Anforderungen  |   Konzepte  |   Entwurf  |   Entwicklung  |   Qualitätssicherung  |   Lebenszyklus  |   Steuerung
 
 
 
 


Quelle  build.rs   Sprache: unbekannt

 
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

extern crate webrender_build;

use std::borrow::Cow;
use std::env;
use std::fs::{canonicalize, read_dir, File};
use std::io::prelude::*;
use std::path::{Path, PathBuf};
use std::collections::hash_map::DefaultHasher;
use std::hash::Hasher;
use webrender_build::shader::*;
use webrender_build::shader_features::{ShaderFeatureFlags, get_shader_features};

// glsopt is known to leak, but we don't particularly care.
#[no_mangle]
pub extern "C" fn __lsan_default_options() -> *const u8 {
    b"detect_leaks=0\0".as_ptr()
}

/// Compute the shader path for insertion into the include_str!() macro.
/// This makes for more compact generated code than inserting the literal
/// shader source into the generated file.
///
/// If someone is building on a network share, I'm sorry.
fn escape_include_path(path: &Path) -> String {
    let full_path = canonicalize(path).unwrap();
    let full_name = full_path.as_os_str().to_str().unwrap();
    let full_name = full_name.replace("\\\\?\\", "");
    let full_name = full_name.replace("\\", "/");

    full_name
}

fn write_unoptimized_shaders(
    mut glsl_files: Vec<PathBuf>,
    shader_file: &mut File,
) -> Result<(), std::io::Error> {
    writeln!(
        shader_file,
        "  pub static ref UNOPTIMIZED_SHADERS: HashMap<&'static str, SourceWithDigest> = {{"
    )?;
    writeln!(shader_file, "    let mut shaders = HashMap::new();")?;

    // Sort the file list so that the shaders.rs file is filled
    // deterministically.
    glsl_files.sort_by(|a, b| a.file_name().cmp(&b.file_name()));

    for glsl in glsl_files {
        // Compute the shader name.
        assert!(glsl.is_file());
        let shader_name = glsl.file_name().unwrap().to_str().unwrap();
        let shader_name = shader_name.replace(".glsl", "");

        // Compute a digest of the #include-expanded shader source. We store
        // this as a literal alongside the source string so that we don't need
        // to hash large strings at runtime.
        let mut hasher = DefaultHasher::new();
        let base = glsl.parent().unwrap();
        assert!(base.is_dir());
        ShaderSourceParser::new().parse(
            Cow::Owned(shader_source_from_file(&glsl)),
            &|f| Cow::Owned(shader_source_from_file(&base.join(&format!("{}.glsl", f)))),
            &mut |s| hasher.write(s.as_bytes()),
        );
        let digest: ProgramSourceDigest = hasher.into();

        writeln!(
            shader_file,
            "    shaders.insert(\"{}\", SourceWithDigest {{ source: include_str!(\"{}\"), digest: \"{}\"}});",
            shader_name,
            escape_include_path(&glsl),
            digest,
        )?;
    }
    writeln!(shader_file, "    shaders")?;
    writeln!(shader_file, "  }};")?;

    Ok(())
}

#[derive(Clone, Debug)]
struct ShaderOptimizationInput {
    shader_name: &'static str,
    config: String,
    gl_version: ShaderVersion,
}

#[derive(Debug)]
struct ShaderOptimizationOutput {
    full_shader_name: String,
    gl_version: ShaderVersion,
    vert_file_path: PathBuf,
    frag_file_path: PathBuf,
    digest: ProgramSourceDigest,
}

#[derive(Debug)]
struct ShaderOptimizationError {
    shader: ShaderOptimizationInput,
    message: String,
}

/// Prepends the line number to each line of a shader source.
fn enumerate_shader_source_lines(shader_src: &str) -> String {
    // For some reason the glsl-opt errors are offset by 1 compared
    // to the provided shader source string.
    let mut out = format!("0\t|");
    for (n, line) in shader_src.split('\n').enumerate() {
        let line_number = n + 1;
        out.push_str(&format!("{}\t|{}\n", line_number, line));
    }
    out
}

fn write_optimized_shaders(
    shader_dir: &Path,
    shader_file: &mut File,
    out_dir: &str,
) -> Result<(), std::io::Error> {
    writeln!(
        shader_file,
        "  pub static ref OPTIMIZED_SHADERS: HashMap<(ShaderVersion, &'static str), OptimizedSourceWithDigest> = {{"
    )?;
    writeln!(shader_file, "    let mut shaders = HashMap::new();")?;

