Files
gio/gpu/internal/convertshaders/main.go
T
Elias Naur 2c7aba9e7c gpu/internal/convertshaders: move internal/cmd/convertshaders
The convert program is only used by the shaders from package gpu, and
we're about to make the backend package imported by the program internal
to package gpu. Move the converter below package gpu.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:26:47 +01:00

399 lines
10 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package main
import (
"bytes"
"errors"
"flag"
"fmt"
"io"
"io/ioutil"
"os"
"os/exec"
"path/filepath"
"sort"
"strconv"
"strings"
"sync"
"text/template"
"gioui.org/gpu/backend"
)
func main() {
packageName := flag.String("package", "", "specify Go package name")
workdir := flag.String("work", "", "temporary working directory (default TEMP)")
shadersDir := flag.String("dir", "shaders", "shaders directory")
directCompute := flag.Bool("directcompute", false, "enable compiling DirectCompute shaders")
flag.Parse()
var work WorkDir
cleanup := func() {}
if *workdir == "" {
tempdir, err := ioutil.TempDir("", "shader-convert")
if err != nil {
fmt.Fprintf(os.Stderr, "failed to create tempdir: %v\n", err)
os.Exit(1)
}
cleanup = func() { os.RemoveAll(tempdir) }
defer cleanup()
work = WorkDir(tempdir)
} else {
if abs, err := filepath.Abs(*workdir); err == nil {
*workdir = abs
}
work = WorkDir(*workdir)
}
var out bytes.Buffer
conv := NewConverter(work, *packageName, *shadersDir, *directCompute)
if err := conv.Run(&out); err != nil {
fmt.Fprintf(os.Stderr, "%v\n", err)
cleanup()
os.Exit(1)
}
if err := ioutil.WriteFile("shaders.go", out.Bytes(), 0644); err != nil {
fmt.Fprintf(os.Stderr, "failed to create shaders: %v\n", err)
cleanup()
os.Exit(1)
}
cmd := exec.Command("gofmt", "-s", "-w", "shaders.go")
cmd.Stdout, cmd.Stderr = os.Stdout, os.Stderr
if err := cmd.Run(); err != nil {
fmt.Fprintf(os.Stderr, "formatting shaders.go failed: %v\n", err)
cleanup()
os.Exit(1)
}
}
type Converter struct {
workDir WorkDir
shadersDir string
directCompute bool
packageName string
glslcc *GLSLCC
glslvalidator *GLSLValidator
spirv *SPIRVCross
fxc *FXC
dxc *DXC
}
func NewConverter(workDir WorkDir, packageName, shadersDir string, directCompute bool) *Converter {
if abs, err := filepath.Abs(shadersDir); err == nil {
shadersDir = abs
}
conv := &Converter{}
conv.workDir = workDir
conv.shadersDir = shadersDir
conv.directCompute = directCompute
conv.packageName = packageName
conv.glslcc = NewGLSLCC()
conv.glslvalidator = NewGLSLValidator()
conv.spirv = NewSPIRVCross()
conv.fxc = NewFXC()
conv.dxc = NewDXC()
verifyBinaryPath(&conv.glslcc.Bin)
verifyBinaryPath(&conv.glslvalidator.Bin)
verifyBinaryPath(&conv.spirv.Bin)
// we cannot check fxc/dxc, since they may depend on wine
conv.glslcc.IncludeDir = shadersDir
conv.glslcc.WorkDir = workDir.Dir("glslcc")
conv.glslvalidator.WorkDir = workDir.Dir("glslvalidator")
conv.fxc.WorkDir = workDir.Dir("fxc")
conv.dxc.WorkDir = workDir.Dir("dxc")
return conv
}
func verifyBinaryPath(bin *string) {
new, err := exec.LookPath(*bin)
if err != nil {
fmt.Fprintf(os.Stderr, "unable to find %q: %v\n", *bin, err)
} else {
*bin = new
}
}
func (conv *Converter) Run(out io.Writer) error {
shaders, err := filepath.Glob(filepath.Join(conv.shadersDir, "*"))
if len(shaders) == 0 || err != nil {
return fmt.Errorf("failed to list shaders in %q: %w", conv.shadersDir, err)
