ci: add basic test pipeline for shader builders

This commit is contained in:
Jiri Suchan
2022-06-30 11:14:07 +09:00
parent b04593c22b
commit 388d35b74d
26 changed files with 528 additions and 74 deletions

View File

@@ -3,9 +3,26 @@
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
import os.path
from platform_methods import subprocess_main
def generate_inline_code(input_lines, insert_newline=True):
"""Take header data and generate inline code
:param: list input_lines: values for shared inline code
:return: str - generated inline value
"""
output = []
for line in input_lines:
if line:
output.append(",".join(str(ord(c)) for c in line))
if insert_newline:
output.append("%s" % ord("\n"))
output.append("0")
return ",".join(output)
class RDHeaderStruct:
def __init__(self):
self.vertex_lines = []
@@ -57,10 +74,6 @@ def include_file_in_rd_header(filename, header_data, depth):
while line.find("#include ") != -1:
includeline = line.replace("#include ", "").strip()[1:-1]
import os.path
included_file = ""
if includeline.startswith("thirdparty/"):
included_file = os.path.relpath(includeline)
@@ -82,8 +95,7 @@ def include_file_in_rd_header(filename, header_data, depth):
line = fs.readline()
line = line.replace("\r", "")
line = line.replace("\n", "")
line = line.replace("\r", "").replace("\n", "")
if header_data.reading == "vertex":
header_data.vertex_lines += [line]
@@ -100,65 +112,53 @@ def include_file_in_rd_header(filename, header_data, depth):
return header_data
def build_rd_header(filename):
header_data = RDHeaderStruct()
def build_rd_header(filename, header_data=None):
header_data = header_data or RDHeaderStruct()
include_file_in_rd_header(filename, header_data, 0)
out_file = filename + ".gen.h"
fd = open(out_file, "w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file
out_file_base = out_file_base[out_file_base.rfind("/") + 1 :]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1 :]
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + "_RD\n")
fd.write("#define " + out_file_ifdef + "_RD\n")
out_file_class = out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "ShaderRD"
fd.write("\n")
fd.write('#include "servers/rendering/renderer_rd/shader_rd.h"\n\n')
fd.write("class " + out_file_class + " : public ShaderRD {\n\n")
fd.write("public:\n\n")
fd.write("\t" + out_file_class + "() {\n\n")
if len(header_data.compute_lines):
fd.write("\t\tstatic const char _compute_code[] = {\n")
for x in header_data.compute_lines:
for c in x:
fd.write(str(ord(c)) + ",")
fd.write(str(ord("\n")) + ",")
fd.write("\t\t0};\n\n")
fd.write('\t\tsetup(nullptr, nullptr, _compute_code, "' + out_file_class + '");\n')
fd.write("\t}\n")
if header_data.compute_lines:
body_parts = [
"static const char _compute_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.compute_lines),
f'setup(nullptr, nullptr, _compute_code, "{out_file_class}");',
]
else:
body_parts = [
"static const char _vertex_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.vertex_lines),
"static const char _fragment_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.fragment_lines),
f'setup(_vertex_code, _fragment_code, nullptr, "{out_file_class}");',
]
fd.write("\t\tstatic const char _vertex_code[] = {\n")
for x in header_data.vertex_lines:
for c in x:
fd.write(str(ord(c)) + ",")
fd.write(str(ord("\n")) + ",")
fd.write("\t\t0};\n\n")
body_content = "\n\t\t".join(body_parts)
fd.write("\t\tstatic const char _fragment_code[]={\n")
for x in header_data.fragment_lines:
for c in x:
fd.write(str(ord(c)) + ",")
fd.write(str(ord("\n")) + ",")
fd.write("\t\t0};\n\n")
# Intended curly brackets are doubled so f-string doesn't eat them up.
shader_template = f"""/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
#ifndef {out_file_ifdef}_RD
#define {out_file_ifdef}_RD
fd.write('\t\tsetup(_vertex_code, _fragment_code, nullptr, "' + out_file_class + '");\n')
fd.write("\t}\n")
#include "servers/rendering/renderer_rd/shader_rd.h"
fd.write("};\n\n")
class {out_file_class} : public ShaderRD {{
fd.write("#endif\n")
fd.close()
public:
{out_file_class}() {{
{body_content}
}}
}};
#endif
"""
with open(out_file, "w") as fd:
fd.write(shader_template)
def build_rd_headers(target, source, env):
@@ -180,8 +180,6 @@ def include_file_in_raw_header(filename, header_data, depth):
while line.find("#include ") != -1:
includeline = line.replace("#include ", "").strip()[1:-1]
import os.path
included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
include_file_in_raw_header(included_file, header_data, depth + 1)
@@ -193,28 +191,28 @@ def include_file_in_raw_header(filename, header_data, depth):
fs.close()
def build_raw_header(filename):
header_data = RAWHeaderStruct()
def build_raw_header(filename, header_data=None):
header_data = header_data or RAWHeaderStruct()
include_file_in_raw_header(filename, header_data, 0)
out_file = filename + ".gen.h"
fd = open(out_file, "w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file.replace(".glsl.gen.h", "_shader_glsl")
out_file_base = out_file_base[out_file_base.rfind("/") + 1 :]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1 :]
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + "_RAW_H\n")
fd.write("#define " + out_file_ifdef + "_RAW_H\n")
fd.write("\n")
fd.write("static const char " + out_file_base + "[] = {\n")
for c in header_data.code:
fd.write(str(ord(c)) + ",")
fd.write("\t\t0};\n\n")
fd.write("#endif\n")
fd.close()
shader_template = f"""/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
#ifndef {out_file_ifdef}_RAW_H
#define {out_file_ifdef}_RAW_H
static const char {out_file_base}[] = {{
{generate_inline_code(header_data.code, insert_newline=False)}
}};
#endif
"""
with open(out_file, "w") as f:
f.write(shader_template)
def build_raw_headers(target, source, env):