uline.replace("highp ", "") uline = uline.replace(";", "") uline = uline[uline.find(" ") :].strip() if uline.find("//") != -1: name, bind = uline.split("//") if bind.find("tfb:") != -1: name = name.strip() bind = bind.replace("tfb:", "").strip() header_data.feedbacks += [(name, bind)] 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_legacygl_header(filename, include, class_suffix, output_attribs, gles2=False): header_data = LegacyGLHeaderStruct() include_file_in_legacygl_header(filename, header_data, 0) out_file = filename + ".gen.h" fd = open(out_file, "w") 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 + "_120\n") fd.write("#define " + out_file_ifdef + class_suffix + "_120\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('\t virtual String get_shader_name() const { return "' + out_file_class + '"; }\n') fd.write("public:\n\n") if header_data.conditionals: fd.write("\tenum Conditionals {\n") for x in header_data.conditionals: fd.write("\t\t" + x.upper() + ",\n") fd.write("\t};\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") supports_ubershader = not gles2 and "ubershader_flags" in header_data.uniforms if supports_ubershader: fd.write("\tint get_ubershader_flags_uniform() const { return Uniforms::UBERSHADER_FLAGS; }\n\n") fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n") if header_data.conditionals: fd.write( "\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\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]={p_vec2.x,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]={p_vec2.x,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]={p_vec3.x,p_vec3.y,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 Transform& p_transform) { _FU const Transform &tr = p_transform; GLfloat matrix[16]={ /* build a 16x16 matrix */ tr.basis.elements[0][0], tr.basis.elements[1][0], tr.basis.elements[2][0], 0, tr.basis.elements[0][1], tr.basis.elements[1][1], tr.basis.elements[2][1], 0, tr.basis.elements[0][2], tr.basis.elements[1][2], tr.basis.elements[2][2], 0, tr.origin.x, tr.origin.y, tr.origin.z, 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 */ tr.elements[0][0], tr.elements[0][1], 0, 0, tr.elements[1][0], tr.elements[1][1], 0, 0, 0, 0, 1, 0, tr.elements[2][0], tr.elements[2][1], 0, 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("\tvirtual void init() {\n\n") enum_value_count = 0 if header_data.enums: fd.write("\t\t//Written using math, given nonstandarity of 64 bits integer constants..\n") fd.write("\t\tstatic const Enum _enums[]={\n") bitofs = len(header_data.conditionals) enum_vals = [] for xv in header_data.enums: x = header_data.enums[xv] bits = 1 amt = len(x) while 2 ** bits < amt: bits += 1 strs = "{" for i in range(amt): strs += '"#define ' + x[i] + '\\n",' c = {} c["set_mask"] = "uint64_t(" + str(i) + ")<<" + str(bitofs) c["clear_mask"] = ( "((uint64_t(1)<<40)-1) ^ (((uint64_t(1)<<" + str(bits) + ") - 1)<<" + str(bitofs) + ")" ) enum_vals.append(c) enum_constants.append(x[i]) strs += "NULL}" fd.write( "\t\t\t{(uint64_t(1<<" + str(bits) + ")-1)<<" + str(bitofs) + "," + str(bitofs) + "," + strs + "},\n" ) bitofs += bits fd.write("\t\t};\n\n") fd.write("\t\tstatic const EnumValue _enum_values[]={\n") enum_value_count = len(enum_vals) for x in enum_vals: fd.write("\t\t\t{" + x["set_mask"] + "," + x["clear_mask"] + "},\n") fd.write("\t\t};\n\n") conditionals_found = [] if header_data.conditionals: fd.write("\t\tstatic const char* _conditional_strings[]={\n") if header_data.conditionals: for x in header_data.conditionals: fd.write('\t\t\t"#define ' + x + '\\n",\n') conditionals_found.append(x) fd.write("\t\t};\n\n") else: fd.write("\t\tstatic const char **_conditional_strings=NULL;\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=NULL;\n") if output_attribs: if header_data.attributes: fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n") for x in header_data.attributes: fd.write('\t\t\t{"' + x[0] + '",' + x[1] + "},\n") fd.write("\t\t};\n\n") else: fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n") feedback_count = 0 if not gles2 and len(header_data.feedbacks): fd.write("\t\tstatic const Feedback _feedbacks[]={\n") for x in header_data.feedbacks: name = x[0] cond = x[1] if cond in conditionals_found: fd.write('\t\t\t{"' + name + '",' + str(conditionals_found.index(cond)) + "},\n") else: fd.write('\t\t\t{"' + name + '",-1},\n') feedback_count += 1 fd.write("\t\t};\n\n") else: if gles2: pass else: fd.write("\t\tstatic const Feedback* _feedbacks=NULL;\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=NULL;\n") if not gles2 and 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: if gles2: pass else: fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\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 int _vertex_code_start=" + str(header_data.vertex_offset) + ";\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\tstatic const int _fragment_code_start=" + str(header_data.fragment_offset) + ";\n") if output_attribs: if gles2: fd.write( "\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n" ) else: fd.write( "\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n" ) else: if gles2: fd.write( "\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(enum_value_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n" ) else: fd.write( "\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(enum_value_count) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n" ) fd.write("\t}\n\n") if enum_constants: fd.write("\tenum EnumConditionals {\n") for x in enum_constants: fd.write("\t\t" + x.upper() + ",\n") fd.write("\t};\n\n") fd.write("\tvoid set_enum_conditional(EnumConditionals p_cond) { _set_enum_conditional(p_cond); }\n") fd.write("};\n\n") fd.write("#endif\n\n") fd.close() def build_gles2_headers(target, source, env): for x in source: build_legacygl_header( str(x), include="drivers/gles2/shader_gles2.h", class_suffix="GLES2", output_attribs=True, gles2=True ) if __name__ == "__main__": subprocess_main(globals())