blob: d15147127626ecb258ae5aa3e8334cd28567aa7b [file] [log] [blame]
#! /usr/bin/env python
import argparse
import cStringIO
import os
import re
import shutil
import struct
import subprocess
import sys
import tempfile
from textwrap import dedent
class Shader:
def __init__(self, stage):
self.stream = cStringIO.StringIO()
self.stage = stage
if self.stage == 'VERTEX':
self.ext = 'vert'
elif self.stage == 'TESS_CONTROL':
self.ext = 'tesc'
elif self.stage == 'TESS_EVALUATION':
self.ext = 'tese'
elif self.stage == 'GEOMETRY':
self.ext = 'geom'
elif self.stage == 'FRAGMENT':
self.ext = 'frag'
elif self.stage == 'COMPUTE':
self.ext = 'comp'
else:
assert False
def add_text(self, s):
self.stream.write(s)
def finish_text(self, line):
self.line = line
def glsl_source(self):
return self.stream.getvalue()
def compile(self):
# We can assume if we got here that we have a temp directory and that
# we're currently living in it.
glsl_fname = 'shader{0}.{1}'.format(self.line, self.ext)
spirv_fname = self.ext + '.spv'
glsl_file = open(glsl_fname, 'w')
glsl_file.write('#version 420 core\n')
glsl_file.write(self.glsl_source())
glsl_file.close()
out = open('glslang.out', 'wb')
err = subprocess.call([glslang, '-V', glsl_fname], stdout=out)
if err != 0:
out = open('glslang.out', 'r')
sys.stderr.write(out.read())
out.close()
exit(1)
def dwords(f):
while True:
dword_str = f.read(4)
if not dword_str:
return
assert len(dword_str) == 4
yield struct.unpack('I', dword_str)[0]
spirv_file = open(spirv_fname, 'rb')
self.dwords = list(dwords(spirv_file))
spirv_file.close()
os.remove(glsl_fname)
os.remove(spirv_fname)
def dump_c_code(self, f, glsl_only = False):
f.write('\n\n')
var_prefix = '_glsl_helpers_shader{0}'.format(self.line)
# First dump the GLSL source as strings
f.write('static const char {0}_glsl_src[] ='.format(var_prefix))
f.write('\n_ANV_SPIRV_' + self.stage)
f.write('\n"#version 330\\n"')
for line in self.glsl_source().splitlines():
if not line.strip():
continue
f.write('\n"{0}\\n"'.format(line))
f.write(';\n\n')
if glsl_only:
return
# Now dump the SPIR-V source
f.write('static const uint32_t {0}_spir_v_src[] = {{'.format(var_prefix))
line_start = 0
while line_start < len(self.dwords):
f.write('\n ')
for i in range(line_start, min(line_start + 6, len(self.dwords))):
f.write(' 0x{:08x},'.format(self.dwords[i]))
line_start += 6
f.write('\n};\n')
token_exp = re.compile(r'(GLSL_VK_SHADER_MODULE|\(|\)|,)')
class Parser:
def __init__(self, f):
self.infile = f
self.paren_depth = 0
self.shader = None
self.line_number = 1
self.shaders = []
def tokenize(f):
leftover = ''
for line in f:
pos = 0
while True:
m = token_exp.search(line, pos)
if m:
if m.start() > pos:
leftover += line[pos:m.start()]
pos = m.end()
if leftover:
yield leftover
leftover = ''
yield m.group(0)
else:
leftover += line[pos:]
break
self.line_number += 1
if leftover:
yield leftover
self.token_iter = tokenize(self.infile)
def handle_shader_src(self):
paren_depth = 1
for t in self.token_iter:
if t == '(':
paren_depth += 1
elif t == ')':
paren_depth -= 1
if paren_depth == 0:
return
self.current_shader.add_text(t)
def handle_macro(self):
t = self.token_iter.next()
assert t == '('
t = self.token_iter.next()
t = self.token_iter.next()
assert t == ','
stage = self.token_iter.next().strip()
t = self.token_iter.next()
assert t == ','
self.current_shader = Shader(stage)
self.handle_shader_src()
self.current_shader.finish_text(self.line_number)
self.shaders.append(self.current_shader)
self.current_shader = None
def run(self):
for t in self.token_iter:
if t == 'GLSL_VK_SHADER_MODULE':
self.handle_macro()
def open_file(name, mode):
if name == '-':
if mode == 'w':
return sys.stdout
elif mode == 'r':
return sys.stdin
else:
assert False
else:
return open(name, mode)
def parse_args():
description = dedent("""\
This program scrapes a C file for any instance of the
GLSL_VK_SHADER_MODULE macro, grabs the GLSL source code, compiles it
to SPIR-V. The resulting SPIR-V code is written to another C file as
an array of 32-bit words.