    // The full set of optimized shaders can be quite large, so only optimize
    // for the GL version we expect to be used on the target platform. If a different GL
    // version is used we will simply fall back to the unoptimized shaders.
    let shader_versions = match env::var("CARGO_CFG_TARGET_OS").as_ref().map(|s| &**s) {
        Ok("android") | Ok("windows") => [ShaderVersion::Gles],
        _ => [ShaderVersion::Gl],
    };

    let mut shaders = Vec::default();
    for &gl_version in &shader_versions {
        let mut flags = ShaderFeatureFlags::all();
        if gl_version != ShaderVersion::Gl {
            flags.remove(ShaderFeatureFlags::GL);
        }
        if gl_version != ShaderVersion::Gles {
            flags.remove(ShaderFeatureFlags::GLES);
            flags.remove(ShaderFeatureFlags::TEXTURE_EXTERNAL);
        }
        if !matches!(
            env::var("CARGO_CFG_TARGET_OS").as_ref().map(|s| &**s),
            Ok("android")
        ) {
            flags.remove(ShaderFeatureFlags::TEXTURE_EXTERNAL_ESSL1);
        }
        // The optimizer cannot handle the required EXT_YUV_target extension
        flags.remove(ShaderFeatureFlags::TEXTURE_EXTERNAL_BT709);
        flags.remove(ShaderFeatureFlags::DITHERING);

        for (shader_name, configs) in get_shader_features(flags) {
            for config in configs {
                shaders.push(ShaderOptimizationInput {
                    shader_name,
                    config,
                    gl_version,
                });
            }
        }
    }

    let outputs = build_parallel::compile_objects::<_, _, ShaderOptimizationError, _>(
        &|shader: &ShaderOptimizationInput| {
            println!("Optimizing shader {:?}", shader);
            let target = match shader.gl_version {
                ShaderVersion::Gl => glslopt::Target::OpenGl,
                ShaderVersion::Gles => glslopt::Target::OpenGles30,
            };
            let glslopt_ctx = glslopt::Context::new(target);

            let features = shader
                .config
                .split(",")
                .filter(|f| !f.is_empty())
                .collect::<Vec<_>>();

            let (vert_src, frag_src) =
                build_shader_strings(shader.gl_version, &features, shader.shader_name, &|f| {
                    Cow::Owned(shader_source_from_file(
                        &shader_dir.join(&format!("{}.glsl", f)),
                    ))
                });

            let full_shader_name = if shader.config.is_empty() {
                shader.shader_name.to_string()
            } else {
                format!("{}_{}", shader.shader_name, shader.config.replace(",", "_"))
            };

            // Compute a digest of the optimized shader sources. We store this
            // as a literal alongside the source string so that we don't need
            // to hash large strings at runtime.
            let mut hasher = DefaultHasher::new();

            let [vert_file_path, frag_file_path] = [
                (glslopt::ShaderType::Vertex, vert_src, "vert"),
                (glslopt::ShaderType::Fragment, frag_src, "frag"),
            ]
            .map(|(shader_type, shader_src, extension)| {
                let output = glslopt_ctx.optimize(shader_type, shader_src.clone());
                if !output.get_status() {
                    let source = enumerate_shader_source_lines(&shader_src);
                    return Err(ShaderOptimizationError {
                        shader: shader.clone(),
                        message: format!("{}\n{}", source, output.get_log()),
                    });
                }

                let shader_path = Path::new(out_dir).join(format!(
                    "{}_{:?}.{}",
                    full_shader_name, shader.gl_version, extension
                ));
                write_optimized_shader_file(
                    &shader_path,
                    output.get_output().unwrap(),
                    &shader.shader_name,
                    &features,
                    &mut hasher,
                );
                Ok(shader_path)
            });

            let vert_file_path = vert_file_path?;
            let frag_file_path = frag_file_path?;

            println!("Finished optimizing shader {:?}", shader);

