Files
DroidDeck/tools/check_glasses_menu_shader.py
MaxsTechReview c5577478ca chore: remove source comments and unused code, translate every missing string (#1965)
* chore(i18n): translate every missing string in all locales

Adds the 87 strings the bottom-screen Dashboard and in-game stats pages
introduced to all 32 locales, plus the 51 older settings strings Japanese
and the 50 Chinese locales were still missing. Every locale now has all
3456 translatable strings with the same placeholders as English.

Also translates 36 entries that were still English where the language
does not use the English word, and makes es-419 touch_app_id use the same
%1$s placeholder as English.

* chore(patches): drop comments from the lines downstream patches add

Removes comment lines and trailing comments from lines our patches add,
with hunk headers recounted. Lines that a later patch uses as context
and the upstream backport 0123 are left as they are.

The gamescope, FEX, proot and xodus series still apply to their pinned
sources, and the patched trees differ only in those comments.
test_hud_frames now finds the HUD writer by its first declaration.

* docs: credit Greenlight, Better xCloud, viture-v2, GameNative and DiRTTelemetryErrorFix

These were credited only in source headers and NOTICE files.

* chore: remove source comments and unused functions

Removes explanatory comments from first-party Kotlin, Java, C, C++,
Rust, TypeScript, Python, shell, Gradle, CMake and workflow files.
License and attribution headers stay, and vendored third-party trees,
generated files and license files are untouched. A shellcheck directive
is kept, and udevmon's fallthrough comments became fallthrough attributes.

Syntax trees and token streams match the previous sources apart from the
comments and Python docstrings. Module docstrings that argparse prints
are kept, and device-smoke.sh prints the same --help text from a heredoc.

Also removes 37 functions and 4 fields that nothing referenced.

* chore: remove comments from the Syncthing integration and the latest main sources

* docs: credit Syncthing and the syncthing-android fork

* chore(i18n): translate the Syncthing strings in all locales

The 107 strings the Syncthing integration added are now in all 32 locales.
sync_web_path_locked names the Syncthing tab by its label.

* docs: credit @xXJSONDeruloXx for the HUD metric readers

The CPU, GPU load, thermal and battery readers come from their
PerformanceHudView pull requests #777, #877, #991, #1406 and #1573.
The FusionHUD credit line is unchanged.

* docs: credit the HUD metric readers to @xXJSONDeruloXx's work
2026-11-01 16:27:27 -05:00

