servo/third_party/webrender/swgl/build.rs
Martin Robinson 4db0b5d9e3
Fix warnings in vendored WebRender
These show up every time one builds, so this adds a patch on top of our
vendored copy of WebRender to fix these errors for now.
2023-07-06 14:39:19 +02:00

150 lines
5.2 KiB
Rust

/* 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/. */
use cc;
use glsl_to_cxx;
use webrender_build;
use std::collections::HashSet;
use std::fmt::Write;
use webrender_build::shader::{ShaderFeatureFlags, get_shader_features};
// Shader key is in "name feature,feature" format.
// File name needs to be formatted as "name_feature_feature".
fn shader_file(shader_key: &str) -> String {
shader_key.replace(' ', "_").replace(',', "_")
}
fn write_load_shader(shader_keys: &[String]) {
let mut load_shader = String::new();
for s in shader_keys {
let _ = write!(load_shader, "#include \"{}.h\"\n", shader_file(s));
}
load_shader.push_str("ProgramLoader load_shader(const char* name) {\n");
for s in shader_keys {
let _ = write!(load_shader, " if (!strcmp(name, \"{}\")) {{ return {}_program::loader; }}\n",
s, shader_file(s));
}
load_shader.push_str(" return nullptr;\n}\n");
std::fs::write(std::env::var("OUT_DIR").unwrap() + "/load_shader.h", load_shader).unwrap();
}
fn process_imports(shader_dir: &str, shader: &str, included: &mut HashSet<String>, output: &mut String) {
if !included.insert(shader.into()) {
return;
}
println!("cargo:rerun-if-changed={}/{}.glsl", shader_dir, shader);
let source = std::fs::read_to_string(format!("{}/{}.glsl", shader_dir, shader)).unwrap();
for line in source.lines() {
if line.starts_with("#include ") {
let imports = line["#include ".len() ..].split(',');
for import in imports {
process_imports(shader_dir, import, included, output);
}
} else if line.starts_with("#version ") || line.starts_with("#extension ") {
// ignore
} else {
output.push_str(line);
output.push('\n');
}
}
}
fn translate_shader(shader_key: &str, shader_dir: &str) {
let mut imported = String::from("#define SWGL 1\n");
let _ = write!(imported, "#define WR_MAX_VERTEX_TEXTURE_WIDTH {}U\n",
webrender_build::MAX_VERTEX_TEXTURE_WIDTH);
let (basename, features) =
shader_key.split_at(shader_key.find(' ').unwrap_or(shader_key.len()));
if !features.is_empty() {
for feature in features.trim().split(',') {
let _ = write!(imported, "#define WR_FEATURE_{}\n", feature);
}
}
process_imports(shader_dir, basename, &mut HashSet::new(), &mut imported);
let shader = shader_file(shader_key);
let out_dir = std::env::var("OUT_DIR").unwrap();
let imp_name = format!("{}/{}.c", out_dir, shader);
std::fs::write(&imp_name, imported).unwrap();
let mut build = cc::Build::new();
if build.get_compiler().is_like_msvc() {
build.flag("/EP");
} else {
build.flag("-xc").flag("-P");
}
build.file(&imp_name);
let vs = build.clone()
.define("WR_VERTEX_SHADER", Some("1"))
.expand();
let fs = build.clone()
.define("WR_FRAGMENT_SHADER", Some("1"))
.expand();
let vs_name = format!("{}/{}.vert", out_dir, shader);
let fs_name = format!("{}/{}.frag", out_dir, shader);
std::fs::write(&vs_name, vs).unwrap();
std::fs::write(&fs_name, fs).unwrap();
let mut args = vec![
"glsl_to_cxx".to_string(),
vs_name,
fs_name,
];
let frag_include = format!("{}/{}.frag.h", shader_dir, shader);
if std::path::Path::new(&frag_include).exists() {
println!("cargo:rerun-if-changed={}/{}.frag.h", shader_dir, shader);
args.push(frag_include);
}
let result = glsl_to_cxx::translate(&mut args.into_iter());
std::fs::write(format!("{}/{}.h", out_dir, shader), result).unwrap();
}
fn main() {
let shader_dir = match std::env::var("MOZ_SRC") {
Ok(dir) => dir + "/gfx/wr/webrender/res",
Err(_) => std::env::var("CARGO_MANIFEST_DIR").unwrap() + "/../webrender/res",
};
let shader_flags =
ShaderFeatureFlags::GL |
ShaderFeatureFlags::DUAL_SOURCE_BLENDING;
let mut shaders: Vec<String> = Vec::new();
for (name, features) in get_shader_features(shader_flags) {
shaders.extend(features.iter().map(|f| {
if f.is_empty() { name.to_owned() } else { format!("{} {}", name, f) }
}));
}
shaders.sort();
for shader in &shaders {
translate_shader(shader, &shader_dir);
}
write_load_shader(&shaders);
println!("cargo:rerun-if-changed=src/gl_defs.h");
println!("cargo:rerun-if-changed=src/glsl.h");
println!("cargo:rerun-if-changed=src/program.h");
println!("cargo:rerun-if-changed=src/texture.h");
println!("cargo:rerun-if-changed=src/vector_type.h");
println!("cargo:rerun-if-changed=src/gl.cc");
cc::Build::new()
.cpp(true)
.file("src/gl.cc")
.flag("-std=c++14")
.flag("-UMOZILLA_CONFIG_H")
.flag("-fno-exceptions")
.flag("-fno-rtti")
.flag("-fno-math-errno")
.define("_GLIBCXX_USE_CXX11_ABI", Some("0"))
.include(shader_dir)
.include("src")
.include(std::env::var("OUT_DIR").unwrap())
.compile("gl_cc");
}