[core] Check in generated shader code
One step toward eliminating the node/npm dependency for platforms other than node.
This commit is contained in:
@@ -1,75 +0,0 @@
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#!/usr/bin/env node
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var path = require('path');
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var fs = require('fs');
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var mkdirp = require('mkdirp');
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var shaderName = process.argv[2];
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var inputPath = process.argv[3];
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var outputPath = process.argv[4];
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if (!shaderName || !inputPath || !outputPath) {
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console.warn('Not enough arguments.');
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console.warn('Usage: %s shaderName /path-to-shader-sources /output-path', path.basename(process.argv[1]));
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process.exit(1);
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}
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function applyPragmas(source, pragmas) {
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return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => {
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return pragmas[operation]
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.join("\n")
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.replace(/\{type\}/g, type)
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.replace(/\{precision\}/g, precision)
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.replace(/\{name\}/g, name);
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});
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}
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function vertexSource() {
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var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
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var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"uniform lowp float a_{name}_t;",
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"attribute {precision} {type} a_{name}_min;",
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"attribute {precision} {type} a_{name}_max;",
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"varying {precision} {type} {name};"
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],
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initialize: [
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"{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);"
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]
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});
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}
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function fragmentSource() {
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var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
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var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"varying {precision} {type} {name};"
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],
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initialize: [
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]
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});
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}
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var content = "#pragma once\n" +
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"\n" +
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"// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
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"\n" +
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"#include <mbgl/gl/gl.hpp>\n" +
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"\n" +
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"namespace mbgl {\n" +
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"namespace shaders {\n" +
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"\n" +
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"class " + shaderName + " {\n" +
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"public:\n" +
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" static constexpr const char* name = \"" + shaderName + "\";\n" +
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" static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
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" static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
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"};\n" +
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"\n" +
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"} // namespace shaders\n" +
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"} // namespace mbgl\n";
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mkdirp.sync(outputPath);
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fs.writeFileSync(path.join(outputPath, shaderName + '.hpp'), content);
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84
scripts/generate-shaders.js
Executable file
84
scripts/generate-shaders.js
Executable file
@@ -0,0 +1,84 @@
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#!/usr/bin/env node
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var path = require('path');
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var fs = require('fs');
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var inputPath = 'mapbox-gl-js/shaders';
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var outputPath = 'src/mbgl/shaders';
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require('./style-code');
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[
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'circle',
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'collision_box',
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'debug',
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'fill',
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'fill_outline',
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'fill_outline_pattern',
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'fill_pattern',
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'line',
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'line_pattern',
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'line_sdf',
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'raster',
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'symbol_icon',
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'symbol_sdf'
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].forEach(function (shaderName) {
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function applyPragmas(source, pragmas) {
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return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => {
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return pragmas[operation]
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.join("\n")
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.replace(/\{type\}/g, type)
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.replace(/\{precision\}/g, precision)
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.replace(/\{name\}/g, name);
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});
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}
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function vertexSource() {
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var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
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var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"uniform lowp float a_{name}_t;",
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"attribute {precision} {type} a_{name}_min;",
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"attribute {precision} {type} a_{name}_max;",
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"varying {precision} {type} {name};"
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],
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initialize: [
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"{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);"
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]
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});
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}
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function fragmentSource() {
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var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
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var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"varying {precision} {type} {name};"
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],
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initialize: [
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]
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});
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}
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var content = "#pragma once\n" +
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"\n" +
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"// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
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"\n" +
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"#include <mbgl/gl/gl.hpp>\n" +
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"\n" +
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"namespace mbgl {\n" +
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"namespace shaders {\n" +
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"\n" +
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"class " + shaderName + " {\n" +
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"public:\n" +
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" static constexpr const char* name = \"" + shaderName + "\";\n" +
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" static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
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" static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
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"};\n" +
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"\n" +
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"} // namespace shaders\n" +
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"} // namespace mbgl\n";
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writeIfModified(path.join(outputPath, shaderName + '.hpp'), content);
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});
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