283 lines
10 KiB
Python
283 lines
10 KiB
Python
import arm.utils
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import arm.assets as assets
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def parse_context(c: dict, sres: dict, asset, defs: list[str], vert: list[str] = None, frag: list[str] = None):
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con = {
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'name': c['name'],
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'constants': [],
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'texture_units': [],
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'vertex_elements': []
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}
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sres['contexts'].append(con)
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# Names
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con['vertex_shader'] = c['vertex_shader'].rsplit('.', 1)[0].split('/')[-1]
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if con['vertex_shader'] not in asset:
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asset.append(con['vertex_shader'])
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con['fragment_shader'] = c['fragment_shader'].rsplit('.', 1)[0].split('/')[-1]
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if con['fragment_shader'] not in asset:
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asset.append(con['fragment_shader'])
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if 'geometry_shader' in c:
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con['geometry_shader'] = c['geometry_shader'].rsplit('.', 1)[0].split('/')[-1]
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if con['geometry_shader'] not in asset:
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asset.append(con['geometry_shader'])
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if 'tesscontrol_shader' in c:
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con['tesscontrol_shader'] = c['tesscontrol_shader'].rsplit('.', 1)[0].split('/')[-1]
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if con['tesscontrol_shader'] not in asset:
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asset.append(con['tesscontrol_shader'])
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if 'tesseval_shader' in c:
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con['tesseval_shader'] = c['tesseval_shader'].rsplit('.', 1)[0].split('/')[-1]
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if con['tesseval_shader'] not in asset:
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asset.append(con['tesseval_shader'])
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if 'color_attachments' in c:
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con['color_attachments'] = c['color_attachments']
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for i in range(len(con['color_attachments'])):
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if con['color_attachments'][i] == '_HDR':
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con['color_attachments'][i] = 'RGBA32' if '_LDR' in defs else 'RGBA64'
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# Params
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params = ['depth_write', 'compare_mode', 'cull_mode', \
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'blend_source', 'blend_destination', 'blend_operation', \
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'alpha_blend_source', 'alpha_blend_destination', 'alpha_blend_operation' \
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'color_writes_red', 'color_writes_green', 'color_writes_blue', 'color_writes_alpha', \
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'conservative_raster']
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for p in params:
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if p in c:
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con[p] = c[p]
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# Parse shaders
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if vert is None:
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with open(c['vertex_shader']) as f:
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vert = f.read().splitlines()
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parse_shader(sres, c, con, defs, vert, True) # Parse attribs for vertex shader
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if frag is None:
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with open(c['fragment_shader']) as f:
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frag = f.read().splitlines()
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parse_shader(sres, c, con, defs, frag, False)
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if 'geometry_shader' in c:
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with open(c['geometry_shader']) as f:
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geom = f.read().splitlines()
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parse_shader(sres, c, con, defs, geom, False)
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if 'tesscontrol_shader' in c:
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with open(c['tesscontrol_shader']) as f:
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tesc = f.read().splitlines()
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parse_shader(sres, c, con, defs, tesc, False)
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if 'tesseval_shader' in c:
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with open(c['tesseval_shader']) as f:
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tese = f.read().splitlines()
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parse_shader(sres, c, con, defs, tese, False)
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def parse_shader(sres, c: dict, con: dict, defs: list[str], lines: list[str], parse_attributes: bool):
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"""Parses the given shader to get information about the used vertex
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elements, uniforms and constants. This information is later used in
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Iron to check what data each shader requires.
