189 lines
5.1 KiB
JavaScript
Executable File
189 lines
5.1 KiB
JavaScript
Executable File
#!/usr/bin/env node
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require('flow-remove-types/register');
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const path = require('path');
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const outputPath = 'src/mbgl/programs/gl';
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const zlib = require('zlib');
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var shaders = require('../mapbox-gl-js/src/shaders');
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require('./style-code');
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let concatenated = '';
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let offsets = {};
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function basicMinify(src) {
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return src = src.trim() // strip whitespace at the start/end
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.replace(/\s*\/\/[^\n]*\n/g, '\n') // strip double-slash comments
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.replace(/\n+/g, '\n') // collapse multi line breaks
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.replace(/\n\s+/g, '\n') // strip identation
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.replace(/\s?([+-\/*=,])\s?/g, '$1') // strip whitespace around operators
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.replace(/([;\(\),\{\}])\n(?=[^#])/g, '$1'); // strip more line breaks
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}
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for (const key in shaders) {
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// Rename a_*_t uniforms to u_*_t. This is a workaround until we can use
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// https://github.com/mapbox/mapbox-gl-js/pull/8055, which is blocked by
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// https://github.com/mapbox/mapbox-gl-native/issues/13984
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shaders[key].vertexSource = shaders[key].vertexSource.replace(/\ba_(\w+)_t\b/mg, 'u_$1_t');
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const vertex = concatenated.length;
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concatenated += basicMinify(shaders[key].vertexSource);
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concatenated += '\n\0';
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const fragment = concatenated.length;
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concatenated += basicMinify(shaders[key].fragmentSource);
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concatenated += '\n\0';
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offsets[key] = {
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vertex,
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fragment,
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originalKey: key,
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shaderName: key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`),
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ShaderName: key.replace(/^[a-z]/g, (match) => match.toUpperCase())
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};
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}
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// Overrides: The symbolSDF shader is used for two underlying programs.
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offsets.symbolSDFIcon = {
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vertex: offsets.symbolSDF.vertex,
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fragment: offsets.symbolSDF.fragment,
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originalKey: 'symbolSDF',
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shaderName: 'symbol_sdf_icon',
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ShaderName: 'SymbolSDFIcon',
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};
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offsets.symbolSDFText = {
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vertex: offsets.symbolSDF.vertex,
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fragment: offsets.symbolSDF.fragment,
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originalKey: 'symbolSDF',
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shaderName: 'symbol_sdf_text',
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ShaderName: 'SymbolSDFText',
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};
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delete offsets.symbolSDF;
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const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSION})
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.toString('hex')
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.match(/.{1,32}/g)
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.map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', '))
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.join(',\n ')
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.trim();
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function sourceOffset(key, type) {
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return `programs::gl::shaderSource() + ${offsets[key][type]}`
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}
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writeIfModified(path.join(outputPath, 'shader_source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#pragma once
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namespace mbgl {
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namespace programs {
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namespace gl {
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const char* shaderSource();
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} // namespace gl
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} // namespace programs
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} // namespace mbgl
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`);
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writeIfModified(path.join(outputPath, 'shader_source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/programs/gl/shader_source.hpp>
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#include <mbgl/util/compression.hpp>
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#include <cstdint>
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namespace mbgl {
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namespace programs {
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namespace gl {
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constexpr const uint8_t compressedShaderSource[] = {
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${compressed}
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};
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const char* shaderSource() {
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static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressedShaderSource), sizeof(compressedShaderSource)));
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return decompressed.c_str();
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};
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} // namespace gl
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} // namespace programs
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} // namespace mbgl
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`);
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writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#pragma once
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namespace mbgl {
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namespace programs {
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namespace gl {
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extern const char* vertexShaderPrelude;
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extern const char* fragmentShaderPrelude;
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} // namespace gl
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} // namespace programs
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} // namespace mbgl
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`);
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writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/programs/gl/preludes.hpp>
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#include <mbgl/programs/gl/shader_source.hpp>
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namespace mbgl {
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namespace programs {
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namespace gl {
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const char* vertexShaderPrelude = ${sourceOffset('prelude', 'vertex')};
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const char* fragmentShaderPrelude = ${sourceOffset('prelude', 'fragment')};
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} // namespace gl
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} // namespace programs
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} // namespace mbgl
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`);
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for (const key in offsets) {
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if (key === 'prelude')
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continue;
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const { shaderName, ShaderName, originalKey } = offsets[key];
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writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/programs/${shaderName}_program.hpp>
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#include <mbgl/programs/gl/shader_source.hpp>
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#include <mbgl/gl/program.hpp>
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namespace mbgl {
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namespace gfx {
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template <>
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std::unique_ptr<Program<${ShaderName}Program>>
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Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
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return gl::Program<${ShaderName}Program>::createProgram(
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reinterpret_cast<gl::Context&>(*this), programParameters, "${shaderName}",
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${sourceOffset(key, 'vertex')}, ${sourceOffset(key, 'fragment')});
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}
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} // namespace gfx
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} // namespace mbgl
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// Uncompressed source of ${shaderName}.vertex.glsl:
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/*
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${shaders[originalKey].vertexSource}
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*/
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// Uncompressed source of ${shaderName}.fragment.glsl:
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/*
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${shaders[originalKey].fragmentSource}
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*/
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`);
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}
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