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-rw-r--r--gfx/wr/webrender_build/src/shader.rs240
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diff --git a/gfx/wr/webrender_build/src/shader.rs b/gfx/wr/webrender_build/src/shader.rs
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+/* 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)]
+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
+ );
+}