From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- gfx/wr/swgl/build.rs | 205 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 205 insertions(+) create mode 100644 gfx/wr/swgl/build.rs (limited to 'gfx/wr/swgl/build.rs') diff --git a/gfx/wr/swgl/build.rs b/gfx/wr/swgl/build.rs new file mode 100644 index 0000000000..d02797d437 --- /dev/null +++ b/gfx/wr/swgl/build.rs @@ -0,0 +1,205 @@ +/* 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 cc; +extern crate glsl_to_cxx; +extern crate webrender_build; + +use std::collections::HashSet; +use std::fmt::Write; +use webrender_build::shader::{ShaderFeatureFlags, get_shader_features}; + +// Shader key is in "name feature,feature" format. +// File name needs to be formatted as "name_feature_feature". +fn shader_file(shader_key: &str) -> String { + shader_key.replace(' ', "_").replace(',', "_") +} + +fn write_load_shader(shader_keys: &[String]) { + let mut load_shader = String::new(); + for s in shader_keys { + let _ = write!(load_shader, "#include \"{}.h\"\n", shader_file(s)); + } + load_shader.push_str("ProgramLoader load_shader(const char* name) {\n"); + for s in shader_keys { + let _ = write!(load_shader, " if (!strcmp(name, \"{}\")) {{ return {}_program::loader; }}\n", + s, shader_file(s)); + } + load_shader.push_str(" return nullptr;\n}\n"); + std::fs::write(std::env::var("OUT_DIR").unwrap() + "/load_shader.h", load_shader).unwrap(); +} + +fn process_imports(shader_dir: &str, shader: &str, included: &mut HashSet, output: &mut String) { + if !included.insert(shader.into()) { + return; + } + println!("cargo:rerun-if-changed={}/{}.glsl", shader_dir, shader); + let source = std::fs::read_to_string(format!("{}/{}.glsl", shader_dir, shader)).unwrap(); + for line in source.lines() { + if line.starts_with("#include ") { + let imports = line["#include ".len() ..].split(','); + for import in imports { + process_imports(shader_dir, import, included, output); + } + } else if line.starts_with("#version ") || line.starts_with("#extension ") { + // ignore + } else { + output.push_str(line); + output.push('\n'); + } + } +} + +fn translate_shader(shader_key: &str, shader_dir: &str) { + let mut imported = String::from("#define SWGL 1\n#define __VERSION__ 150\n"); + let _ = write!(imported, "#define WR_MAX_VERTEX_TEXTURE_WIDTH {}U\n", + webrender_build::MAX_VERTEX_TEXTURE_WIDTH); + + let (basename, features) = + shader_key.split_at(shader_key.find(' ').unwrap_or(shader_key.len())); + if !features.is_empty() { + for feature in features.trim().split(',') { + let _ = write!(imported, "#define WR_FEATURE_{}\n", feature); + } + } + + process_imports(shader_dir, basename, &mut HashSet::new(), &mut imported); + + let shader = shader_file(shader_key); + + let out_dir = std::env::var("OUT_DIR").unwrap(); + let imp_name = format!("{}/{}.c", out_dir, shader); + std::fs::write(&imp_name, imported).unwrap(); + + let mut build = cc::Build::new(); + build.no_default_flags(true); + if let Ok(tool) = build.try_get_compiler() { + if tool.is_like_msvc() { + build.flag("/EP"); + if tool.path().to_str().map_or(false, |p| p.contains("clang")) { + build.flag("/clang:-undef"); + } else { + build.flag("/u"); + } + } else { + build.flag("-xc").flag("-P").flag("-undef"); + } + } + // Use SWGLPP target to avoid pulling CFLAGS/CXXFLAGS. + build.target("SWGLPP"); + build.file(&imp_name); + let vs = build.clone() + .define("WR_VERTEX_SHADER", Some("1")) + .expand(); + let fs = build.clone() + .define("WR_FRAGMENT_SHADER", Some("1")) + .expand(); + let vs_name = format!("{}/{}.vert", out_dir, shader); + let fs_name = format!