            Ok(ShaderOptimizationOutput {
                full_shader_name,
                gl_version: shader.gl_version,
                vert_file_path,
                frag_file_path,
                digest: hasher.into(),
            })
        },
        &shaders,
    );

    match outputs {
        Ok(mut outputs) => {
            // Sort the shader list so that the shaders.rs file is filled
            // deterministically.
            outputs.sort_by(|a, b| {
                (a.gl_version, a.full_shader_name.clone())
                    .cmp(&(b.gl_version, b.full_shader_name.clone()))
            });

            for shader in outputs {
                writeln!(
                    shader_file,
                    "    shaders.insert(({}, \"{}\"), OptimizedSourceWithDigest {{",
                    shader.gl_version.variant_name(),
                    shader.full_shader_name,
                )?;
                writeln!(
                    shader_file,
                    "        vert_source: include_str!(\"{}\"),",
                    escape_include_path(&shader.vert_file_path),
                )?;
                writeln!(
                    shader_file,
                    "        frag_source: include_str!(\"{}\"),",
                    escape_include_path(&shader.frag_file_path),
                )?;
                writeln!(shader_file, "        digest: \"{}\",", shader.digest)?;
                writeln!(shader_file, "    }});")?;
            }
        }
        Err(err) => match err {
            build_parallel::Error::BuildError(err) => {
                panic!("Error optimizing shader {:?}: {}", err.shader, err.message)
            }
            _ => panic!("Error optimizing shaders."),
        },
    }

    writeln!(shader_file, "    shaders")?;
    writeln!(shader_file, "  }};")?;

    Ok(())
}

fn write_optimized_shader_file(
    path: &Path,
    source: &str,
    shader_name: &str,
    features: &[&str],
    hasher: &mut DefaultHasher,
) {
    let mut file = File::create(&path).unwrap();
    for (line_number, line) in source.lines().enumerate() {
        // We embed the shader name and features as a comment in the
        // source to make debugging easier.
        // The #version directive must be on the first line so we insert
        // the extra information on the next line.
        if line_number == 1 {
            let prelude = format!("// {}\n// features: {:?}\n\n", shader_name, features);
            file.write_all(prelude.as_bytes()).unwrap();
            hasher.write(prelude.as_bytes());
        }
        file.write_all(line.as_bytes()).unwrap();
        file.write_all("\n".as_bytes()).unwrap();
        hasher.write(line.as_bytes());
        hasher.write("\n".as_bytes());
    }
}

fn main() -> Result<(), std::io::Error> {
    let out_dir = env::var("OUT_DIR").unwrap_or("out".to_owned());

    let shaders_file_path = Path::new(&out_dir).join("shaders.rs");
    let mut glsl_files = vec![];

    println!("cargo:rerun-if-changed=res");
    let res_dir = Path::new("res");
    for entry in read_dir(res_dir)? {
        let entry = entry?;
        let path = entry.path();

        if entry.file_name().to_str().unwrap().ends_with(".glsl") {
            println!("cargo:rerun-if-changed={}", path.display());
            glsl_files.push(path.to_owned());
        }
    }

    let mut shader_file = File::create(shaders_file_path)?;

    writeln!(shader_file, "/// AUTO GENERATED BY build.rs\n")?;
    writeln!(shader_file, "use std::collections::HashMap;\n")?;
    writeln!(shader_file, "use webrender_build::shader::ShaderVersion;\n")?;
    writeln!(shader_file, "pub struct SourceWithDigest {{")?;
    writeln!(shader_file, "    pub source: &'static str,")?;
    writeln!(shader_file, "    pub digest: &'static str,")?;
    writeln!(shader_file, "}}\n")?;
    writeln!(shader_file, "pub struct OptimizedSourceWithDigest {{")?;
    writeln!(shader_file, "    pub vert_source: &'static str,")?;
    writeln!(shader_file, "    pub frag_source: &'static str,")?;
    writeln!(shader_file, "    pub digest: &'static str,")?;
    writeln!(shader_file, "}}\n")?;
    writeln!(shader_file, "lazy_static! {{")?;

    write_unoptimized_shaders(glsl_files, &mut shader_file)?;
    writeln!(shader_file, "")?;
    write_optimized_shaders(&res_dir, &mut shader_file, &out_dir)?;
    writeln!(shader_file, "}}")?;

    Ok(())
}

[ Dauer der Verarbeitung: 0.28 Sekunden  (vorverarbeitet)  ]

                                                                                                                                                                                                                                                                                                                                                                                                     


Neuigkeiten

     Aktuelles
     Motto des Tages

Software

     Produkte
     Quellcodebibliothek

Aktivitäten

     Artikel über Sicherheit
     Anleitung zur Aktivierung von SSL

Muße

     Gedichte
     Musik
     Bilder

Jenseits des Üblichen ....

Besucherstatistik

Besucherstatistik

Monitoring

Montastic status badge