# 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/. import argparse import codecs import locale import os import re import subprocess import sys import tempfile import yaml import buildconfig def shell_main(): parser = argparse.ArgumentParser() parser.add_argument('-o', '--output', type=str, required=True, help='Output file') parser.add_argument('manifest', type=str, help='Manifest source file') args = parser.parse_args() with open(args.output, 'w') as out_file: process_manifest(out_file, args.manifest) def main(output_fp, input_filename): return process_manifest(output_fp, input_filename) HEADER = """// AUTOGENERATED - DO NOT EDIT namespace mozilla { namespace layers { struct ShaderBytes { const void* mData; size_t mLength; }; """ FOOTER = """ } // namespace layers } // namespace mozilla""" def process_manifest(output_fp, manifest_filename): with codecs.open(manifest_filename, 'r', 'UTF-8') as in_fp: manifest = yaml.load(in_fp) shader_folder, _ = os.path.split(manifest_filename) output_fp.write(HEADER) deps = set() for block in manifest: if 'type' not in block: raise Exception("Expected 'type' key with shader mode") if 'file' not in block: raise Exception("Expected 'file' key with shader file") if 'shaders' not in block: raise Exception("Expected 'shaders' key with shader name list") shader_file = os.path.join(shader_folder, block['file']) deps.add(shader_file) shader_model = block['type'] for shader_name in block['shaders']: new_deps = run_fxc( shader_model = shader_model, shader_file = shader_file, shader_name = shader_name, output_fp = output_fp) deps |= new_deps output_fp.write(FOOTER) return deps def run_fxc(shader_model, shader_file, shader_name, output_fp): fxc_location = buildconfig.substs['FXC'] argv = [ fxc_location, '-nologo', '-T{0}'.format(shader_model), shader_file, '-E{0}'.format(shader_name), '-Vn{0}'.format(shader_name), '-Vi', ] if 'Linux' in buildconfig.substs['HOST_OS_ARCH']: argv.insert(0, buildconfig.substs['WINE']) if shader_model.startswith('vs_'): argv += ['-DVERTEX_SHADER'] elif shader_model.startswith('ps_'): argv += ['-DPIXEL_SHADER'] deps = None with ScopedTempFilename() as temp_filename: argv += ['-Fh{0}'.format(temp_filename)] sys.stdout.write('{0}\n'.format(' '.join(argv))) proc_stdout = subprocess.check_output(argv) proc_stdout = decode_console_text(sys.stdout, proc_stdout) deps = find_dependencies(proc_stdout) assert 'fxc2' in fxc_location or len(deps) > 0 with open(temp_filename, 'r') as temp_fp: output_fp.write(temp_fp.read()) output_fp.write("ShaderBytes s{0} = {{ {0}, sizeof({0}) }};\n".format( shader_name)) return deps def find_dependencies(fxc_output): # Dependencies look like this: # Resolved to [] # # Microsoft likes to change output strings based on the user's language, so # instead of pattern matching on that string, we take everything in between # brackets. We filter out potentially bogus strings later. deps = set() for line in fxc_output.split('\n'): m = re.search(r"\[([^\]]+)\]", line) if m is None: continue dep_path = m.group(1) dep_path = os.path.normpath(dep_path) if os.path.isfile(dep_path): deps.add(dep_path) return deps # Python reads the raw bytes from stdout, so we need to try our best to # capture that as a valid Python string. def decode_console_text(pipe, text): try: if pipe.encoding: return text.decode(pipe.encoding, 'replace') except: pass try: return text.decode(locale.getpreferredencoding(), 'replace') except: return text.decode('utf8', 'replace') # Allocate a temporary file name and delete it when done. We need an extra # wrapper for this since TemporaryNamedFile holds the file open. class ScopedTempFilename(object): def __init__(self): self.name = None def __enter__(self): with tempfile.NamedTemporaryFile(delete = False) as tmp: self.name = tmp.name return self.name def __exit__(self, type, value, traceback): if not self.name: return try: os.unlink(self.name) except: pass if __name__ == '__main__': shell_main()