// SPDX-License-Identifier: Unlicense OR MIT package main import ( "bytes" "encoding/json" "flag" "fmt" "io/ioutil" "os" "os/exec" "path/filepath" "sort" "strings" "text/template" "gioui.org/gpu/backend" ) // This program generates shader variants for // multiple GPU backends (OpenGL ES, Direct3D 11...) // from a single source. var ( packageName = flag.String("package", "", "specify Go package name") shadersDir = flag.String("dir", "shaders", "specify shader directory") absShadersDir string ) type shaderArgs struct { FetchColorExpr string Header string } func main() { flag.Parse() if err := generate(); err != nil { fmt.Fprintf(os.Stderr, "generate: %v\n", err) os.Exit(1) } } func generate() error { tmp, err := ioutil.TempDir("", "shader-convert") if err != nil { return err } defer os.RemoveAll(tmp) glslcc, err := exec.LookPath("glslcc") if err != nil { return err } absShadersDir, err = filepath.Abs(*shadersDir) if err != nil { return err } shaders, err := filepath.Glob(filepath.Join(absShadersDir, "*")) if err != nil { return err } var out bytes.Buffer out.WriteString("// Code generated by build.go. DO NOT EDIT.\n\n") fmt.Fprintf(&out, "package %s\n\n", *packageName) fmt.Fprintf(&out, "import %q\n\n", "gioui.org/gpu/backend") out.WriteString("var (\n") for _, shader := range shaders { if ext := filepath.Ext(shader); ext != ".vert" && ext != ".frag" { continue } const nvariants = 2 var variants [nvariants]struct { backend.ShaderSources hlslSrc string } args := [nvariants]shaderArgs{ { FetchColorExpr: `_color`, Header: `layout(binding=0) uniform Color { vec4 _color; };`, }, { FetchColorExpr: `texture(tex, vUV)`, Header: `layout(binding=0) uniform sampler2D tex;`, }, } for i := range args { glsl100es, reflect, err := convertShader(tmp, glslcc, shader, "gles", "100", &args[i], false) if err != nil { return err } if err := parseReflection(reflect, &variants[i].ShaderSources); err != nil { return err } glsl300es, _, err := convertShader(tmp, glslcc, shader, "gles", "300", &args[i], false) if err != nil { return err } glsl130, _, err := convertShader(tmp, glslcc, shader, "glsl", "130", &args[i], false) if err != nil { return err } hlsl, _, err := convertShader(tmp, glslcc, shader, "hlsl", "40", &args[i], false) if err != nil { return err } var hlslProf string switch filepath.Ext(shader) { case ".frag": hlslProf = "ps" case ".vert": hlslProf = "vs" default: return fmt.Errorf("unrecognized shader type %s", shader) } var hlslc []byte hlslc, err = compileHLSL(hlsl, "main", hlslProf+"_4_0_level_9_1") if err != nil { // Attempt shader model 4.0. Only the app/headless // test shaders use features not supported by level // 9.1. hlslc, err = compileHLSL(hlsl, "main", hlslProf+"_4_0") if err != nil { return err } } // OpenGL 3.2 Core only accepts GLSL version 1.50, but is // otherwise compatible with version 1.30. glsl150 := strings.Replace(glsl130, "#version 130", "#version 150", 1) variants[i].GLSL100ES = glsl100es variants[i].GLSL300ES = glsl300es variants[i].GLSL130 = glsl130 variants[i].GLSL150 = glsl150 variants[i].hlslSrc = hlsl variants[i].HLSL = hlslc } name := filepath.Base(shader) name = strings.ReplaceAll(name, ".", "_") fmt.Fprintf(&out, "\tshader_%s = ", name) // If the shader don't use the variant arguments, output // only a single version. multiVariant := variants[0].GLSL100ES != variants[1].GLSL100ES if multiVariant { fmt.Fprintf(&out, "[...]backend.ShaderSources{\n") } for _, src := range variants { fmt.Fprintf(&out, "backend.ShaderSources{\n") if len(src.Inputs) > 0 { fmt.Fprintf(&out, "Inputs: %#v,\n", src.Inputs) } if u := src.Uniforms; len(u.Blocks) > 0 { fmt.Fprintf(&out, "Uniforms: backend.UniformsReflection{\n") fmt.Fprintf(&out, "Blocks: %#v,\n", u.Blocks) fmt.Fprintf(&out, "Locations: %#v,\n", u.Locations) fmt.Fprintf(&out, "Size: %d,\n", u.Size) fmt.Fprintf(&out, "},\n") } if len(src.Textures) > 0 { fmt.Fprintf(&out, "Textures: %#v,\n", src.Textures) } fmt.Fprintf(&out, "GLSL100ES: %#v,\n", src.GLSL100ES) fmt.Fprintf(&out, "GLSL300ES: %#v,\n", src.GLSL300ES) fmt.Fprintf(&out, "GLSL130: %#v,\n", src.GLSL130) fmt.Fprintf(&out, "GLSL150: %#v,\n", src.GLSL150) fmt.Fprintf(&out, "/*\n%s\n*/\n", src.hlslSrc) fmt.Fprintf(&out, "HLSL: %#v,\n", src.HLSL) fmt.Fprintf(&out, "}") if multiVariant { fmt.Fprintf(&out, ",") } fmt.Fprintf(&out, "\n") if !multiVariant { break } } if multiVariant { fmt.Fprintf(&out, "}\n") } } out.WriteString(")") if err := ioutil.WriteFile("shaders.go", out.Bytes(), 0644); err != nil { return err } cmd := exec.Command("gofmt", "-s", "-w", "shaders.go") cmd.Stdout = os.Stdout cmd.Stderr = os.Stderr return cmd.Run() } func parseReflection(jsonData []byte, info *backend.ShaderSources) error { type InputReflection