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path: root/gles3_builders.py
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Diffstat (limited to 'gles3_builders.py')
-rw-r--r--gles3_builders.py347
1 files changed, 211 insertions, 136 deletions
diff --git a/gles3_builders.py b/gles3_builders.py
index 9de4f5bf05..4f9247c938 100644
--- a/gles3_builders.py
+++ b/gles3_builders.py
@@ -24,10 +24,10 @@ class GLES3HeaderStruct:
self.line_offset = 0
self.vertex_offset = 0
self.fragment_offset = 0
- self.variant_defines=[]
- self.variant_names=[]
- self.specialization_names=[]
- self.specialization_values=[]
+ self.variant_defines = []
+ self.variant_names = []
+ self.specialization_names = []
+ self.specialization_values = []
def include_file_in_gles3_header(filename, header_data, depth):
@@ -36,25 +36,25 @@ def include_file_in_gles3_header(filename, header_data, depth):
while line:
- if line.find("=") != -1 and header_data.reading=="":
+ 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 )
+ 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":
+ 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 )
+ 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
@@ -66,7 +66,6 @@ def include_file_in_gles3_header(filename, header_data, depth):
header_data.line_offset += 1
header_data.vertex_offset = header_data.line_offset
continue
-
if line.find("#[specializations]") != -1:
header_data.reading = "specializations"
@@ -225,116 +224,190 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
fd.write("\t};\n\n")
else:
fd.write("\tenum ShaderVariant { DEFAULT };\n\n")
- defvariant="=DEFAULT"
+ defvariant = "=DEFAULT"
if header_data.specialization_names:
fd.write("\tenum Specializations {\n")
- counter=0
+ counter = 0
for x in header_data.specialization_names:
- fd.write("\t\t" + x.upper() + "=" + str(1<<counter)+",\n")
- counter+=1
+ 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)
+ 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"
+ "\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_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);
+ 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
- fd.write(
- """_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU
-
- const Transform2D &tr = p_transform;
+ const Transform2D &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
(GLfloat)tr.elements[0][0],
@@ -355,31 +428,33 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
(GLfloat)1
};
+ glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
- glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
-
-
- }
+ }
- """
- )
+ """
+ )
- fd.write(
- """_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
+ 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];
+ 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];
+ 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);
-}"""
- )
+ 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("\n\n#undef _FU\n\n\n")
fd.write("protected:\n\n")
@@ -396,15 +471,15 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
fd.write("\t\tstatic const char **_uniform_strings=nullptr;\n")
variant_count = 1
- if len(header_data.variant_defines)>0:
+ 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)
+ variant_count = len(header_data.variant_defines)
else:
- fd.write("\t\tstatic const char **_variant_defines[]={""};\n")
+ fd.write("\t\tstatic const char **_variant_defines[]={" "};\n")
if header_data.texunits:
fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n")
@@ -426,11 +501,11 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
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"
+ if defval.upper() == "TRUE" or defval == "1":
+ defal = "true"
else:
- defval="false"
-
+ defval = "false"
+
fd.write('\t\t\t{"' + header_data.specialization_names[i] + '",' + defval + "},\n")
fd.write("\t\t};\n\n")
else:
@@ -453,8 +528,9 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
fd.write("\t\t0};\n\n")
fd.write(
- "\t\tsetup(_vertex_code,_fragment_code,\""
- + out_file_class + "\","
+ '\t\t_setup(_vertex_code,_fragment_code,"'
+ + out_file_class
+ + '",'
+ str(len(header_data.uniforms))
+ ",_uniform_strings,"
+ str(len(header_data.ubos))
@@ -469,7 +545,6 @@ def build_gles3_header(filename, include, class_suffix, output_attribs):
fd.write("\t}\n\n")
-
fd.write("};\n\n")
fd.write("#endif\n\n")
fd.close()