[core] move ProgramMap to within the gl::Program object

This commit is contained in:
Konstantin Käfer
2019-03-19 14:02:10 +01:00
parent 53ab65d811
commit 1e30fdac36
53 changed files with 822 additions and 330 deletions

View File

@@ -5,6 +5,7 @@ require('flow-remove-types/register');
const path = require('path');
const outputPath = 'src/mbgl/programs/gl';
const zlib = require('zlib');
const crypto = require('crypto');
var shaders = require('../mapbox-gl-js/src/shaders');
@@ -28,18 +29,23 @@ for (const key in shaders) {
// https://github.com/mapbox/mapbox-gl-native/issues/13984
shaders[key].vertexSource = shaders[key].vertexSource.replace(/\ba_(\w+)_t\b/mg, 'u_$1_t');
const hash = crypto.createHash('sha1');
const vertex = concatenated.length;
concatenated += basicMinify(shaders[key].vertexSource);
concatenated += '\n\0';
const vertexSource = basicMinify(shaders[key].vertexSource) + '\n\0';
hash.update(vertexSource);
concatenated += vertexSource;
const fragment = concatenated.length;
concatenated += basicMinify(shaders[key].fragmentSource);
concatenated += '\n\0';
const fragmentSource = basicMinify(shaders[key].fragmentSource) + '\n\0';
hash.update(fragmentSource);
concatenated += fragmentSource;
offsets[key] = {
vertex,
fragment,
originalKey: key,
hash: hash.digest('hex').substring(0, 16).match(/.{1,2}/g).map(n => `0x${n}`).join(', '),
shaderName: key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`),
ShaderName: key.replace(/^[a-z]/g, (match) => match.toUpperCase())
};
@@ -49,6 +55,7 @@ for (const key in shaders) {
offsets.symbolSDFIcon = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
hash: offsets.symbolSDF.hash,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_icon',
ShaderName: 'SymbolSDFIcon',
@@ -57,6 +64,7 @@ offsets.symbolSDFIcon = {
offsets.symbolSDFText = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
hash: offsets.symbolSDF.hash,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_text',
ShaderName: 'SymbolSDFText',
@@ -71,10 +79,6 @@ const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSIO
.join(',\n ')
.trim();
function sourceOffset(key, type) {
return `programs::gl::shaderSource() + ${offsets[key][type]}`
}
writeIfModified(path.join(outputPath, 'shader_source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
@@ -85,6 +89,9 @@ namespace gl {
const char* shaderSource();
template <typename>
struct ShaderSource;
} // namespace gl
} // namespace programs
} // namespace mbgl
@@ -119,29 +126,15 @@ writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE T
#pragma once
namespace mbgl {
namespace programs {
namespace gl {
extern const char* vertexShaderPrelude;
extern const char* fragmentShaderPrelude;
} // namespace gl
} // namespace programs
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/gl/preludes.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <cstdint>
namespace mbgl {
namespace programs {
namespace gl {
const char* vertexShaderPrelude = ${sourceOffset('prelude', 'vertex')};
const char* fragmentShaderPrelude = ${sourceOffset('prelude', 'fragment')};
constexpr const uint8_t preludeHash[8] = { ${offsets['prelude'].hash} };
constexpr const auto vertexPreludeOffset = ${offsets['prelude'].vertex};
constexpr const auto fragmentPreludeOffset = ${offsets['prelude'].fragment};
} // namespace gl
} // namespace programs
@@ -157,18 +150,37 @@ for (const key in offsets) {
writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/${shaderName}_program.hpp>
#include <mbgl/programs/gl/preludes.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>
namespace mbgl {
namespace programs {
namespace gl {
template <typename>
struct ShaderSource;
template <>
struct ShaderSource<${ShaderName}Program> {
static constexpr const char* name = "${shaderName}";
static constexpr const uint8_t hash[8] = { ${offsets[key].hash} };
static constexpr const auto vertexOffset = ${offsets[key].vertex};
static constexpr const auto fragmentOffset = ${offsets[key].fragment};
};
constexpr const char* ShaderSource<${ShaderName}Program>::name;
constexpr const uint8_t ShaderSource<${ShaderName}Program>::hash[8];
} // namespace gl
} // namespace programs
namespace gfx {
template <>
std::unique_ptr<Program<${ShaderName}Program>>
Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
return gl::Program<${ShaderName}Program>::createProgram(
reinterpret_cast<gl::Context&>(*this), programParameters, "${shaderName}",
${sourceOffset(key, 'vertex')}, ${sourceOffset(key, 'fragment')});
return std::make_unique<gl::Program<${ShaderName}Program>>(programParameters);
}
} // namespace gfx