Source code

Revision control

Copy as Markdown

Other Tools

/* 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
);
}