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generate-shaders.js
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generate-shaders.js
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#!/usr/bin/env node
require('@mapbox/flow-remove-types/register');
const path = require('path');
const outputPath = 'src/mbgl/programs';
const zlib = require('zlib');
const crypto = require('crypto');
var shaders = require('../maplibre-gl-js/src/shaders');
require('./style-code');
let concatenated = '';
let offsets = {};
function basicMinify(src) {
return src = src.trim() // strip whitespace at the start/end
.replace(/\s*\/\/[^\n]*\n/g, '\n') // strip double-slash comments
.replace(/\n+/g, '\n') // collapse multi line breaks
.replace(/\n\s+/g, '\n') // strip identation
.replace(/\s?([+-\/*=,])\s?/g, '$1') // strip whitespace around operators
.replace(/([;\(\),\{\}])\n(?=[^#])/g, '$1'); // strip more line breaks
}
for (const key in shaders) {
// Rename a_*_t uniforms to u_*_t. This is a workaround until we can use
// https://github.com/mapbox/mapbox-gl-js/pull/8055, which is blocked by
// https://github.com/mapbox/mapbox-gl-native/issues/13984
shaders[key].vertexSource = shaders[key].vertexSource.replace(/\ba_(\w+)_t\b/mg, 'u_$1_t');
const hash = crypto.createHash('sha1');
const vertex = concatenated.length;
const vertexSource = basicMinify(shaders[key].vertexSource) + '\n\0';
hash.update(vertexSource);
concatenated += vertexSource;
const fragment = concatenated.length;
const fragmentSource = basicMinify(shaders[key].fragmentSource) + '\n\0';
hash.update(fragmentSource);
concatenated += fragmentSource;
offsets[key] = {
vertex,
fragment,
originalKey: key,
hash: hash.digest('hex').substring(0, 16).match(/.{1,2}/g).map(n => `0x${n}`).join(', '),
shaderName: key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`),
ShaderName: key.replace(/^[a-z]/g, (match) => match.toUpperCase())
};
}
// Overrides: The symbolSDF shader is used for two underlying programs.
offsets.symbolSDFIcon = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
hash: offsets.symbolSDF.hash,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_icon',
ShaderName: 'SymbolSDFIcon',
};
offsets.symbolSDFText = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
hash: offsets.symbolSDF.hash,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_text',
ShaderName: 'SymbolSDFText',
};
delete offsets.symbolSDF;
const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSION})
.toString('hex')
.match(/.{1,32}/g)
.map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', '))
.join(',\n ')
.trim();
writeIfModified(path.join(outputPath, 'gl', 'shader_source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
namespace programs {
namespace gl {
const char* shaderSource();
template <typename>
struct ShaderSource;
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'gl', 'shader_source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/util/compression.hpp>
#include <cstdint>
namespace mbgl {
namespace programs {
namespace gl {
constexpr const uint8_t compressedShaderSource[] = {
${compressed}
};
const char* shaderSource() {
static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressedShaderSource), sizeof(compressedShaderSource)));
return decompressed.c_str();
};
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'gl', 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
#include <cstdint>
namespace mbgl {
namespace programs {
namespace gl {
constexpr const uint8_t preludeHash[8] = { ${offsets['prelude'].hash} };
constexpr const auto vertexPreludeOffset = ${offsets['prelude'].vertex};
constexpr const auto fragmentPreludeOffset = ${offsets['prelude'].fragment};
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
for (const key in offsets) {
if (key === 'prelude')
continue;
const { shaderName, ShaderName, originalKey } = offsets[key];
writeIfModified(path.join(outputPath, 'gl', `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/${shaderName}_program.hpp>
#include <mbgl/programs/gl/preludes.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>
namespace mbgl {
namespace programs {
namespace gl {
template <typename>
struct ShaderSource;
template <>
struct ShaderSource<${ShaderName}Program> {
static constexpr const char* name = "${shaderName}";
static constexpr const uint8_t hash[8] = { ${offsets[key].hash} };
static constexpr const auto vertexOffset = ${offsets[key].vertex};
static constexpr const auto fragmentOffset = ${offsets[key].fragment};
};
constexpr const char* ShaderSource<${ShaderName}Program>::name;
constexpr const uint8_t ShaderSource<${ShaderName}Program>::hash[8];
} // namespace gl
} // namespace programs
namespace gfx {
template <>
std::unique_ptr<gfx::Program<${ShaderName}Program>>
Backend::Create<gfx::Backend::Type::OpenGL>(const ProgramParameters& programParameters) {
return std::make_unique<gl::Program<${ShaderName}Program>>(programParameters);
}
} // namespace gfx
} // namespace mbgl
// Uncompressed source of ${shaderName}.vertex.glsl:
/*
${shaders[originalKey].vertexSource}
*/
// Uncompressed source of ${shaderName}.fragment.glsl:
/*
${shaders[originalKey].fragmentSource}
*/
`);
}