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-rwxr-xr-xscripts/generate-shaders.js75
1 files changed, 46 insertions, 29 deletions
diff --git a/scripts/generate-shaders.js b/scripts/generate-shaders.js
index 59544d0b34..fc9088fd21 100755
--- a/scripts/generate-shaders.js
+++ b/scripts/generate-shaders.js
@@ -5,6 +5,7 @@ require('flow-remove-types/register');
const path = require('path');
const outputPath = 'src/mbgl/programs/gl';
const zlib = require('zlib');
+const crypto = require('crypto');
var shaders = require('../mapbox-gl-js/src/shaders');
@@ -23,18 +24,28 @@ function basicMinify(src) {
}
for (const key in shaders) {
+ // Rename a_*_t uniforms to u_*_t. This is a workaround until we can use
+ // https://github.com/mapbox/mapbox-gl-js/pull/8055, which is blocked by
+ // https://github.com/mapbox/mapbox-gl-native/issues/13984
+ shaders[key].vertexSource = shaders[key].vertexSource.replace(/\ba_(\w+)_t\b/mg, 'u_$1_t');
+
+ const hash = crypto.createHash('sha1');
+
const vertex = concatenated.length;
- concatenated += basicMinify(shaders[key].vertexSource);
- concatenated += '\n\0';
+ const vertexSource = basicMinify(shaders[key].vertexSource) + '\n\0';
+ hash.update(vertexSource);
+ concatenated += vertexSource;
const fragment = concatenated.length;
- concatenated += basicMinify(shaders[key].fragmentSource);
- concatenated += '\n\0';
+ const fragmentSource = basicMinify(shaders[key].fragmentSource) + '\n\0';
+ hash.update(fragmentSource);
+ concatenated += fragmentSource;
offsets[key] = {
vertex,
fragment,
originalKey: key,
+ hash: hash.digest('hex').substring(0, 16).match(/.{1,2}/g).map(n => `0x${n}`).join(', '),
shaderName: key.replace(/[A-Z]+/g, (match) => `_${match.toLowerCase()}`),
ShaderName: key.replace(/^[a-z]/g, (match) => match.toUpperCase())
};
@@ -44,6 +55,7 @@ for (const key in shaders) {
offsets.symbolSDFIcon = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
+ hash: offsets.symbolSDF.hash,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_icon',
ShaderName: 'SymbolSDFIcon',
@@ -52,6 +64,7 @@ offsets.symbolSDFIcon = {
offsets.symbolSDFText = {
vertex: offsets.symbolSDF.vertex,
fragment: offsets.symbolSDF.fragment,
+ hash: offsets.symbolSDF.hash,
originalKey: 'symbolSDF',
shaderName: 'symbol_sdf_text',
ShaderName: 'SymbolSDFText',
@@ -66,10 +79,6 @@ const compressed = zlib.deflateSync(concatenated, {level: zlib.Z_BEST_COMPRESSIO
.join(',\n ')
.trim();
-function sourceOffset(key, type) {
- return `programs::gl::shaderSource() + ${offsets[key][type]}`
-}
-
writeIfModified(path.join(outputPath, 'shader_source.hpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#pragma once
@@ -80,6 +89,9 @@ namespace gl {
const char* shaderSource();
+template <typename>
+struct ShaderSource;
+
} // namespace gl
} // namespace programs
} // namespace mbgl
@@ -114,29 +126,15 @@ writeIfModified(path.join(outputPath, 'preludes.hpp'), `// NOTE: DO NOT CHANGE T
#pragma once
-namespace mbgl {
-namespace programs {
-namespace gl {
-
-extern const char* vertexShaderPrelude;
-extern const char* fragmentShaderPrelude;
-
-} // namespace gl
-} // namespace programs
-} // namespace mbgl
-`);
-
-writeIfModified(path.join(outputPath, 'preludes.cpp'), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-
-#include <mbgl/programs/gl/preludes.hpp>
-#include <mbgl/programs/gl/shader_source.hpp>
+#include <cstdint>
namespace mbgl {
namespace programs {
namespace gl {
-const char* vertexShaderPrelude = ${sourceOffset('prelude', 'vertex')};
-const char* fragmentShaderPrelude = ${sourceOffset('prelude', 'fragment')};
+constexpr const uint8_t preludeHash[8] = { ${offsets['prelude'].hash} };
+constexpr const auto vertexPreludeOffset = ${offsets['prelude'].vertex};
+constexpr const auto fragmentPreludeOffset = ${offsets['prelude'].fragment};
} // namespace gl
} // namespace programs
@@ -152,18 +150,37 @@ for (const key in offsets) {
writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/${shaderName}_program.hpp>
+#include <mbgl/programs/gl/preludes.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>
namespace mbgl {
+namespace programs {
+namespace gl {
+
+template <typename>
+struct ShaderSource;
+
+template <>
+struct ShaderSource<${ShaderName}Program> {
+ static constexpr const char* name = "${shaderName}";
+ static constexpr const uint8_t hash[8] = { ${offsets[key].hash} };
+ static constexpr const auto vertexOffset = ${offsets[key].vertex};
+ static constexpr const auto fragmentOffset = ${offsets[key].fragment};
+};
+
+constexpr const char* ShaderSource<${ShaderName}Program>::name;
+constexpr const uint8_t ShaderSource<${ShaderName}Program>::hash[8];
+
+} // namespace gl
+} // namespace programs
+
namespace gfx {
template <>
std::unique_ptr<Program<${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')}, ${sourceOffset(key, 'fragment')});
+ return std::make_unique<gl::Program<${ShaderName}Program>>(programParameters);
}
} // namespace gfx