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@param defs A list of set defines for the preprocessor
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@param lines The list of lines of the shader file
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@param parse_attributes Whether to parse vertex elements
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"""
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vertex_elements_parsed = False
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vertex_elements_parsing = False
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# Stack of the state of all preprocessor conditions for the current
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# line. If there is a `False` in the stack, at least one surrounding
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# condition is false and the line must not be parsed
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stack: list[bool] = []
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if not parse_attributes:
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vertex_elements_parsed = True
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for line in lines:
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line = line.lstrip()
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# Preprocessor
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if line.startswith('#if'): # if, ifdef, ifndef
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s = line.split(' ')[1]
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found = s in defs
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if line.startswith('#ifndef'):
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found = not found
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stack.append(found)
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continue
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if line.startswith('#else'):
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stack[-1] = not stack[-1]
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continue
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if line.startswith('#endif'):
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stack.pop()
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continue
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# Skip lines if the stack contains at least one preprocessor
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# condition that is not fulfilled
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skip = False
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for condition in stack:
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if not condition:
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skip = True
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break
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if skip:
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continue
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if not vertex_elements_parsed and line.startswith('in '):
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vertex_elements_parsing = True
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s = line.split(' ')
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con['vertex_elements'].append({
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'data': 'float' + s[1][-1:],
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'name': s[2][:-1] # [:1] to get rid of the semicolon
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})
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# Stop the vertex element parsing if no other vertex elements
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# follow directly (assuming all vertex elements are positioned
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# directly after each other apart from empty lines and comments)
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if vertex_elements_parsing and len(line) > 0 and not line.startswith('//') and not line.startswith('in '):
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vertex_elements_parsed = True
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if line.startswith('uniform ') or line.startswith('//!uniform'): # Uniforms included from header files
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s = line.split(' ')
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# Examples:
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# uniform sampler2D myname;
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# uniform layout(RGBA8) image3D myname;
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if s[1].startswith('layout'):
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ctype = s[2]
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cid = s[3]
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if cid[-1] == ';':
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cid = cid[:-1]
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else:
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ctype = s[1]
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cid = s[2]
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if cid[-1] == ';':
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cid = cid[:-1]
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found = False # Uniqueness check
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if ctype.startswith('sampler') or ctype.startswith('image') or ctype.startswith('uimage'): # Texture unit
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for tu in con['texture_units']:
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if tu['name'] == cid:
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# Texture already present
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found = True
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break
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if not found:
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if cid[-1] == ']': # Array of samplers - sampler2D mySamplers[2]
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# Add individual units - mySamplers[0], mySamplers[1]
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for i in range(int(cid[-2])):
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tu = {'name': cid[:-2] + str(i) + ']'}
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con['texture_units'].append(tu)
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else:
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tu = {'name': cid}
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con['texture_units'].append(tu)
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if ctype.startswith('image') or ctype.startswith('uimage'):
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tu['is_image'] = True
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check_link(c, defs, cid, tu)
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else: # Constant
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if cid.find('[') != -1: # Float arrays
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cid = cid.split('[')[0]
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ctype = 'floats'
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for const in con['constants']:
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if const['name'] == cid:
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found = True
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break
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if not found:
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const = {
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'type': ctype,
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'name': cid
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}
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con['constants'].append(const)
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check_link(c, defs, cid, const)
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def check_link(source_context: dict, defs: list[str], cid: str, out: dict):
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"""Checks whether the uniform/constant with the given name (`cid`)
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has a link stated in the json (`source_context`) that can be safely
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included based on the given defines (`defs`). If that is the case,
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the found link is written to the `out` dictionary.
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"""
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for link in source_context['links']:
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if link['name'] == cid:
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valid_link = True
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# Optionally only use link if at least
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# one of the given defines is set
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if 'ifdef' in link:
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def_found = False
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for d in defs:
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for link_def in link['ifdef']:
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if d == link_def:
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def_found = True
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break
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if def_found:
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break
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if not def_found:
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valid_link = False
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# Optionally only use link if none of
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# the given defines are set
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if 'ifndef' in link:
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def_found = False
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for d in defs:
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for link_def in link['ifndef']:
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if d == link_def:
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def_found = True
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break
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if def_found:
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break
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if def_found:
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valid_link = False
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if valid_link:
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out['link'] = link['link']
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break
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def make(res: dict, base_name: str, json_data: dict, fp, defs: list[str], make_variants: bool):
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sres = {
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'name': base_name,
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'contexts': []
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}
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res['shader_datas'].append(sres)
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asset = assets.shader_passes_assets[base_name]
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vert = None
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frag = None
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has_variants = 'variants' in json_data and len(json_data['variants']) > 0
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if make_variants and has_variants:
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d = json_data['variants'][0]
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if d in defs:
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# Write shader variant with define
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c = json_data['contexts'][0]
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with open(c['vertex_shader']) as f:
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vert = f.read().split('\n', 1)[1]
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vert = "#version 450\n#define " + d + "\n" + vert
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with open(c['fragment_shader']) as f:
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frag = f.read().split('\n', 1)[1]
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frag = "#version 450\n#define " + d + "\n" + frag
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with open(arm.utils.get_fp_build() + '/compiled/Shaders/' + base_name + d + '.vert.glsl', 'w') as f:
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f.write(vert)
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with open(arm.utils.get_fp_build() + '/compiled/Shaders/' + base_name + d + '.frag.glsl', 'w') as f:
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f.write(frag)
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# Add context variant
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c2 = c.copy()
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c2['vertex_shader'] = base_name + d + '.vert.glsl'
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c2['fragment_shader'] = base_name + d + '.frag.glsl'
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c2['name'] = c['name'] + d
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parse_context(c2, sres, asset, defs, vert.splitlines(), frag.splitlines())
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for c in json_data['contexts']:
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parse_context(c, sres, asset, defs)
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