If '-' is passed as the input file or output file, stdin or stdout will be
used instead of a file on disc.""")
p = argparse.ArgumentParser(
description=description,
formatter_class=argparse.RawDescriptionHelpFormatter)
p.add_argument('-o', '--outfile', default='-',
help='Output to the given file (default: stdout).')
p.add_argument('--with-glslang', metavar='PATH',
default='glslangValidator',
dest='glslang',
help='Full path to the glslangValidator program.')
p.add_argument('--glsl-only', action='store_true')
p.add_argument('infile', metavar='INFILE')
return p.parse_args()
args = parse_args()
infname = args.infile
outfname = args.outfile
glslang = args.glslang
glsl_only = args.glsl_only
with open_file(infname, 'r') as infile:
parser = Parser(infile)
parser.run()
if not glsl_only:
# glslangValidator has an absolutely *insane* interface. We pretty much
# have to run in a temporary directory. Sad day.
current_dir = os.getcwd()
tmpdir = tempfile.mkdtemp('glsl_scraper')
try:
os.chdir(tmpdir)
for shader in parser.shaders:
shader.compile()
os.chdir(current_dir)
finally:
shutil.rmtree(tmpdir)
with open_file(outfname, 'w') as outfile:
outfile.write(dedent("""\
/* =========================== DO NOT EDIT! ===========================
* This file is autogenerated by glsl_scraper.py.
*/
#include <stdint.h>
#define _ANV_SPIRV_MAGIC "\\x03\\x02\\x23\\x07\\0\\0\\0\\0"
#define _ANV_SPIRV_VERTEX _ANV_SPIRV_MAGIC "\\0\\0\\0\\0"
#define _ANV_SPIRV_TESS_CONTROL _ANV_SPIRV_MAGIC "\\1\\0\\0\\0"
#define _ANV_SPIRV_TESS_EVALUATION _ANV_SPIRV_MAGIC "\\2\\0\\0\\0"
#define _ANV_SPIRV_GEOMETRY _ANV_SPIRV_MAGIC "\\3\\0\\0\\0"
#define _ANV_SPIRV_FRAGMENT _ANV_SPIRV_MAGIC "\\4\\0\\0\\0"
#define _ANV_SPIRV_COMPUTE _ANV_SPIRV_MAGIC "\\5\\0\\0\\0"
#define _ANV_GLSL_SRC_VAR2(_line) _glsl_helpers_shader ## _line ## _glsl_src
#define _ANV_GLSL_SRC_VAR(_line) _ANV_GLSL_SRC_VAR2(_line)
#define GLSL_VK_SHADER_MODULE(device, stage, ...) ({ \\
VkShaderModule __module; \\
VkShaderModuleCreateInfo __shader_create_info = { \\
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, \\
.codeSize = sizeof(_ANV_GLSL_SRC_VAR(__LINE__)), \\
.pCode = _ANV_GLSL_SRC_VAR(__LINE__), \\
}; \\
vkCreateShaderModule(anv_device_to_handle(device), \\
&__shader_create_info, &__module); \\
__module; \\
})
"""))
for shader in parser.shaders:
shader.dump_c_code(outfile, glsl_only)