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author | Konstantin Käfer <mail@kkaefer.com> | 2015-12-10 11:59:30 -0800 |
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committer | Konstantin Käfer <mail@kkaefer.com> | 2015-12-10 11:59:51 -0800 |
commit | 655b777635439d64f46930b20e6436c2f36364dc (patch) | |
tree | afea63d31c098338d530ed7e8c079524b8c59913 /scripts | |
parent | b7a238f425737a222304aff241b927b16c693fc7 (diff) | |
download | qtlocation-mapboxgl-655b777635439d64f46930b20e6436c2f36364dc.tar.gz |
[core] don't rebuild shaders unless they change
Diffstat (limited to 'scripts')
-rwxr-xr-x | scripts/build-shaders.py | 106 |
1 files changed, 26 insertions, 80 deletions
diff --git a/scripts/build-shaders.py b/scripts/build-shaders.py index 3f3b776710..226c1a2ecc 100755 --- a/scripts/build-shaders.py +++ b/scripts/build-shaders.py @@ -2,10 +2,8 @@ import sys, re, os, errno - -output_dir = sys.argv[1] -file_names = sys.argv[2:] - +input_file = sys.argv[1] +output_file = sys.argv[2] def mkdir_p(path): try: @@ -15,92 +13,40 @@ def mkdir_p(path): pass else: raise -# Load all shaders -shaders = {} -for file_name in file_names: - parts = re.search('/(\w+)\.(vertex|fragment)\.glsl$', file_name) - if parts: - shader_name = parts.group(1) - shader_type = parts.group(2) - if not shader_name in shaders: - shaders[shader_name] = {} - with open(file_name, "r") as f: - shaders[shader_name][shader_type] = f.read() +shader_name, shader_type, extension = os.path.basename(input_file).split('.') +with open(input_file, "r") as f: + data = f.read() -def write_header(): - header = """// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. +content = """// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. -#ifndef MBGL_SHADER_SHADERS -#define MBGL_SHADER_SHADERS +#ifndef MBGL_SHADER_{NAME}_{TYPE} +#define MBGL_SHADER_{NAME}_{TYPE} #include <mbgl/platform/gl.hpp> -namespace mbgl { - -struct shader_source { - const GLchar *vertex; - const GLchar *fragment; -}; - -enum { -%s - SHADER_COUNT -}; - -extern const shader_source shaders[SHADER_COUNT]; - -} +namespace mbgl {{ +namespace shaders {{ +namespace {name} {{ +#ifdef GL_ES_VERSION_2_0 +constexpr const char* {type} = R"MBGL_SHADER(precision highp float;\n{data})MBGL_SHADER"; +#else +constexpr const char* {type} = R"MBGL_SHADER(#version 120\n{data})MBGL_SHADER"; #endif -""" % '\n'.join([' %s_SHADER,' % name.upper() for name in shaders.keys()]) - header_path = os.path.join(output_dir, 'include/mbgl/shader/shaders.hpp') - mkdir_p(os.path.dirname(header_path)) - with open(header_path, 'w') as f: f.write(header) - -def write_source(shader_platform, prefix, suffix): - if shader_platform == 'gles2' or shader_platform == 'gles3': - # OpenGL ES - preamble = 'precision highp float;'; - else: - # Desktop OpenGL - preamble = '#version 120'; +}} // namespace {name} +}} // namespace shaders +}} // namespace mbgl - shader_lines = [(""" {{ - R"{name}_vert({preamble}\n{vertex}){name}_vert", - R"{name}_frag({preamble}\n{fragment}){name}_frag", - }}, -""").format( - name = shader, - preamble = preamble, - vertex = shaders[shader]['vertex'], - fragment = shaders[shader]['fragment'] -) for shader in shaders] - - source = """// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. -#include <mbgl/platform/gl.hpp> -{prefix} -#include <mbgl/shader/shaders.hpp> - -namespace mbgl {{ - -const shader_source shaders[SHADER_COUNT] = {{ -{shaders} -}}; - -}} -{suffix} +#endif """.format( - prefix = prefix, - suffix = suffix, - shaders = ''.join(shader_lines) + name = shader_name, + NAME = shader_name.upper(), + type = shader_type, + TYPE = shader_type.upper(), + data = data, ) - source_path = os.path.join(output_dir, 'src/shader/shaders_' + shader_platform + '.cpp') - mkdir_p(os.path.dirname(source_path)) - with open(source_path, 'w') as f: f.write(source) - -write_header() -write_source('gl', '#ifndef GL_ES_VERSION_2_0', '#endif') -write_source('gles2', '#ifdef GL_ES_VERSION_2_0', '#endif') +mkdir_p(os.path.dirname(output_file)) +with open(output_file, 'w') as f: f.write(content) |