--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Copyright 2014 Alexis Laferrière <alexis.laf@xymus.net>
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# Check shader code within Nit modules using the tool _glslangValidator_
+#
+# For this phase to work, _glslangValidator_ must be in PATH. It can be
+# downloaded from https://www.khronos.org/opengles/sdk/tools/Reference-Compiler/
+module glsl_validation
+
+import literal
+
+redef class ToolContext
+ # Shader code validation phase
+ var glsl_validation_phase: Phase = new GLSLValidationPhase(self, [literal_phase])
+end
+
+private class GLSLValidationPhase
+ super Phase
+
+ # Annotation names
+
+ fun annot_name_vertex: String do return "glsl_vertex_shader"
+ fun annot_name_fragment: String do return "glsl_fragment_shader"
+
+ # TODO support more shader types as needed
+
+ # Is the tool _glsllangValidator_ in path?
+ var tool_is_in_path: nullable Bool = null
+
+ redef fun process_annotated_node(nstring, nat)
+ do
+ var annot_name = nat.n_atid.n_id.text
+ var is_vertex = annot_name == annot_name_vertex
+ var is_fragment = annot_name == annot_name_fragment
+
+ # Skip if we are not interested
+ if not is_vertex and not is_fragment then return
+
+ # Only applicable on strings
+ if not nstring isa AStringFormExpr then
+ toolcontext.error(nstring.location,
+ "Syntax error: only a string literal can be annotated as \"{annot_name}\".")
+ return
+ end
+
+ # Do not double check if tool is in path
+ var in_path = tool_is_in_path
+ if in_path != null then
+ if not in_path then return
+ else
+ # Is _glslangValidator_ installed?
+ var proc_which = new IProcess("which", "glslangValidator")
+ proc_which.wait
+ proc_which.close
+ var status = proc_which.status
+ in_path = status == 0
+ tool_is_in_path = in_path
+ if not in_path then
+ toolcontext.warning(nat.location, "glslvalidator",
+ "Warning: program \"glslangValidator\" not in PATH, cannot validate this shader.")
+ return
+ end
+ end
+
+ # Get the shader source
+ var shader = nstring.value
+ assert shader != null
+
+ # Copy the shader to a file
+ # TODO make it more portable
+ var tmp = "/tmp/"
+ var ext
+ if is_vertex then
+ ext = "vert"
+ else ext = "frag"
+ var path = tmp / "nit_shader." + ext
+
+ shader.write_to_file path
+
+ # Execute the validator
+ var proc_validator = new IProcess("glslangValidator", path)
+ proc_validator.wait
+ var lines = proc_validator.read_all.split('\n')
+ proc_validator.close
+
+ # Parse errors
+ var regex = "[A-Z]+: ([0-9]+):([0-9]+): (.*)".to_re
+ for line in lines do
+ var match = line.search(regex)
+
+ # Does it match an error?
+ # If not, then it should be the summary
+ if match != null then
+ var shader_line_no = match.subs[1].to_s.to_i
+ var msg = match.subs[2].to_s
+
+ var line_start = nstring.location.line_start + shader_line_no
+ var char_start = 0
+ var char_end = 0
+ var loc = new Location(nat.location.file,
+ line_start, line_start,
+ char_start, char_end)
+
+ toolcontext.warning(loc, "glslvalidator",
+ "Shader error on {msg}")
+ end
+ end
+ end
+end