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-rwxr-xr-xscripts/generate-shaders.js138
1 files changed, 80 insertions, 58 deletions
diff --git a/scripts/generate-shaders.js b/scripts/generate-shaders.js
index 78d8911839..59544d0b34 100755
--- a/scripts/generate-shaders.js
+++ b/scripts/generate-shaders.js
@@ -3,7 +3,7 @@
require('flow-remove-types/register');
const path = require('path');
-const outputPath = 'src/mbgl/shaders';
+const outputPath = 'src/mbgl/programs/gl';
const zlib = require('zlib');
var shaders = require('../mapbox-gl-js/src/shaders');
@@ -31,52 +31,82 @@ for (const key in shaders) {
concatenated += basicMinify(shaders[key].fragmentSource);
concatenated += '\n\0';
- offsets[key] = {vertex, fragment};
+ offsets[key] = {
+ vertex,
+ fragment,
+ originalKey: key,
+ shaderName: key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`),
+ ShaderName: key.replace(/^[a-z]/g, (match) => match.toUpperCase())
+ };
}
+// Overrides: The symbolSDF shader is used for two underlying programs.
+offsets.symbolSDFIcon = {
+ vertex: offsets.symbolSDF.vertex,
+ fragment: offsets.symbolSDF.fragment,
+ originalKey: 'symbolSDF',
+ shaderName: 'symbol_sdf_icon',
+ ShaderName: 'SymbolSDFIcon',
+};
+
+offsets.symbolSDFText = {
+ vertex: offsets.symbolSDF.vertex,
+ fragment: offsets.symbolSDF.fragment,
+ originalKey: 'symbolSDF',
+ shaderName: 'symbol_sdf_text',
+ ShaderName: 'SymbolSDFText',
+};
+
+delete offsets.symbolSDF;
+
const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSION})
.toString('hex')
- .match(/.{1,16}/g)
+ .match(/.{1,32}/g)
.map(line => line.match(/.{1,2}/g).map(n => `0x${n}`).join(', '))
- .join(',\n ')
+ .join(',\n ')
.trim();
function sourceOffset(key, type) {
- return `source() + ${offsets[key][type]}`
+ return `programs::gl::shaderSource() + ${offsets[key][type]}`
}
-writeIfModified(path.join(outputPath, 'source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+writeIfModified(path.join(outputPath, 'shader_source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
namespace mbgl {
-namespace shaders {
+namespace programs {
+namespace gl {
-const char* source();
+const char* shaderSource();
-} // namespace shaders
+} // namespace gl
+} // namespace programs
} // namespace mbgl
`);
-writeIfModified(path.join(outputPath, 'source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+writeIfModified(path.join(outputPath, 'shader_source.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-#include <mbgl/shaders/source.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/util/compression.hpp>
#include <cstdint>
namespace mbgl {
-namespace shaders {
+namespace programs {
+namespace gl {
-const char* source() {
- static const uint8_t compressed[] = {
- ${compressed}
- };
- static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
+constexpr const uint8_t compressedShaderSource[] = {
+ ${compressed}
+};
+
+const char* shaderSource() {
+ static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressedShaderSource), sizeof(compressedShaderSource)));
return decompressed.c_str();
};
-} // namespace shaders
+} // namespace gl
+} // namespace programs
} // namespace mbgl
`);
@@ -85,77 +115,69 @@ writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE T
#pragma once
namespace mbgl {
-namespace shaders {
+namespace programs {
+namespace gl {
-extern const char* vertexPrelude;
-extern const char* fragmentPrelude;
+extern const char* vertexShaderPrelude;
+extern const char* fragmentShaderPrelude;
-} // namespace shaders
+} // namespace gl
+} // namespace programs
} // namespace mbgl
`);
writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-#include <mbgl/shaders/preludes.hpp>
-#include <mbgl/shaders/source.hpp>
+#include <mbgl/programs/gl/preludes.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
namespace mbgl {
-namespace shaders {
+namespace programs {
+namespace gl {
-const char* vertexPrelude = ${sourceOffset('prelude', 'vertex')};
-const char* fragmentPrelude = ${sourceOffset('prelude', 'fragment')};
+const char* vertexShaderPrelude = ${sourceOffset('prelude', 'vertex')};
+const char* fragmentShaderPrelude = ${sourceOffset('prelude', 'fragment')};
-} // namespace shaders
+} // namespace gl
+} // namespace programs
} // namespace mbgl
`);
-for (const key in shaders) {
+for (const key in offsets) {
if (key === 'prelude')
continue;
- const shaderName = key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`);
-
- writeIfModified(path.join(outputPath, `${shaderName}.hpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-
-#pragma once
-
-namespace mbgl {
-namespace shaders {
-
-class ${shaderName} {
-public:
- static const char* name;
- static const char* vertexSource;
- static const char* fragmentSource;
-};
-
-} // namespace shaders
-} // namespace mbgl
-`);
+ const { shaderName, ShaderName, originalKey } = offsets[key];
writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-#include <mbgl/shaders/${shaderName}.hpp>
-#include <mbgl/shaders/source.hpp>
+#include <mbgl/programs/${shaderName}_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
namespace mbgl {
-namespace shaders {
+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')});
+}
-const char* ${shaderName}::name = "${shaderName}";
-const char* ${shaderName}::vertexSource = ${sourceOffset(key, 'vertex')};
-const char* ${shaderName}::fragmentSource = ${sourceOffset(key, 'fragment')};
+} // namespace gfx
+} // namespace mbgl
// Uncompressed source of ${shaderName}.vertex.glsl:
/*
-${shaders[key].vertexSource}
+${shaders[originalKey].vertexSource}
*/
// Uncompressed source of ${shaderName}.fragment.glsl:
/*
-${shaders[key].fragmentSource}
+${shaders[originalKey].fragmentSource}
*/
-} // namespace shaders
-} // namespace mbgl
`);
}