}
sort.Strings(shaders)
var workers Workers
type ShaderResult struct {
Path string
Shaders []backend.ShaderSources
Error error
}
shaderResults := make([]ShaderResult, len(shaders))
for i, shaderPath := range shaders {
i, shaderPath := i, shaderPath
switch filepath.Ext(shaderPath) {
case ".vert", ".frag":
workers.Go(func() {
shaders, err := conv.Shader(shaderPath)
shaderResults[i] = ShaderResult{
Path: shaderPath,
Shaders: shaders,
Error: err,
}
})
case ".comp":
workers.Go(func() {
shaders, err := conv.ComputeShader(shaderPath)
shaderResults[i] = ShaderResult{
Path: shaderPath,
Shaders: shaders,
Error: err,
}
})
default:
continue
}
}
workers.Wait()
var allErrors string
for _, r := range shaderResults {
if r.Error != nil {
if len(allErrors) > 0 {
allErrors += "\n\n"
}
allErrors += "--- " + r.Path + " --- \n\n" + r.Error.Error() + "\n"
}
}
if len(allErrors) > 0 {
return errors.New(allErrors)
}
fmt.Fprintf(out, "// Code generated by build.go. DO NOT EDIT.\n\n")
fmt.Fprintf(out, "package %s\n\n", conv.packageName)
fmt.Fprintf(out, "import %q\n\n", "gioui.org/gpu/backend")
fmt.Fprintf(out, "var (\n")
for _, r := range shaderResults {
if len(r.Shaders) == 0 {
continue
}
name := filepath.Base(r.Path)
name = strings.ReplaceAll(name, ".", "_")
fmt.Fprintf(out, "\tshader_%s = ", name)
multiVariant := len(r.Shaders) > 1
if multiVariant {
fmt.Fprintf(out, "[...]backend.ShaderSources{\n")
}
for _, src := range r.Shaders {
fmt.Fprintf(out, "backend.ShaderSources{\n")
fmt.Fprintf(out, "Name: %#v,\n", src.Name)
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)
}
if len(src.GLSL100ES) > 0 {
fmt.Fprintf(out, "GLSL100ES: %#v,\n", src.GLSL100ES)
}
if len(src.GLSL300ES) > 0 {
fmt.Fprintf(out, "GLSL300ES: %#v,\n", src.GLSL300ES)
}
if len(src.GLSL310ES) > 0 {
fmt.Fprintf(out, "GLSL310ES: %#v,\n", src.GLSL310ES)
}
if len(src.GLSL130) > 0 {
fmt.Fprintf(out, "GLSL130: %#v,\n", src.GLSL130)
}
if len(src.GLSL150) > 0 {
fmt.Fprintf(out, "GLSL150: %#v,\n", src.GLSL150)
}
if len(src.HLSL) > 0 {
fmt.Fprintf(out, "HLSL: %#v,\n", src.HLSL)
}
fmt.Fprintf(out, "}")
if multiVariant {
fmt.Fprintf(out, ",")
}
fmt.Fprintf(out, "\n")
}
if multiVariant {
fmt.Fprintf(out, "}\n")
}
}
fmt.Fprintf(out, ")\n")
return nil
}
func (conv *Converter) Shader(shaderPath string) ([]backend.ShaderSources, error) {
type Variant struct {
FetchColorExpr string
Header string
}
variantArgs := [...]Variant{
{
FetchColorExpr: `_color`,
Header: `layout(binding=0) uniform Color { vec4 _color; };`,
},
{
FetchColorExpr: `mix(_color1, _color2, clamp(vUV.x, 0.0, 1.0))`,
Header: `layout(binding=0) uniform Gradient { vec4 _color1; vec4 _color2; };`,
},
{
FetchColorExpr: `texture(tex, vUV)`,
Header: `layout(binding=0) uniform sampler2D tex;`,
},
}
shaderTemplate, err := template.ParseFiles(shaderPath)
if err != nil {
return nil, fmt.Errorf("failed to parse template %q: %w", shaderPath, err)
}
var variants []backend.ShaderSources
for i, variantArg := range variantArgs {
variantName := strconv.Itoa(i)
var buf bytes.Buffer
err := shaderTemplate.Execute(&buf, variantArg)
if err != nil {
return nil, fmt.Errorf("failed to execute template %q with %#v: %w", shaderPath, variantArg, err)
}
var sources backend.ShaderSources
sources.Name = filepath.Base(shaderPath)
// Ignore error; some shaders are not meant to run in GLSL 1.00.
