forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			329 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			329 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import lnx.utils
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from lnx import assets
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def parse_context(
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    c: dict,
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    sres: dict,
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    asset,
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    defs: list[str],
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    vert: list[str] = None,
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    frag: list[str] = None,
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):
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    con = {
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        "name": c["name"],
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        "constants": [],
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        "texture_units": [],
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        "vertex_elements": [],
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    }
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    sres["contexts"].append(con)
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    # Names
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    con["vertex_shader"] = c["vertex_shader"].rsplit(".", 1)[0].split("/")[-1]
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    if con["vertex_shader"] not in asset:
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        asset.append(con["vertex_shader"])
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    con["fragment_shader"] = c["fragment_shader"].rsplit(".", 1)[0].split("/")[-1]
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    if con["fragment_shader"] not in asset:
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        asset.append(con["fragment_shader"])
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    if "geometry_shader" in c:
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        con["geometry_shader"] = c["geometry_shader"].rsplit(".", 1)[0].split("/")[-1]
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        if con["geometry_shader"] not in asset:
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            asset.append(con["geometry_shader"])
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    if "tesscontrol_shader" in c:
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        con["tesscontrol_shader"] = (
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            c["tesscontrol_shader"].rsplit(".", 1)[0].split("/")[-1]
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        )
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        if con["tesscontrol_shader"] not in asset:
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            asset.append(con["tesscontrol_shader"])
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    if "tesseval_shader" in c:
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        con["tesseval_shader"] = c["tesseval_shader"].rsplit(".", 1)[0].split("/")[-1]
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        if con["tesseval_shader"] not in asset:
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            asset.append(con["tesseval_shader"])
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    if "color_attachments" in c:
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        con["color_attachments"] = c["color_attachments"]
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        for i in range(len(con["color_attachments"])):
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            if con["color_attachments"][i] == "_HDR":
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                con["color_attachments"][i] = "RGBA32" if "_LDR" in defs else "RGBA64"
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    # Params
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    params = [
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        "depth_write",
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        "compare_mode",
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        "cull_mode",
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        "blend_source",
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        "blend_destination",
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        "blend_operation",
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        "alpha_blend_source",
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        "alpha_blend_destination",
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        "alpha_blend_operation",
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        "color_writes_red",
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        "color_writes_green",
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        "color_writes_blue",
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        "color_writes_alpha",
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        "conservative_raster",
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    ]
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    for p in params:
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        if p in c:
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            con[p] = c[p]
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    # Parse shaders
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    if vert is None:
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        with open(c["vertex_shader"], encoding="utf-8") as f:
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            vert = f.read().splitlines()
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    parse_shader(sres, c, con, defs, vert, True)  # Parse attribs for vertex shader
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    if frag is None:
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        with open(c["fragment_shader"], encoding="utf-8") as f:
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            frag = f.read().splitlines()
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    parse_shader(sres, c, con, defs, frag, False)
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    if "geometry_shader" in c:
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        with open(c["geometry_shader"], encoding="utf-8") as f:
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            geom = f.read().splitlines()
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        parse_shader(sres, c, con, defs, geom, False)
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    if "tesscontrol_shader" in c:
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        with open(c["tesscontrol_shader"], encoding="utf-8") as f:
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            tesc = f.read().splitlines()
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        parse_shader(sres, c, con, defs, tesc, False)
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    if "tesseval_shader" in c:
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        with open(c["tesseval_shader"], encoding="utf-8") as f:
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            tese = f.read().splitlines()
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        parse_shader(sres, c, con, defs, tese, False)
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def parse_shader(
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    sres, c: dict, con: dict, defs: list[str], lines: list[str], parse_attributes: bool
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):
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    """Parses the given shader to get information about the used vertex
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    elements, uniforms and constants. This information is later used in
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    Iron to check what data each shader requires.
