vk: Add a GLSL scraper utility

This new utility, glsl_scraper.py scrapes C files for instances of the
GLSL_VK_SHADER macro, pulls out the shader source, and compiles it to
SPIR-V.  The compilation is done using glslValidator.  The result is then
placed into another C file as arrays of dwords that can be easiliy handed
to a Vulkan driver.
This commit is contained in:
Jason Ekstrand 2015-05-14 19:07:50 -07:00
parent 79ace6def6
commit 41db8db0f2

236
src/vulkan/glsl_scraper.py Normal file
View file

@ -0,0 +1,236 @@
#! /usr/bin/env python
def print_usage(err):
print """\
glsl_scraper.py [options] file
This program scrapes a C file for any instance of the GLSL_VK_SHADER 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.
Options:
-o outfile Output to the given file (default: stdout)
--with-glslang=PATH Full path to the glslangValidator program"""
exit(err)
import os, sys, re, cStringIO, tempfile, subprocess, struct, shutil
class Shader:
def __init__(self, stage, line):
self.stream = cStringIO.StringIO()
self.stage = stage
self.line = line
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 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 330\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):
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"#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')
# 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|\(|\)|,)')
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):
line_number = self.line_number
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, line_number)
self.handle_shader_src()
self.shaders.append(self.current_shader)
def run(self):
for t in self.token_iter:
if t == 'GLSL_VK_SHADER':
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)
infile = None
outfile = sys.stdout
glslang = 'glslangValidator'
arg_idx = 1
while arg_idx < len(sys.argv):
if sys.argv[arg_idx] == '-h':
print_usage(0)
elif sys.argv[arg_idx] == '-o':
arg_idx += 1
outfile = open_file(sys.argv[arg_idx], 'w')
elif sys.argv[arg_idx].startswith('--with-glslang='):
glslang = sys.argv[arg_idx][len('--with-glslang='):]
else:
infile = open_file(sys.argv[arg_idx], 'r')
break
arg_idx += 1
if arg_idx < len(sys.argv) - 1 or not infile or not outfile:
print_usage(1)
parser = Parser(infile)
parser.run()
# 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)
outfile.write("""\
/* =========================== DO NOT EDIT! ===========================
* This file is autogenerated by glsl_scraper.py.
*/
#include <stdint.h>""")
for shader in parser.shaders:
shader.dump_c_code(outfile)