mirror of
https://github.com/Redot-Engine/redot-engine.git
synced 2025-12-06 15:21:56 -05:00
ci: add basic test pipeline for shader builders
This commit is contained in:
132
glsl_builders.py
132
glsl_builders.py
@@ -3,9 +3,26 @@
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All such functions are invoked in a subprocess on Windows to prevent build flakiness.
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"""
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import os.path
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from platform_methods import subprocess_main
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def generate_inline_code(input_lines, insert_newline=True):
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"""Take header data and generate inline code
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:param: list input_lines: values for shared inline code
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:return: str - generated inline value
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"""
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output = []
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for line in input_lines:
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if line:
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output.append(",".join(str(ord(c)) for c in line))
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if insert_newline:
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output.append("%s" % ord("\n"))
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output.append("0")
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return ",".join(output)
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class RDHeaderStruct:
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def __init__(self):
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self.vertex_lines = []
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@@ -57,10 +74,6 @@ def include_file_in_rd_header(filename, header_data, depth):
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while line.find("#include ") != -1:
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includeline = line.replace("#include ", "").strip()[1:-1]
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import os.path
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included_file = ""
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if includeline.startswith("thirdparty/"):
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included_file = os.path.relpath(includeline)
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@@ -82,8 +95,7 @@ def include_file_in_rd_header(filename, header_data, depth):
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line = fs.readline()
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line = line.replace("\r", "")
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line = line.replace("\n", "")
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line = line.replace("\r", "").replace("\n", "")
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if header_data.reading == "vertex":
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header_data.vertex_lines += [line]
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@@ -100,65 +112,53 @@ def include_file_in_rd_header(filename, header_data, depth):
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return header_data
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def build_rd_header(filename):
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header_data = RDHeaderStruct()
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def build_rd_header(filename, header_data=None):
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header_data = header_data or RDHeaderStruct()
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include_file_in_rd_header(filename, header_data, 0)
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out_file = filename + ".gen.h"
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fd = open(out_file, "w")
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fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
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out_file_base = out_file
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out_file_base = out_file_base[out_file_base.rfind("/") + 1 :]
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out_file_base = out_file_base[out_file_base.rfind("\\") + 1 :]
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out_file_ifdef = out_file_base.replace(".", "_").upper()
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fd.write("#ifndef " + out_file_ifdef + "_RD\n")
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fd.write("#define " + out_file_ifdef + "_RD\n")
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out_file_class = out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "ShaderRD"
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fd.write("\n")
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fd.write('#include "servers/rendering/renderer_rd/shader_rd.h"\n\n')
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fd.write("class " + out_file_class + " : public ShaderRD {\n\n")
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fd.write("public:\n\n")
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fd.write("\t" + out_file_class + "() {\n\n")
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if len(header_data.compute_lines):
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fd.write("\t\tstatic const char _compute_code[] = {\n")
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for x in header_data.compute_lines:
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for c in x:
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fd.write(str(ord(c)) + ",")
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fd.write(str(ord("\n")) + ",")
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fd.write("\t\t0};\n\n")
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fd.write('\t\tsetup(nullptr, nullptr, _compute_code, "' + out_file_class + '");\n')
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fd.write("\t}\n")
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if header_data.compute_lines:
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body_parts = [
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"static const char _compute_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.compute_lines),
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f'setup(nullptr, nullptr, _compute_code, "{out_file_class}");',
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]
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else:
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body_parts = [
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"static const char _vertex_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.vertex_lines),
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"static const char _fragment_code[] = {\n%s\n\t\t};" % generate_inline_code(header_data.fragment_lines),
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f'setup(_vertex_code, _fragment_code, nullptr, "{out_file_class}");',
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]
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fd.write("\t\tstatic const char _vertex_code[] = {\n")
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for x in header_data.vertex_lines:
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for c in x:
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fd.write(str(ord(c)) + ",")
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fd.write(str(ord("\n")) + ",")
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fd.write("\t\t0};\n\n")
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body_content = "\n\t\t".join(body_parts)
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fd.write("\t\tstatic const char _fragment_code[]={\n")
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for x in header_data.fragment_lines:
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for c in x:
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fd.write(str(ord(c)) + ",")
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fd.write(str(ord("\n")) + ",")
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fd.write("\t\t0};\n\n")
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# Intended curly brackets are doubled so f-string doesn't eat them up.
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shader_template = f"""/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#ifndef {out_file_ifdef}_RD
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#define {out_file_ifdef}_RD
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fd.write('\t\tsetup(_vertex_code, _fragment_code, nullptr, "' + out_file_class + '");\n')
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fd.write("\t}\n")
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#include "servers/rendering/renderer_rd/shader_rd.h"
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fd.write("};\n\n")
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class {out_file_class} : public ShaderRD {{
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fd.write("#endif\n")
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fd.close()
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public:
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{out_file_class}() {{
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{body_content}
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}}
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}};
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#endif
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"""
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with open(out_file, "w") as fd:
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fd.write(shader_template)
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def build_rd_headers(target, source, env):
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@@ -180,8 +180,6 @@ def include_file_in_raw_header(filename, header_data, depth):
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while line.find("#include ") != -1:
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includeline = line.replace("#include ", "").strip()[1:-1]
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import os.path
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included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
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include_file_in_raw_header(included_file, header_data, depth + 1)
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@@ -193,28 +191,28 @@ def include_file_in_raw_header(filename, header_data, depth):
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fs.close()
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def build_raw_header(filename):
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header_data = RAWHeaderStruct()
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def build_raw_header(filename, header_data=None):
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header_data = header_data or RAWHeaderStruct()
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include_file_in_raw_header(filename, header_data, 0)
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out_file = filename + ".gen.h"
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fd = open(out_file, "w")
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fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
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out_file_base = out_file.replace(".glsl.gen.h", "_shader_glsl")
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out_file_base = out_file_base[out_file_base.rfind("/") + 1 :]
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out_file_base = out_file_base[out_file_base.rfind("\\") + 1 :]
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out_file_ifdef = out_file_base.replace(".", "_").upper()
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fd.write("#ifndef " + out_file_ifdef + "_RAW_H\n")
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fd.write("#define " + out_file_ifdef + "_RAW_H\n")
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fd.write("\n")
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fd.write("static const char " + out_file_base + "[] = {\n")
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for c in header_data.code:
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fd.write(str(ord(c)) + ",")
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fd.write("\t\t0};\n\n")
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fd.write("#endif\n")
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fd.close()
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shader_template = f"""/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#ifndef {out_file_ifdef}_RAW_H
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#define {out_file_ifdef}_RAW_H
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static const char {out_file_base}[] = {{
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{generate_inline_code(header_data.code, insert_newline=False)}
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}};
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#endif
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"""
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with open(out_file, "w") as f:
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f.write(shader_template)
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def build_raw_headers(target, source, env):
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