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Add node.js bindings

Added the GYP build system so the GLSL Optimizer could be built using
node-gyp. Created bindings to V8.
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1 parent 12fcc07 commit 7a190d34beef33979f3bb378c9774d4f3ec5c04c @donny-dont donny-dont committed Jul 5, 2013
Showing with 561 additions and 0 deletions.
  1. +2 −0 .gitignore
  2. +20 −0 binding.gyp
  3. +182 −0 src/glsl_optimizer_lib.gyp
  4. +17 −0 src/node/binding.cpp
  5. +74 −0 src/node/compiler.cpp
  6. +25 −0 src/node/compiler.h
  7. +181 −0 src/node/shader.cpp
  8. +32 −0 src/node/shader.h
  9. +28 −0 target_defaults.gypi
  10. 0 tests/tests.gyp
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@@ -72,3 +72,5 @@ glslopt
glsl_compiler
.settings/
.pydevproject
+
+build
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@@ -0,0 +1,20 @@
+{
+ 'includes': [
+ 'target_defaults.gypi',
+ ],
+ 'targets': [
+ {
+ 'target_name': 'glslOptimizer',
+ 'dependencies': [
+ 'src/glsl_optimizer_lib.gyp:*',
+ ],
+ 'sources': [
+ 'src/node/binding.cpp',
+ 'src/node/compiler.cpp',
+ 'src/node/compiler.h',
+ 'src/node/shader.cpp',
+ 'src/node/shader.h',
+ ],
+ }
+ ]
+}
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@@ -0,0 +1,182 @@
+{
+ 'includes': [
+ '../target_defaults.gypi',
+ ],
+ 'targets': [
+ {
+ 'target_name': 'glsl_optimizer_lib',
+ 'type': 'static_library',
+ 'include_dirs': [
+ 'glsl',
+ 'mesa',
+ '../include',
+ '../include/c99',
+ ],
+ 'direct_dependent_settings': {
+ 'include_dirs': [
+ 'glsl'
+ ],
+ },
+ 'sources': [
+ 'glsl/glcpp/glcpp-lex.c',
+ 'glsl/glcpp/glcpp-parse.c',
+ 'glsl/glcpp/glcpp-parse.h',
+ 'glsl/glcpp/clcpp.h',
+ 'glsl/glcpp/pp.c',
+ 'glsl/ast.h',
+ 'glsl/ast_array_index.cpp',
+ 'glsl/ast_expr.cpp',
+ 'glsl/ast_function.cpp',
+ 'glsl/ast_to_hir.cpp',
+ 'glsl/ast_type.cpp',
+ 'glsl/builtin_function.cpp',
+ 'glsl/builtin_types.h',
+ 'glsl/builtin_variables.cpp',
+ 'glsl/builtin_variables.h',
+ 'glsl/glsl_lexer.cpp',
+ 'glsl/glsl_optimizer.cpp',
+ 'glsl/glsl_optimizer.h',
+ 'glsl/glsl_parser.cpp',
+ 'glsl/glsl_parser.h',
+ 'glsl/glsl_parser_extras.cpp',
+ 'glsl/glsl_parser_extras.h',
+ 'glsl/glsl_symbol_table.cpp',
+ 'glsl/glsl_symbol_table.h',
+ 'glsl/glsl_types.cpp',
+ 'glsl/glsl_types.h',
+ 'glsl/hir_field_selection.cpp',
+ 'glsl/ir.cpp',
+ 'glsl/ir.h',
+ 'glsl/ir_basic_block.cpp',
+ 'glsl/ir_basic_block.h',
+ 'glsl/ir_builder.cpp',
+ 'glsl/ir_builder.h',
+ 'glsl/ir_clone.cpp',
+ 'glsl/ir_constant_expression.cpp',
+ 'glsl/ir_expression_flattening.cpp',
+ 'glsl/ir_expression_flattening.h',
+ 'glsl/ir_function.cpp',
+ 'glsl/ir_function_can_inline.cpp',
+ 'glsl/ir_function_detect_recursion.cpp',
+ 'glsl/ir_function_inlining.h',
+ 'glsl/ir_hierarchical_visitor.cpp',
+ 'glsl/ir_hierarchical_visitor.h',
+ 'glsl/ir_hv_accept.cpp',
+ 'glsl/ir_import_prototypes.cpp',
+ 'glsl/ir_optimization.h',
+ 'glsl/ir_print_glsl_visitor.cpp',
+ 'glsl/ir_print_glsl_visitor.h',
+ 'glsl/ir_print_visitor.cpp',
