the main fix is switching from ifdef -> ifndef The rest of the changes just make a cleaner diff.
152 lines
3.9 KiB
JavaScript
Executable File
152 lines
3.9 KiB
JavaScript
Executable File
#!/usr/bin/env node
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const path = require('path');
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const fs = require('fs');
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const inputPath = 'mapbox-gl-js/src/shaders';
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const outputPath = 'src/mbgl/shaders';
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require('./style-code');
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const vertexPrelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
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const fragmentPrelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
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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 shaders {
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extern const char* vertexPrelude;
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extern const char* fragmentPrelude;
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} // namespace shaders
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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/shaders/preludes.hpp>
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namespace mbgl {
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namespace shaders {
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const char* vertexPrelude = R"MBGL_SHADER(
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${vertexPrelude}
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)MBGL_SHADER";
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const char* fragmentPrelude = R"MBGL_SHADER(
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${fragmentPrelude}
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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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`);
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[
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'circle',
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'collision_box',
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'debug',
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'extrusion_texture',
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'fill',
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'fill_extrusion',
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'fill_extrusion_pattern',
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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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const re = / *#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g;
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const fragmentPragmas = new Set();
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let fragmentSource = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
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let vertexSource = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
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fragmentSource = fragmentSource.replace(re, (match, operation, precision, type, name) => {
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fragmentPragmas.add(name);
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return operation === "define" ? `
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#ifndef HAS_UNIFORM_u_${name}
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varying ${precision} ${type} ${name};
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#else
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uniform ${precision} ${type} u_${name};
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#endif` : `
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#ifdef HAS_UNIFORM_u_${name}
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${precision} ${type} ${name} = u_${name};
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#endif`;
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});
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vertexSource = vertexSource.replace(re, (match, operation, precision, type, name) => {
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const a_type = type === "float" ? "vec2" : "vec4";
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if (fragmentPragmas.has(name)) {
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return operation === "define" ? `
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#ifndef HAS_UNIFORM_u_${name}
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uniform lowp float a_${name}_t;
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attribute ${precision} ${a_type} a_${name};
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varying ${precision} ${type} ${name};
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#else
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uniform ${precision} ${type} u_${name};
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#endif` : `
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#ifndef HAS_UNIFORM_u_${name}
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${name} = unpack_mix_${a_type}(a_${name}, a_${name}_t);
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#else
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${precision} ${type} ${name} = u_${name};
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#endif`;
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} else {
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return operation === "define" ? `
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#ifndef HAS_UNIFORM_u_${name}
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uniform lowp float a_${name}_t;
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attribute ${precision} ${a_type} a_${name};
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#else
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uniform ${precision} ${type} u_${name};
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#endif` : `
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#ifndef HAS_UNIFORM_u_${name}
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${precision} ${type} ${name} = unpack_mix_${a_type}(a_${name}, a_${name}_t);
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#else
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${precision} ${type} ${name} = u_${name};
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#endif`;
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}
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});
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writeIfModified(path.join(outputPath, `${shaderName}.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 shaders {
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class ${shaderName} {
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public:
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static const char* name;
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static const char* vertexSource;
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static const char* fragmentSource;
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};
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} // namespace shaders
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} // namespace mbgl
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`);
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writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/${shaderName}.hpp>
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namespace mbgl {
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namespace shaders {
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const char* ${shaderName}::name = "${shaderName}";
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const char* ${shaderName}::vertexSource = R"MBGL_SHADER(
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${vertexSource}
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)MBGL_SHADER";
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const char* ${shaderName}::fragmentSource = R"MBGL_SHADER(
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${fragmentSource}
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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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`);
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});
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