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#!/usr/bin/env python3
import re
import os
import argparse
def parse_input(infile):
shaders = dict()
shadertuple = ("bad", 0)
prognum = ""
reading = False
for line in infile.splitlines():
declmatch = re.match(
r"GLSL (.*) shader (.*) source for linked program (.*):", line)
if declmatch:
shadertype = declmatch.group(1)
shadernum = declmatch.group(2)
prognum = declmatch.group(3)
shadertuple = (shadertype, shadernum)
# don't save driver-internal shaders.
if prognum == "0":
continue
if prognum not in shaders:
shaders[prognum] = dict()
if shadertuple in shaders[prognum]:
print("dupe!")
exit(1)
shaders[prognum][shadertuple] = ''
reading = True
print("Reading program {0} {1} shader {2}".format(
prognum, shadertype, shadernum))
elif re.match(r"GLSL IR for ", line):
reading = False
elif re.match(r"GLSL source for ", line):
reading = False
elif reading:
shaders[prognum][shadertuple] += line + '\n'
return shaders
def write_shader_test(filename, shaders):
print("Writing {0}".format(filename))
out = open(filename, 'w')
out.write("[require]\n")
out.write("GLSL >= 1.10\n")
out.write("\n")
for stage, num in shaders:
if stage == "vertex":
out.write("[vertex shader]\n")
out.write(shaders[(stage, num)])
if stage == "fragment":
out.write("[fragment shader]\n")
out.write(shaders[(stage, num)])
out.close()
def write_files(directory, shaders):
for prog in shaders:
write_shader_test("{0}/{1}.shader_test".format(directory, prog),
shaders[prog])
def main():
parser = argparse.ArgumentParser()
parser.add_argument('appname', help='Output directory (application name)')
parser.add_argument('mesadebug', help='MESA_GLSL=dump output file')
args = parser.parse_args()
dirname = "shaders/{0}".format(args.appname)
if not os.path.isdir(dirname):
os.mkdir(dirname)
infile = open(args.mesadebug, 'r')
write_files(dirname, parse_input(infile.read()))
if __name__ == "__main__":
main()
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