("{}/{}.frag", out_dir, shader); + std::fs::write(&vs_name, vs).unwrap(); + std::fs::write(&fs_name, fs).unwrap(); + + let args = vec![ + "glsl_to_cxx".to_string(), + vs_name, + fs_name, + ]; + let result = glsl_to_cxx::translate(&mut args.into_iter()); + std::fs::write(format!("{}/{}.h", out_dir, shader), result).unwrap(); +} + +fn main() { + let shader_dir = std::env::var("CARGO_MANIFEST_DIR").unwrap() + "/../webrender/res"; + + let shader_flags = + ShaderFeatureFlags::GL | + ShaderFeatureFlags::DUAL_SOURCE_BLENDING | + ShaderFeatureFlags::ADVANCED_BLEND_EQUATION | + ShaderFeatureFlags::DEBUG; + let mut shaders: Vec = Vec::new(); + for (name, features) in get_shader_features(shader_flags) { + shaders.extend(features.iter().map(|f| { + if f.is_empty() { name.to_owned() } else { format!("{} {}", name, f) } + })); + } + + shaders.sort(); + + // We need to ensure that the C preprocessor does not pull compiler flags from + // the host or target environment. Set up a SWGLPP target with empty flags to + // work around this. + if let Ok(target) = std::env::var("TARGET") { + if let Ok(cc) = std::env::var(format!("CC_{}", target)) + .or(std::env::var(format!("CC_{}", target.replace("-", "_")))) { + std::env::set_var("CC_SWGLPP", cc); + } + } + std::env::set_var("CFLAGS_SWGLPP", ""); + + for shader in &shaders { + translate_shader(shader, &shader_dir); + } + + write_load_shader(&shaders); + + println!("cargo:rerun-if-changed=src/blend.h"); + println!("cargo:rerun-if-changed=src/composite.h"); + println!("cargo:rerun-if-changed=src/gl_defs.h"); + println!("cargo:rerun-if-changed=src/glsl.h"); + println!("cargo:rerun-if-changed=src/program.h"); + println!("cargo:rerun-if-changed=src/rasterize.h"); + println!("cargo:rerun-if-changed=src/swgl_ext.h"); + println!("cargo:rerun-if-changed=src/texture.h"); + println!("cargo:rerun-if-changed=src/vector_type.h"); + println!("cargo:rerun-if-changed=src/gl.cc"); + let mut build = cc::Build::new(); + build.cpp(true); + + if let Ok(tool) = build.try_get_compiler() { + if tool.is_like_msvc() { + build.flag("/std:c++17") + .flag("/EHs-") + .flag("/GR-") + .flag("/UMOZILLA_CONFIG_H"); + } else { + build.flag("-std=c++17") + .flag("-fno-exceptions") + .flag("-fno-rtti") + .flag("-fno-math-errno") + .flag("-UMOZILLA_CONFIG_H"); + } + // SWGL relies heavily on inlining for performance so override -Oz with -O2 + if tool.args().contains(&"-Oz".into()) { + build.flag("-O2"); + } + + // Most GLSL compilers assume something like fast-math so we turn it on. + // However, reciprocal division makes it so 1/1 = 0.999994 which can produce a lot of fuzz + // in reftests and the use of reciprocal instructions usually involves a refinement step + // which bloats our already bloated code. Further, our shader code is sufficiently parallel + // that we're more likely to be throughput bound vs latency bound. Having fewer + // instructions makes things easier on the processor and in places where it matters we can + // probably explicitly use reciprocal instructions and avoid the refinement step. + // Also, allow checks for non-finite values which fast-math may disable. + if tool.is_like_msvc() { + build.flag("/fp:fast") + .flag("-Xclang") + .flag("-mrecip=none") + .flag("/clang:-fno-finite-math-only"); + } else if tool.is_like_clang() { + // gcc only supports -mrecip=none on some targets so to keep + // things simple we don't use -ffast-math with gcc at all + build.flag("-ffast-math") + .flag("-mrecip=none") + .flag("-fno-finite-math-only"); + } + } + + build.file("src/gl.cc") + .define("_GLIBCXX_USE_CXX11_ABI", Some("0")) + .include(shader_dir) + .include("src") + .include(std::env::var("OUT_DIR").unwrap()) + .compile("gl_cc"); +} -- cgit v1.2.3