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    @param defs A list of set defines for the preprocessor
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    @param lines The list of lines of the shader file
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    @param parse_attributes Whether to parse vertex elements
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    """
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    vertex_elements_parsed = False
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    vertex_elements_parsing = False
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    # Stack of the state of all preprocessor conditions for the current
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    # line. If there is a `False` in the stack, at least one surrounding
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    # condition is false and the line must not be parsed
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    stack: list[bool] = []
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    if not parse_attributes:
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        vertex_elements_parsed = True
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    for line in lines:
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        line = line.lstrip()
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        # Preprocessor
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        if line.startswith("#if"):  # if, ifdef, ifndef
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            s = line.split(" ")[1]
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            found = s in defs
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            if line.startswith("#ifndef"):
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                found = not found
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            stack.append(found)
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            continue
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        if line.startswith("#else"):
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            stack[-1] = not stack[-1]
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            continue
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        if line.startswith("#endif"):
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            stack.pop()
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            continue
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        # Skip lines if the stack contains at least one preprocessor
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        # condition that is not fulfilled
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        skip = False
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        for condition in stack:
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            if not condition:
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                skip = True
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                break
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        if skip:
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            continue
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        if not vertex_elements_parsed and line.startswith("in "):
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            vertex_elements_parsing = True
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            s = line.split(" ")
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            con["vertex_elements"].append(
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                {
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                    "data": "float" + s[1][-1:],
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                    "name": s[2][:-1],  # [:1] to get rid of the semicolon
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                }
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            )
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        # Stop the vertex element parsing if no other vertex elements
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        # follow directly (assuming all vertex elements are positioned
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        # directly after each other apart from empty lines and comments)
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        if (
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            vertex_elements_parsing
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            and len(line) > 0
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            and not line.startswith("//")
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            and not line.startswith("in ")
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        ):
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            vertex_elements_parsed = True
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        if line.startswith("uniform ") or line.startswith(
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            "//!uniform"
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        ):  # Uniforms included from header files
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            s = line.split(" ")
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            # Examples:
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            #   uniform sampler2D myname;
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            #   uniform layout(RGBA8) image3D myname;
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            if s[1].startswith("layout"):
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                ctype = s[2]
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                cid = s[3]
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                if cid[-1] == ";":
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                    cid = cid[:-1]
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            else:
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                ctype = s[1]
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                cid = s[2]
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                if cid[-1] == ";":
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                    cid = cid[:-1]
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            found = False  # Uniqueness check
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            if (
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                ctype.startswith("sampler")
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                or ctype.startswith("image")
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                or ctype.startswith("uimage")
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            ):  # Texture unit
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                for tu in con["texture_units"]:
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                    if tu["name"] == cid:
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                        # Texture already present
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                        found = True
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                        break
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                if not found:
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                    if cid[-1] == "]":  # Array of samplers - sampler2D mySamplers[2]
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                        # Add individual units - mySamplers[0], mySamplers[1]
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                        for i in range(int(cid[-2])):
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                            tu = {"name": cid[:-2] + str(i) + "]"}
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                            con["texture_units"].append(tu)
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                    else:
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                        tu = {"name": cid}
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                        con["texture_units"].append(tu)
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                        if ctype.startswith("image") or ctype.startswith("uimage"):
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                            tu["is_image"] = True
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                        check_link(c, defs, cid, tu)
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            else:  # Constant
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                if cid.find("[") != -1:  # Float arrays
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                    cid = cid.split("[")[0]
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                    ctype = "floats"
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                for const in con["constants"]:
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                    if const["name"] == cid:
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                        found = True
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                        break
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                if not found:
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                    const = {"type": ctype, "name": cid}
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                    con["constants"].append(const)
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                    check_link(c, defs, cid, const)
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def check_link(source_context: dict, defs: list[str], cid: str, out: dict):
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    """Checks whether the uniform/constant with the given name (`cid`)
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    has a link stated in the json (`source_context`) that can be safely
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    included based on the given defines (`defs`). If that is the case,
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    the found link is written to the `out` dictionary.
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    """
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    for link in source_context["links"]:
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        if link["name"] == cid:
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            valid_link = True
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            # Optionally only use link if at least
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            # one of the given defines is set
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            if "ifdef" in link:
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                def_found = False
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                for d in defs:
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                    for link_def in link["ifdef"]:
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                        if d == link_def:
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                            def_found = True
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                            break
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                    if def_found:
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                        break
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                if not def_found:
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                    valid_link = False
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            # Optionally only use link if none of
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            # the given defines are set
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            if "ifndef" in link:
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                def_found = False
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                for d in defs:
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                    for link_def in link["ifndef"]:
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                        if d == link_def:
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                            def_found = True
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                            break
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                    if def_found:
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                        break
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                if def_found:
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                    valid_link = False
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            if valid_link:
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                out["link"] = link["link"]
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            break
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def make(
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    res: dict, base_name: str, json_data: dict, fp, defs: list[str], make_variants: bool
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):
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    sres = {"name": base_name, "contexts": []}
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    res["shader_datas"].append(sres)
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    asset = assets.shader_passes_assets[base_name]
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    vert = None
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    frag = None
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    has_variants = "variants" in json_data and len(json_data["variants"]) > 0
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    if make_variants and has_variants:
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        d = json_data["variants"][0]
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        if d in defs:
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            # Write shader variant with define
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            c = json_data["contexts"][0]
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            with open(c["vertex_shader"], encoding="utf-8") as f:
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                vert = f.read().split("\n", 1)[1]
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                vert = "#version 450\n#define " + d + "\n" + vert
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            with open(c["fragment_shader"], encoding="utf-8") as f:
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                frag = f.read().split("\n", 1)[1]
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                frag = "#version 450\n#define " + d + "\n" + frag
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            with open(
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                lnx.utils.get_fp_build()
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                + "/compiled/Shaders/"
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                + base_name
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                + d
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                + ".vert.glsl",
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                "w",
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                encoding="utf-8",
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            ) as f:
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                f.write(vert)
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            with open(
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                lnx.utils.get_fp_build()
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                + "/compiled/Shaders/"
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                + base_name
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                + d
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                + ".frag.glsl",
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                "w",
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                encoding="utf-8",
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            ) as f:
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                f.write(frag)
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            # Add context variant
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            c2 = c.copy()
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            c2["vertex_shader"] = base_name + d + ".vert.glsl"
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            c2["fragment_shader"] = base_name + d + ".frag.glsl"
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            c2["name"] = c["name"] + d
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            parse_context(c2, sres, asset, defs, vert.splitlines(), frag.splitlines())
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    for c in json_data["contexts"]:
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        parse_context(c, sres, asset, defs)
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