struct { ID int `json:"id"` Name string `json:"name"` Location int `json:"location"` Semantic string `json:"semantic"` SemanticIndex int `json:"semantic_index"` Type string `json:"type"` } type UniformMemberReflection struct { Name string `json:"name"` Type string `json:"type"` Offset int `json:"offset"` Size int `json:"size"` } type UniformBufferReflection struct { ID int `json:"id"` Name string `json:"name"` Set int `json:"set"` Binding int `json:"binding"` Size int `json:"block_size"` Members []UniformMemberReflection `json:"members"` } type TextureReflection struct { ID int `json:"id"` Name string `json:"name"` Set int `json:"set"` Binding int `json:"binding"` Dimension string `json:"dimension"` Format string `json:"format"` } type shaderReflection struct { Inputs []InputReflection `json:"inputs"` UniformBuffers []UniformBufferReflection `json:"uniform_buffers"` Textures []TextureReflection `json:"textures"` } type shaderMetadata struct { VS shaderReflection `json:"vs"` FS shaderReflection `json:"fs"` } var reflect shaderMetadata if err := json.Unmarshal(jsonData, &reflect); err != nil { return fmt.Errorf("parseReflection: %v", err) } inputRef := reflect.VS.Inputs for _, input := range inputRef { dataType, dataSize, err := parseDataType(input.Type) if err != nil { return fmt.Errorf("parseReflection: %v", err) } info.Inputs = append(info.Inputs, backend.InputLocation{ Name: input.Name, Location: input.Location, Semantic: input.Semantic, SemanticIndex: input.SemanticIndex, Type: dataType, Size: dataSize, }) } sort.Slice(info.Inputs, func(i, j int) bool { return info.Inputs[i].Location < info.Inputs[j].Location }) shaderBlocks := reflect.VS.UniformBuffers if len(shaderBlocks) == 0 { shaderBlocks = reflect.FS.UniformBuffers } blockOffset := 0 for _, block := range shaderBlocks { info.Uniforms.Blocks = append(info.Uniforms.Blocks, backend.UniformBlock{ Name: block.Name, Binding: block.Binding, }) for _, member := range block.Members { dataType, size, err := parseDataType(member.Type) if err != nil { return fmt.Errorf("parseReflection: %v", err) } info.Uniforms.Locations = append(info.Uniforms.Locations, backend.UniformLocation{ // Synthetic name generated by glslcc. Name: fmt.Sprintf("_%d.%s", block.ID, member.Name), Type: dataType, Size: size, Offset: blockOffset + member.Offset, }) } blockOffset += block.Size } info.Uniforms.Size = blockOffset textures := reflect.VS.Textures if len(textures) == 0 { textures = reflect.FS.Textures } for _, texture := range textures { info.Textures = append(info.Textures, backend.TextureBinding{ Name: texture.Name, Binding: texture.Binding, }) } return nil } func parseDataType(t string) (backend.DataType, int, error) { switch t { case "float": return backend.DataTypeFloat, 1, nil case "float2": return backend.DataTypeFloat, 2, nil case "float3": return backend.DataTypeFloat, 3, nil case "float4": return backend.DataTypeFloat, 4, nil case "int": return backend.DataTypeInt, 1, nil case "int2": return backend.DataTypeInt, 2, nil case "int3": return backend.DataTypeInt, 3, nil case "int4": return backend.DataTypeInt, 4, nil default: return 0, 0, fmt.Errorf("unsupported input data type: %s", t) } } func convertShader(tmp, glslcc, path, lang, profile string, args *shaderArgs, flattenUBOs bool) (string, []byte, error) { shaderTmpl, err := template.ParseFiles(path) if err != nil { return "", nil, err } var buf bytes.Buffer if err := shaderTmpl.Execute(&buf, args); err != nil { return "", nil, err } tmppath := filepath.Join(tmp, filepath.Base(path)) if err := ioutil.WriteFile(tmppath, buf.Bytes(), 0644); err != nil { return "", nil, err } defer os.Remove(tmppath) var progFlag string var progSuffix string switch filepath.Ext(path) { case ".vert": progFlag = "--vert" progSuffix = "vs" case ".frag": progFlag = "--frag" progSuffix = "fs" default: return "", nil, fmt.Errorf("unrecognized shader type: %s", path) } cmd := exec.Command(glslcc, "--silent", "--optimize", "--include-dirs", absShadersDir, "--reflect", "--output", filepath.Join(tmp, "shader"), "--lang", lang, "--profile", profile, progFlag, tmppath, ) if lang == "hlsl" { cmd.Args = append(cmd.Args, "--defines=HLSL") } if flattenUBOs { cmd.Args = append(cmd.Args, "--flatten-ubos") } cmd.Stdout = os.Stdout cmd.Stderr = os.Stderr if err := cmd.Run(); err != nil { return "", nil, fmt.Errorf("%s: %v", path, err) } f, err := os.Open(filepath.Join(tmp, "shader_"+progSuffix)) if err != nil { return "", nil, err } defer f.Close() defer os.Remove(f.Name()) src, err := ioutil.ReadAll(f) if err != nil { return "", nil, err } reflect, err := ioutil.ReadFile(filepath.Join(tmp, "shader_"+progSuffix+".json")) if err != nil { return "", nil, err } return string(src), reflect, nil }