+ 'glsl/ir_print_visitor.h',
+ 'glsl/ir_reader.cpp',
+ 'glsl/ir_reader.h',
+ 'glsl/ir_rvalue_visitor.cpp',
+ 'glsl/ir_rvalue_visitor.h',
+ 'glsl/ir_reader.cpp',
+ 'glsl/ir_reader.h',
+ 'glsl/ir_rvalue_visitor.cpp',
+ 'glsl/ir_rvalue_visitor.h',
+ 'glsl/ir_uniform.h',
+ 'glsl/ir_unused_structs.cpp',
+ 'glsl/ir_unused_structs.h',
+ 'glsl/ir_validate.cpp',
+ 'glsl/ir_variable_refcount.cpp',
+ 'glsl/ir_variable_refcount.h',
+ 'glsl/ir_visitor.h',
+ 'glsl/link_functions.cpp',
+ 'glsl/link_uniform_block_active_visitor.cpp',
+ 'glsl/link_uniform_block_active_visitor.h',
+ 'glsl/link_uniform_blocks.cpp',
+ 'glsl/link_uniform_initializers.cpp',
+ 'glsl/link_uniforms.cpp',
+ 'glsl/link_varyings.cpp',
+ 'glsl/link_varyings.h',
+ 'glsl/linker.cpp',
+ 'glsl/linker.h',
+ 'glsl/list.h',
+ 'glsl/loop_analysis.cpp',
+ 'glsl/loop_analysis.h',
+ 'glsl/loop_controls.cpp',
+ 'glsl/loop_unroll.cpp',
+ 'glsl/lower_clip_distance.cpp',
+ 'glsl/lower_discard.cpp',
+ 'glsl/lower_discard_flow.cpp',
+ 'glsl/lower_if_to_cond_assign.cpp',
+ 'glsl/lower_instructions.cpp',
+ 'glsl/lower_jumps.cpp',
+ 'glsl/lower_mat_op_to_vec.cpp',
+ 'glsl/lower_noise.cpp',
+ 'glsl/lower_packed_varyings.cpp',
+ 'glsl/lower_packing_builtins.cpp',
+ 'glsl/lower_variable_index_to_cond_assign.cpp',
+ 'glsl/lower_vec_index_to_cond_assign.cpp',
+ 'glsl/lower_vec_index_to_swizzle.cpp',
+ 'glsl/lower_vector.cpp',
+ 'glsl/opt_algebraic.cpp',
+ 'glsl/opt_array_splitting.cpp',
+ 'glsl/opt_constant_folding.cpp',
+ 'glsl/opt_constant_propagation.cpp',
+ 'glsl/opt_constant_variable.cpp',
+ 'glsl/opt_copy_propagation.cpp',
+ 'glsl/opt_copy_propagation_elements.cpp',
+ 'glsl/opt_dead_code.cpp',
+ 'glsl/opt_dead_code_local.cpp',
+ 'glsl/opt_dead_functions.cpp',
+ 'glsl/opt_flatten_nested_if_blocks.cpp',
+ 'glsl/opt_function_inlining.cpp',
+ 'glsl/opt_if_simplification.cpp',
+ 'glsl/opt_noop_swizzle.cpp',
+ 'glsl/opt_redundant_jumps.cpp',
+ 'glsl/opt_structure_splitting.cpp',
+ 'glsl/opt_swizzle_swizzle.cpp',
+ 'glsl/opt_tree_grafting.cpp',
+ 'glsl/program.h',
+ 'glsl/ralloc.c',
+ 'glsl/ralloc.h',
+ 'glsl/s_expression.cpp',
+ 'glsl/s_expression.h',
+ 'glsl/standalone_scaffolding.cpp',
+ 'glsl/standalone_scaffolding.h',
+ 'glsl/strtod.c',
+ 'glsl/strtod.h',
+ 'mesa/main/compiler.h',
+ 'mesa/main/config.h',
+ 'mesa/main/context.h',
+ 'mesa/main/core.h',
+ 'mesa/main/dd.h',
+ 'mesa/main/glheader.h',
+ 'mesa/main/glminimal.h',
+ 'mesa/main/hash_table.c',
+ 'mesa/main/hash_table.h',
+ 'mesa/main/imports.c',
+ 'mesa/main/imports.h',
+ 'mesa/main/macros.h',
+ 'mesa/main/mtypes.h',
+ 'mesa/main/set.c',
+ 'mesa/main/set.h',
+ 'mesa/main/simple_list.h',
+ 'mesa/program/hash_table.h',
+ 'mesa/program/prog_hash_table.c',
+ 'mesa/program/prog_instruction.h',
+ 'mesa/program/prog_parameter.h',
+ 'mesa/program/prog_statevars.h',
+ 'mesa/program/symbol_table.c',
+ 'mesa/program/symbol_table.h',
+ ],
+ 'conditions': [
+ ['OS=="win"', {
+ 'defines': [
+ '_LIB',
+ 'NOMINMAX',
+ '_CRT_SECURE_NO_WARNINGS',
+ '_CRT_SECURE_NO_DEPRECATE',
