diff options
Diffstat (limited to 'gfx/wr/webrender_build/src/shader.rs')
-rw-r--r-- | gfx/wr/webrender_build/src/shader.rs | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/gfx/wr/webrender_build/src/shader.rs b/gfx/wr/webrender_build/src/shader.rs new file mode 100644 index 0000000000..5db5d738e7 --- /dev/null +++ b/gfx/wr/webrender_build/src/shader.rs @@ -0,0 +1,240 @@ +/* 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/. */ + +//! Functionality for managing source code for shaders. +//! +//! This module is used during precompilation (build.rs) and regular compilation, +//! so it has minimal dependencies. + +use std::borrow::Cow; +use std::fs::File; +use std::io::Read; +use std::path::Path; +use std::collections::HashSet; +use std::collections::hash_map::DefaultHasher; +use crate::MAX_VERTEX_TEXTURE_WIDTH; + +pub use crate::shader_features::*; + +lazy_static! { + static ref MAX_VERTEX_TEXTURE_WIDTH_STRING: String = MAX_VERTEX_TEXTURE_WIDTH.to_string(); +} + +#[derive(Clone, Copy, Debug, PartialEq)] +pub enum ShaderKind { + Vertex, + Fragment, +} + +#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, PartialOrd, Ord)] +pub enum ShaderVersion { + Gl, + Gles, +} + +impl ShaderVersion { + /// Return the full variant name, for use in code generation. + pub fn variant_name(&self) -> &'static str { + match self { + ShaderVersion::Gl => "ShaderVersion::Gl", + ShaderVersion::Gles => "ShaderVersion::Gles", + } + } +} + +#[derive(PartialEq, Eq, Hash, Debug, Clone, Default)] +#[cfg_attr(feature = "serialize_program", derive(Deserialize, Serialize))] +pub struct ProgramSourceDigest(u64); + +impl ::std::fmt::Display for ProgramSourceDigest { + fn fmt(&self, f: &mut ::std::fmt::Formatter) -> ::std::fmt::Result { + write!(f, "{:02x}", self.0) + } +} + +impl From<DefaultHasher> for ProgramSourceDigest { + fn from(hasher: DefaultHasher) -> Self { + use std::hash::Hasher; + ProgramSourceDigest(hasher.finish()) + } +} + +const SHADER_IMPORT: &str = "#include "; + +pub struct ShaderSourceParser { + included: HashSet<String>, +} + +impl ShaderSourceParser { + pub fn new() -> Self { + ShaderSourceParser { + included: HashSet::new(), + } + } + + /// Parses a shader string for imports. Imports are recursively processed, and + /// prepended to the output stream. + pub fn parse<F: FnMut(&str), G: Fn(&str) -> Cow<'static, str>>( + &mut self, + source: Cow<'static, str>, + get_source: &G, + output: &mut F, + ) { + for line in source.lines() { + if line.starts_with(SHADER_IMPORT) { + let imports = line[SHADER_IMPORT.len() ..].split(','); + + // For each import, get the source, and recurse. + for import in imports { + if self.included.insert(import.into()) { + let include = get_source(import); + self.parse(include, get_source, output); + } else { + output(&format!("// {} is already included\n", import)); + } + } + } else { + output(line); + output("\n"); + } + } + } +} + +/// Reads a shader source file from disk into a String. +pub fn shader_source_from_file(shader_path: &Path) -> String { + assert!(shader_path.exists(), "Shader not found {:?}", shader_path); + let mut source = String::new(); + File::open(&shader_path) + .expect("Shader not found") + .read_to_string(&mut source) + .unwrap(); + source +} + +/// Creates heap-allocated strings for both vertex and fragment shaders. +pub fn build_shader_strings<G: Fn(&str) -> Cow<'static, str>>( + gl_version: ShaderVersion, + features: &[&str], + base_filename: &str, + get_source: &G, +) -> (String, String) { + let mut vs_source = String::new(); + do_build_shader_string( + gl_version, + features, + ShaderKind::Vertex, + base_filename, + get_source, + |s| vs_source.push_str(s), + ); + + let mut fs_source = String::new(); + do_build_shader_string( + gl_version, + features, + ShaderKind::Fragment, + base_filename, + get_source, + |s| fs_source.push_str(s), + ); + + (vs_source, fs_source) +} + +/// Walks the given shader string and applies the output to the provided +/// callback. Assuming an override path is not used, does no heap allocation +/// and no I/O. +pub fn do_build_shader_string<F: FnMut(&str), G: Fn(&str) -> Cow<'static, str>>( + gl_version: ShaderVersion, + features: &[&str], + kind: ShaderKind, + base_filename: &str, + get_source: &G, + mut output: F, +) { + build_shader_prefix_string(gl_version, features, kind, base_filename, &mut output); + build_shader_main_string(base_filename, get_source, &mut output); +} + +/// Walks the prefix section of the shader string, which manages the various +/// defines for features etc. +pub fn build_shader_prefix_string<F: FnMut(&str)>( + gl_version: ShaderVersion, + features: &[&str], + kind: ShaderKind, + base_filename: &str, + output: &mut F, +) { + // GLSL requires that the version number comes first. + let gl_version_string = match gl_version { + ShaderVersion::Gl => "#version 150\n", + ShaderVersion::Gles if features.contains(&"TEXTURE_EXTERNAL_ESSL1") => "#version 100\n", + ShaderVersion::Gles => "#version 300 es\n", + }; + output(gl_version_string); + + // Insert the shader name to make debugging easier. + output("// shader: "); + output(base_filename); + output(" "); + for (i, feature) in features.iter().enumerate() { + output(feature); + if i != features.len() - 1 { + output(","); + } + } + output("\n"); + + // Define a constant depending on whether we are compiling VS or FS. + let kind_string = match kind { + ShaderKind::Vertex => "#define WR_VERTEX_SHADER\n", + ShaderKind::Fragment => "#define WR_FRAGMENT_SHADER\n", + }; + output(kind_string); + + // detect which platform we're targeting + let is_macos = match std::env::var("CARGO_CFG_TARGET_OS") { + Ok(os) => os == "macos", + // if this is not called from build.rs (e.g. the gpu_cache_update shader or + // if the optimized shader pref is disabled) we want to use the runtime value + Err(_) => cfg!(target_os = "macos"), + }; + let is_android = match std::env::var("CARGO_CFG_TARGET_OS") { + Ok(os) => os == "android", + Err(_) => cfg!(target_os = "android"), + }; + if is_macos { + output("#define PLATFORM_MACOS\n"); + } else if is_android { + output("#define PLATFORM_ANDROID\n"); + } + + // Define a constant for the vertex texture width. + output("#define WR_MAX_VERTEX_TEXTURE_WIDTH "); + output(&MAX_VERTEX_TEXTURE_WIDTH_STRING); + output("U\n"); + + // Add any defines for features that were passed by the caller. + for feature in features { + assert!(!feature.is_empty()); + output("#define WR_FEATURE_"); + output(feature); + output("\n"); + } +} + +/// Walks the main .glsl file, including any imports. +pub fn build_shader_main_string<F: FnMut(&str), G: Fn(&str) -> Cow<'static, str>>( + base_filename: &str, + get_source: &G, + output: &mut F, +) { + let shared_source = get_source(base_filename); + ShaderSourceParser::new().parse( + shared_source, + &|f| get_source(f), + output + ); +} |