sources.GLSL100ES, _, _ = conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "gles", "100")
var metadata Metadata
sources.GLSL300ES, metadata, err = conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "gles", "300")
if err != nil {
return nil, fmt.Errorf("failed to convert GLSL300ES:\n%w", err)
}
sources.GLSL130, _, err = conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "glsl", "130")
if err != nil {
return nil, fmt.Errorf("failed to convert GLSL130:\n%w", err)
}
hlsl, _, err := conv.glslcc.Convert(shaderPath, variantName, buf.Bytes(), "hlsl", "40")
if err != nil {
return nil, fmt.Errorf("failed to convert HLSL:\n%w", err)
}
sources.HLSL, err = conv.fxc.Compile(shaderPath, variantName, []byte(hlsl), "main", "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.
sources.HLSL, err = conv.fxc.Compile(shaderPath, variantName, []byte(hlsl), "main", "4_0")
if err != nil {
return nil, fmt.Errorf("failed to compile HLSL: %w", err)
}
}
// OpenGL 3.2 Core only accepts GLSL version 1.50, but is
// otherwise compatible with version 1.30.
sources.GLSL150 = strings.Replace(sources.GLSL130, "#version 130", "#version 150", 1)
sources.Uniforms = metadata.Uniforms
sources.Inputs = metadata.Inputs
sources.Textures = metadata.Textures
sources.StorageBuffers = metadata.StorageBuffers
variants = append(variants, sources)
}
// If the shader don't use the variant arguments, output only a single version.
if variants[0].GLSL100ES == variants[1].GLSL100ES {
variants = variants[:1]
}
return variants, nil
}
func (conv *Converter) ComputeShader(shaderPath string) ([]backend.ShaderSources, error) {
shader, err := ioutil.ReadFile(shaderPath)
if err != nil {
return nil, fmt.Errorf("failed to load shader %q: %w", shaderPath, err)
}
spirv, err := conv.glslvalidator.ConvertCompute(shaderPath, shader)
if err != nil {
return nil, fmt.Errorf("failed to convert compute shader %q: %w", shaderPath, err)
}
var sources backend.ShaderSources
sources.Name = filepath.Base(shaderPath)
sources.GLSL310ES, err = conv.spirv.Convert(spirv, "es", "310")
if err != nil {
return nil, fmt.Errorf("failed to convert es compute shader %q: %w", shaderPath, err)
}
sources.GLSL310ES = unixLineEnding(sources.GLSL310ES)
if conv.directCompute {
hlslSource, err := conv.spirv.Convert(spirv, "hlsl", "50")
if err != nil {
return nil, fmt.Errorf("failed to convert hlsl compute shader %q: %w", shaderPath, err)
}
sources.HLSL, err = conv.dxc.Compile(shaderPath, "0", []byte(hlslSource), "main", "cs_5_0")
if err != nil {
return nil, fmt.Errorf("failed to compile hlsl compute shader %q: %w", shaderPath, err)
}
}
return []backend.ShaderSources{sources}, nil
}
// Workers implements wait group with synchronous logging.
type Workers struct {
running sync.WaitGroup
}
func (lg *Workers) Go(fn func()) {
lg.running.Add(1)
go func() {
defer lg.running.Done()
fn()
}()
}
func (lg *Workers) Wait() {
lg.running.Wait()
}
func unixLineEnding(s string) string {
return strings.ReplaceAll(s, "\r\n", "\n")
}