/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ extern crate webrender_build; use std::borrow::Cow; use std::env; use std::fs::{canonicalize, read_dir, File}; use std::io::prelude::*; use std::path::{Path, PathBuf}; use std::collections::hash_map::DefaultHasher; use std::hash::Hasher; use webrender_build::shader::*; use webrender_build::shader_features::{ShaderFeatureFlags, get_shader_features}; /// Compute the shader path for insertion into the include_str!() macro. /// This makes for more compact generated code than inserting the literal /// shader source into the generated file. /// /// If someone is building on a network share, I'm sorry. fn escape_include_path(path: &Path) -> String { let full_path = canonicalize(path).unwrap(); let full_name = full_path.as_os_str().to_str().unwrap(); let full_name = full_name.replace("\\\\?\\", ""); let full_name = full_name.replace("\\", "/"); full_name } fn write_unoptimized_shaders(mut glsl_files: Vec, shader_file: &mut File) -> Result<(), std::io::Error> { writeln!( shader_file, " pub static ref UNOPTIMIZED_SHADERS: HashMap<&'static str, SourceWithDigest> = {{" )?; writeln!(shader_file, " let mut shaders = HashMap::new();")?; // Sort the file list so that the shaders.rs file is filled // deterministically. glsl_files.sort_by(|a, b| a.file_name().cmp(&b.file_name())); for glsl in glsl_files { // Compute the shader name. assert!(glsl.is_file()); let shader_name = glsl.file_name().unwrap().to_str().unwrap(); let shader_name = shader_name.replace(".glsl", ""); // Compute a digest of the #include-expanded shader source. We store // this as a literal alongside the source string so that we don't need // to hash large strings at runtime. let mut hasher = DefaultHasher::new(); let base = glsl.parent().unwrap(); assert!(base.is_dir()); ShaderSourceParser::new().parse( Cow::Owned(shader_source_from_file(&glsl)), &|f| Cow::Owned(shader_source_from_file(&base.join(&format!("{}.glsl", f)))), &mut |s| hasher.write(s.as_bytes()), ); let digest: ProgramSourceDigest = hasher.into(); writeln!( shader_file, " shaders.insert(\"{}\", SourceWithDigest {{ source: include_str!(\"{}\"), digest: \"{}\"}});", shader_name, escape_include_path(&glsl), digest, )?; } writeln!(shader_file, " shaders")?; writeln!(shader_file, " }};")?; Ok(()) } #[derive(Clone, Debug)] struct ShaderOptimizationInput { shader_name: &'static str, config: String, gl_version: ShaderVersion, } #[derive(Debug)] struct ShaderOptimizationOutput { full_shader_name: String, gl_version: ShaderVersion, vert_file_path: PathBuf, frag_file_path: PathBuf, digest: ProgramSourceDigest, } #[derive(Debug)] struct ShaderOptimizationError { shader: ShaderOptimizationInput, message: String, } fn write_optimized_shaders(shader_dir: &Path, shader_file: &mut File, out_dir: &str) -> Result<(), std::io::Error> { writeln!( shader_file, " pub static ref OPTIMIZED_SHADERS: HashMap<(ShaderVersion, &'static str), OptimizedSourceWithDigest> = {{" )?; writeln!(shader_file, " let mut shaders = HashMap::new();")?; // The full set of optimized shaders can be quite large, so only optimize // for the GL version we expect to be used on the target platform. If a different GL // version is used we will simply fall back to the unoptimized shaders. let shader_versions = match env::var("CARGO_CFG_TARGET_OS").as_ref().map(|s| &**s) { Ok("android") | Ok("windows") => [ShaderVersion::Gles], _ => [ShaderVersion::Gl], }; let mut shaders = Vec::default(); for &gl_version in &shader_versions { let mut flags = ShaderFeatureFlags::all(); if gl_version != ShaderVersion::Gl { flags.remove(ShaderFeatureFlags::GL); } if gl_version != ShaderVersion::Gles { flags.remove(ShaderFeatureFlags::GLES); flags.remove(ShaderFeatureFlags::TEXTURE_EXTERNAL); } flags.remove(ShaderFeatureFlags::DITHERING); for (shader_name, configs) in get_shader_features(flags) { for config in configs { shaders.push(ShaderOptimizationInput { shader_name, config, gl_version, }); } } } let outputs = build_parallel::compile_objects(&|shader: &ShaderOptimizationInput| { println!("Optimizing shader {:?}", shader); let target = match shader.gl_version { ShaderVersion::Gl => glslopt::Target::OpenGl, ShaderVersion::Gles => glslopt::Target::OpenGles30, }; let glslopt_ctx = glslopt::Context::new(target); let features = shader.config.split(",").filter(|f| !f.is_empty()).collect::>(); let (vert_src, frag_src) = build_shader_strings( shader.gl_version, &features, shader.shader_name, &|f| Cow::Owned(shader_source_from_file(&shader_dir.join(&format!("{}.glsl", f)))), ); let full_shader_name = if shader.config.is_empty() { shader.shader_name.to_string() } else { format!