+ '__STDC_VERSION__=199901L',
+ '__STDC__',
+ 'strdup=_strdup',
+ ],
+ 'msvs_disabled_warnings': [4996],
+ }],
+ ],
+ }
+ ]
+}
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@@ -0,0 +1,17 @@
+#include <node.h>
+#include "shader.h"
+
+using namespace v8;
+
+void InitAll(Handle<Object> exports)
+{
+ // Export constants
+ exports->Set(String::NewSymbol("VERTEX_SHADER"), Int32::New(kGlslOptShaderVertex), ReadOnly);
+ exports->Set(String::NewSymbol("FRAGMENT_SHADER"), Int32::New(kGlslOptShaderFragment), ReadOnly);
+
+ // Export classes
+ Compiler::Init(exports);
+ Shader::Init(exports);
+}
+
+NODE_MODULE(glslOptimizer, InitAll);
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@@ -0,0 +1,74 @@
+#include "compiler.h"
+
+using namespace v8;
+using namespace node;
+
+//----------------------------------------------------------------------
+
+Compiler::Compiler(bool essl)
+{
+ _binding = glslopt_initialize(essl);
+}
+
+//----------------------------------------------------------------------
+
+Compiler::~Compiler()
+{
+ release();
+}
+
+//----------------------------------------------------------------------
+
+void Compiler::release()
+{
+ if (_binding)
+ {
+ glslopt_cleanup(_binding);
+
+ _binding = 0;
+ }
+}
+
+//----------------------------------------------------------------------
+
+void Compiler::Init(Handle<Object> exports)
+{
+ // Prepare constructor template
+ Local<FunctionTemplate> tpl = FunctionTemplate::New(New);
+ tpl->SetClassName(String::NewSymbol("Compiler"));
+ tpl->InstanceTemplate()->SetInternalFieldCount(1);
+
+ // Prototype
+ SetPrototypeMethod(tpl, "dispose", Dispose);
+
+ // Export the class
+ Persistent<Function> constructor = Persistent<Function>::New(tpl->GetFunction());
+ exports->Set(String::NewSymbol("Compiler"), constructor);
+}
+
+//----------------------------------------------------------------------
+
+Handle<Value> Compiler::New(const Arguments& args)
+{
+ HandleScope scope;
+
+ bool essl = args[0]->IsUndefined() ? true : args[0]->BooleanValue();
+
+ Compiler* obj = new Compiler(essl);
+
+ obj->Wrap(args.This());
+
+ return args.This();
+}
+
+//----------------------------------------------------------------------
+
+Handle<Value> Compiler::Dispose(const Arguments& args)
+{
+ HandleScope scope;
+
+ Compiler* obj = ObjectWrap::Unwrap<Compiler>(args.This());
+ obj->release();
+
+ return scope.Close(Undefined());
+}
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@@ -0,0 +1,25 @@
+#ifndef COMPILER_H
+#define COMPILER_H
+
+#include <node.h>
+#include <glsl_optimizer.h>
+
+class Compiler : public node::ObjectWrap {
+public:
+ static void Init(v8::Handle<v8::Object> exports);
+
+ inline glslopt_ctx* getBinding() const { return _binding; }
+
+ void release();
+
+private:
+ Compiler(bool essl);
+ ~Compiler();
+
+ glslopt_ctx* _binding;
+
+ static v8::Handle<v8::Value> New(const v8::Arguments& args);
+ static v8::Handle<v8::Value> Dispose(const v8::Arguments& args);
+};
+
+#endif
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