summaryrefslogtreecommitdiff
path: root/gles3_builders.py
diff options
context:
space:
mode:
Diffstat (limited to 'gles3_builders.py')
-rw-r--r--gles3_builders.py587
1 files changed, 309 insertions, 278 deletions
diff --git a/gles3_builders.py b/gles3_builders.py
index 5288e66cc2..4f9247c938 100644
--- a/gles3_builders.py
+++ b/gles3_builders.py
@@ -6,16 +6,12 @@ All such functions are invoked in a subprocess on Windows to prevent build flaki
from platform_methods import subprocess_main
-class LegacyGLHeaderStruct:
+class GLES3HeaderStruct:
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 = []
@@ -28,22 +24,64 @@ class LegacyGLHeaderStruct:
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_legacygl_header(filename, header_data, depth):
+def include_file_in_gles3_header(filename, header_data, depth):
fs = open(filename, "r")
line = fs.readline()
while line:
- if line.find("[vertex]") != -1:
+ 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:
+ if line.find("#[fragment]") != -1:
header_data.reading = "fragment"
line = fs.readline()
header_data.line_offset += 1
@@ -58,31 +96,15 @@ def include_file_in_legacygl_header(filename, header_data, depth):
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:
+ 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_legacygl_header(included_file, header_data, depth + 1) is None:
+ 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("#ifdef ") != -1:
- if line.find("#ifdef ") != -1:
- ifdefline = line.replace("#ifdef ", "").strip()
-
- 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()
@@ -144,33 +166,6 @@ def include_file_in_legacygl_header(filename, header_data, depth):
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", "")
@@ -187,12 +182,14 @@ def include_file_in_legacygl_header(filename, header_data, depth):
return header_data
-def build_legacygl_header(filename, include, class_suffix, output_attribs):
- header_data = LegacyGLHeaderStruct()
- include_file_in_legacygl_header(filename, header_data, 0)
+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 = []
@@ -202,8 +199,8 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs):
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")
+ 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
@@ -211,117 +208,206 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs):
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")
- 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]={(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
+ 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")
- const Transform3D &tr = p_transform;
+ 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
- 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
- };
+ 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"
+ )
- glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
+ 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 set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU
+ 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;
+ const Transform2D &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
(GLfloat)tr.elements[0][0],
@@ -342,90 +428,37 @@ def build_legacygl_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
-
- 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")
+ 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];
+ }
+ }
- enum_value_count = len(enum_vals)
- for x in enum_vals:
- fd.write("\t\t\t{" + x["set_mask"] + "," + x["clear_mask"] + "},\n")
+ glUniformMatrix4fv(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),1,false,matrix);
+ }"""
+ )
- fd.write("\t\t};\n\n")
+ fd.write("\n\n#undef _FU\n\n\n")
- conditionals_found = []
- if header_data.conditionals:
+ fd.write("protected:\n\n")
- 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")
+ fd.write("\tvirtual void _init() override {\n\n")
if header_data.uniforms:
@@ -435,19 +468,18 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs):
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 const char **_uniform_strings=nullptr;\n")
- 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")
+ variant_count = 1
+ if len(header_data.variant_defines) > 0:
- feedback_count = 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")
@@ -455,7 +487,29 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs):
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")
+ 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:
@@ -465,8 +519,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs):
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:
@@ -475,45 +527,24 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs):
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:
- 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))
- + ",_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"
- )
+ 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")
- 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()
@@ -521,7 +552,7 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs):
def build_gles3_headers(target, source, env):
for x in source:
- build_legacygl_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3", output_attribs=True)
+ build_gles3_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3", output_attribs=True)
if __name__ == "__main__":