This makes the new parser code output correct errors. Also simplify error logging. Simplify a few things inside the parser interface. Add debug string to the `Token` and `Scope`. Pull Request: https://projects.blender.org/blender/blender/pulls/144708
123 lines
4.1 KiB
C++
123 lines
4.1 KiB
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup glsl_preprocess
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*/
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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#include <regex>
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#include <string>
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#include "glsl_preprocess.hh"
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int main(int argc, char **argv)
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{
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if (argc != 4) {
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std::cerr << "Usage: glsl_preprocess <data_file_from> <data_file_to> <metadata_file_to>"
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<< std::endl;
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exit(1);
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}
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const char *input_file_name = argv[1];
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const char *output_file_name = argv[2];
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const char *metadata_file_name = argv[3];
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/* Open the input file for reading */
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std::ifstream input_file(input_file_name);
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if (!input_file) {
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std::cerr << "Error: Could not open input file " << input_file_name << std::endl;
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exit(1);
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}
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/* We make the required directories here rather than having the build system
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* do the work for us, as having cmake do it leads to several thousand cmake
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* instances being launched, leading to significant overhead, see pr #141404
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* for details. */
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std::filesystem::path parent_dir = std::filesystem::path(output_file_name).parent_path();
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std::error_code ec;
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if (!std::filesystem::create_directories(parent_dir, ec)) {
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if (ec) {
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std::cerr << "Unable to create " << parent_dir << " : " << ec.message() << std::endl;
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exit(1);
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}
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}
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/* Open the output file for writing */
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std::ofstream output_file(output_file_name, std::ofstream::out | std::ofstream::binary);
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if (!output_file) {
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std::cerr << "Error: Could not open output file " << output_file_name << std::endl;
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input_file.close();
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exit(1);
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}
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/* Open the output file for writing */
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std::ofstream metadata_file(metadata_file_name, std::ofstream::out | std::ofstream::binary);
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if (!output_file) {
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std::cerr << "Error: Could not open output file " << metadata_file_name << std::endl;
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input_file.close();
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exit(1);
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}
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std::stringstream buffer;
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buffer << input_file.rdbuf();
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int error = 0;
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auto report_error =
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[&](int err_line, int err_char, const std::string &line, const char *err_msg) {
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std::cerr << input_file_name;
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std::cerr << ':' << std::to_string(err_line) << ':' << std::to_string(err_char + 1);
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std::cerr << ": error: " << err_msg << std::endl;
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std::cerr << line << std::endl;
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std::cerr << std::string(err_char, ' ') << '^' << std::endl;
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error++;
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};
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std::string filename(output_file_name);
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const bool is_info = filename.find("info.hh") != std::string::npos;
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const bool is_glsl = filename.find(".glsl") != std::string::npos;
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const bool is_shared = filename.find("shared.h") != std::string::npos;
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const bool is_library = is_glsl &&
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(filename.find("gpu_shader_material_") != std::string::npos ||
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filename.find("gpu_shader_common_") != std::string::npos ||
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filename.find("gpu_shader_compositor_") != std::string::npos);
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if (is_info) {
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std::cerr << "File " << output_file_name
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<< " is a create info file and should not be processed as glsl" << std::endl;
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return 1;
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}
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using Preprocessor = blender::gpu::shader::Preprocessor;
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Preprocessor processor;
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Preprocessor::SourceLanguage language = Preprocessor::language_from_filename(filename);
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if (language == Preprocessor::SourceLanguage::GLSL) {
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/* All build-time GLSL files should be considered blender-GLSL. */
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language = Preprocessor::SourceLanguage::BLENDER_GLSL;
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}
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blender::gpu::shader::metadata::Source metadata;
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output_file << processor.process(
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language, buffer.str(), input_file_name, is_library, is_shared, report_error, metadata);
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/* TODO(fclem): Don't use regex for that. */
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std::string metadata_function_name = "metadata_" +
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std::regex_replace(
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filename, std::regex(R"((?:.*)\/(.*))"), "$1");
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std::replace(metadata_function_name.begin(), metadata_function_name.end(), '.', '_');
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metadata_file << metadata.serialize(metadata_function_name);
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input_file.close();
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output_file.close();
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metadata_file.close();
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return error;
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}
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