("{}_{}", shader.shader_name, shader.config.replace(",", "_")) }; let vert = glslopt_ctx.optimize(glslopt::ShaderType::Vertex, vert_src); if !vert.get_status() { return Err(ShaderOptimizationError { shader: shader.clone(), message: vert.get_log().to_string(), }); } let frag = glslopt_ctx.optimize(glslopt::ShaderType::Fragment, frag_src); if !frag.get_status() { return Err(ShaderOptimizationError { shader: shader.clone(), message: frag.get_log().to_string(), }); } let vert_source = vert.get_output().unwrap(); let frag_source = frag.get_output().unwrap(); // Compute a digest of the optimized shader sources. We store this // as a literal alongside the source string so that we don't need // to hash large strings at runtime. let mut hasher = DefaultHasher::new(); let vert_file_path = Path::new(out_dir) .join(format!("{}_{:?}.vert", full_shader_name, shader.gl_version)); write_optimized_shader_file(&vert_file_path, vert_source, &shader.shader_name, &features, &mut hasher); let frag_file_path = vert_file_path.with_extension("frag"); write_optimized_shader_file(&frag_file_path, frag_source, &shader.shader_name, &features, &mut hasher); let digest: ProgramSourceDigest = hasher.into(); println!("Finished optimizing shader {:?}", shader); Ok(ShaderOptimizationOutput { full_shader_name, gl_version: shader.gl_version, vert_file_path, frag_file_path, digest, }) }, &shaders); match outputs { Ok(mut outputs) => { // Sort the shader list so that the shaders.rs file is filled // deterministically. outputs.sort_by(|a, b| { (a.gl_version, a.full_shader_name.clone()).cmp(&(b.gl_version, b.full_shader_name.clone())) }); for shader in outputs { writeln!( shader_file, " shaders.insert(({}, \"{}\"), OptimizedSourceWithDigest {{", shader.gl_version.variant_name(), shader.full_shader_name, )?; writeln!( shader_file, " vert_source: include_str!(\"{}\"),", escape_include_path(&shader.vert_file_path), )?; writeln!( shader_file, " frag_source: include_str!(\"{}\"),", escape_include_path(&shader.frag_file_path), )?; writeln!(shader_file, " digest: \"{}\",", shader.digest)?; writeln!(shader_file, " }});")?; } } Err(err) => match err { build_parallel::Error::BuildError(err) => { panic!("Error optimizing shader {:?}: {}", err.shader, err.message) } _ => panic!("Error optimizing shaders."), } } writeln!(shader_file, " shaders")?; writeln!(shader_file, " }};")?; Ok(()) } fn write_optimized_shader_file( path: &Path, source: &str, shader_name: &str, features: &[&str], hasher: &mut DefaultHasher, ) { let mut file = File::create(&path).unwrap(); for (line_number, line) in source.lines().enumerate() { // We embed the shader name and features as a comment in the // source to make debugging easier. // The #version directive must be on the first line so we insert // the extra information on the next line. if line_number == 1 { let prelude = format!( "// {}\n// features: {:?}\n\n", shader_name, features ); file.write_all(prelude.as_bytes()).unwrap(); hasher.write(prelude.as_bytes()); } file.write_all(line.as_bytes()).unwrap(); file.write_all("\n".as_bytes()).unwrap(); hasher.write(line.as_bytes()); hasher.write("\n".as_bytes()); } } fn main() -> Result<(), std::io::Error> { let out_dir = env::var("OUT_DIR").unwrap_or("out".to_owned()); let shaders_file_path = Path::new(&out_dir).join("shaders.rs"); let mut glsl_files = vec![]; println!("cargo:rerun-if-changed=res"); let res_dir = Path::new("res"); for entry in read_dir(res_dir)? { let entry = entry?; let path = entry.path(); if entry.file_name().to_str().unwrap().ends_with(".glsl") { println!("cargo:rerun-if-changed={}", path.display()); glsl_files.push(path.to_owned()); } } let mut shader_file = File::create(shaders_file_path)?; writeln!(shader_file, "/// AUTO GENERATED BY build.rs\n")?; writeln!(shader_file, "use std::collections::HashMap;\n")?; writeln!(shader_file, "use webrender_build::shader::ShaderVersion;\n")?; writeln!(shader_file, "pub struct SourceWithDigest {{")?; writeln!(shader_file, " pub source: &'static str,")?; writeln!(shader_file, " pub digest: &'static str,")?; writeln!(shader_file, "}}\n")?; writeln!(shader_file, "pub struct OptimizedSourceWithDigest {{")?; writeln!(shader_file, " pub vert_source: &'static str,")?; writeln!(shader_file, " pub frag_source: &'static str,")?; writeln!(shader_file, " pub digest: &'static str,")?; writeln!(shader_file, "}}\n")?; writeln!(shader_file, "lazy_static! {{")?; write_unoptimized_shaders(glsl_files, &mut shader_file)?; writeln!(shader_file, "")?; write_optimized_shaders(&res_dir, &mut shader_file, &out_dir)?; writeln!(shader_file, "}}")?; Ok(()) }