205 lines
11 KiB
Python

#!/usr/bin/env python3
"""Compile and render the tracked-menu GLES shaders with headless Mesa (opt-in)."""
import argparse
import ctypes as c
import hashlib
import json
import math
import os
import pathlib
import re
import struct
import zlib
def main():
os.environ.setdefault('EGL_PLATFORM', 'surfaceless')
os.environ.setdefault('LIBGL_ALWAYS_SOFTWARE', '1')
os.environ.setdefault('MESA_GLES_VERSION_OVERRIDE', '2.0')
root = pathlib.Path(__file__).resolve().parents[1]
parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument('--output-dir', type=pathlib.Path, default=root / 'build/glasses-menu-shader')
args = parser.parse_args()
out = args.output_dir.resolve()
out.mkdir(parents=True, exist_ok=True)
source_path = root / 'app/src/main/java/com/droiddeck/launcher/glasses/GlassesMenuSurface.kt'
source = source_path.read_text()
shaders = {name: re.search(r'private const val '+name+r' = """(.*?)"""', source, re.S).group(1).encode()
for name in ('VERTEX', 'FRAGMENT')}
try:
egl = c.CDLL('libEGL.so.1')
gl = c.CDLL('libGLESv2.so.2')
except OSError as error:
raise SystemExit('This opt-in check needs Linux EGL/GLES and Mesa software rendering. '
'On Debian/Ubuntu install libegl1 libegl-mesa0 libgles2 libgl1-mesa-dri. '
f'Library load failed: {error}') from error
def bind(lib, name, result, *args):
fn = getattr(lib, name)
fn.restype, fn.argtypes = result, args
return fn
P, I, U, F = c.c_void_p, c.c_int, c.c_uint, c.c_float
eglGetDisplay = bind(egl, 'eglGetDisplay', P, P)
eglInitialize = bind(egl, 'eglInitialize', U, P, c.POINTER(I), c.POINTER(I))
eglChooseConfig = bind(egl, 'eglChooseConfig', U, P, c.POINTER(I), c.POINTER(P), I, c.POINTER(I))
eglCreatePbufferSurface = bind(egl, 'eglCreatePbufferSurface', P, P, P, c.POINTER(I))
eglCreateContext = bind(egl, 'eglCreateContext', P, P, P, P, c.POINTER(I))
eglMakeCurrent = bind(egl, 'eglMakeCurrent', U, P, P, P, P)
eglQueryString = bind(egl, 'eglQueryString', c.c_char_p, P, I)
eglGetProcAddress = bind(egl, 'eglGetProcAddress', P, c.c_char_p)
display = eglGetDisplay(None)
major, minor = I(), I()
assert eglInitialize(display, c.byref(major), c.byref(minor))
attrs = (I * 15)(0x3033, 1, 0x3040, 4, 0x3024, 8, 0x3023, 8, 0x3022, 8, 0x3021, 8, 0x3025, 0, 0x3038)
config, count = P(), I()
assert eglChooseConfig(display, attrs, c.byref(config), 1, c.byref(count)) and count.value
surface = eglCreatePbufferSurface(display, config, (I * 5)(0x3057, 512, 0x3056, 256, 0x3038))
context = eglCreateContext(display, config, None, (I * 3)(0x3098, 2, 0x3038))
assert surface and context and eglMakeCurrent(display, surface, surface, context)
getString = bind(gl, 'glGetString', c.c_char_p, U)
getError = bind(gl, 'glGetError', U)
metadata = {'source_sha256': hashlib.sha256(source.encode()).hexdigest(),
'shader_sha256': {key: hashlib.sha256(value).hexdigest() for key, value in shaders.items()},
'egl': eglQueryString(display, 0x3054).decode(),
'gles': getString(0x1F02).decode(), 'renderer': getString(0x1F01).decode(),
'assumption': 'External texture contains top-row-first Canvas buffer pixels; consumer transform flips Y, as Android GLConsumer does. Device SurfaceTexture/Canvas integration still needs validation.'}
assert b'GL_OES_EGL_image_external' in getString(0x1F03)
createShader = bind(gl, 'glCreateShader', U, U)
shaderSource = bind(gl, 'glShaderSource', None, U, I, c.POINTER(c.c_char_p), c.POINTER(I))
compileShader = bind(gl, 'glCompileShader', None, U)
getShaderiv = bind(gl, 'glGetShaderiv', None, U, U, c.POINTER(I))
getShaderLog = bind(gl, 'glGetShaderInfoLog', None, U, I, c.POINTER(I), c.c_char_p)
compiled = []
for name, kind in [('VERTEX', 0x8B31), ('FRAGMENT', 0x8B30)]:
shader = createShader(kind)
text = c.c_char_p(shaders[name])
shaderSource(shader, 1, c.byref(text), None)
compileShader(shader)
status, log = I(), c.create_string_buffer(8192)
getShaderiv(shader, 0x8B81, c.byref(status))
getShaderLog(shader, len(log), None, log)
assert status.value, name + ': ' + log.value.decode()
compiled.append(shader)
createProgram = bind(gl, 'glCreateProgram', U)
attachShader = bind(gl, 'glAttachShader', None, U, U)
linkProgram = bind(gl, 'glLinkProgram', None, U)
getProgramiv = bind(gl, 'glGetProgramiv', None, U, U, c.POINTER(I))
getProgramLog = bind(gl, 'glGetProgramInfoLog', None, U, I, c.POINTER(I), c.c_char_p)
program = createProgram()
for shader in compiled:
attachShader(program, shader)
linkProgram(program)
status, log = I(), c.create_string_buffer(8192)
getProgramiv(program, 0x8B82, c.byref(status))
getProgramLog(program, len(log), None, log)
assert status.value, log.value.decode()
useProgram = bind(gl, 'glUseProgram', None, U)
useProgram(program)
getUniform = bind(gl, 'glGetUniformLocation', I, U, c.c_char_p)
uniform1i = bind(gl, 'glUniform1i', None, I, I)
uniform3f = bind(gl, 'glUniform3f', None, I, F, F, F)
uniform4f = bind(gl, 'glUniform4f', None, I, F, F, F, F)
uniformMatrix4 = bind(gl, 'glUniformMatrix4fv', None, I, I, U, c.POINTER(F))
loc = lambda name: getUniform(program, name.encode())
uniform1i(loc('uTexture'), 0)
flip = (F * 16)(1,0,0,0, 0,-1,0,0, 0,0,1,0, 0,1,0,1)
uniformMatrix4(loc('uTextureMatrix'), 1, 0, flip)
genTextures = bind(gl, 'glGenTextures', None, I, c.POINTER(U))
bindTexture = bind(gl, 'glBindTexture', None, U, U)
texParameteri = bind(gl, 'glTexParameteri', None, U, U, I)
texImage2D = bind(gl, 'glTexImage2D', None, U, I, I, I, I, I, U, U, P)
names = (U * 2)()
genTextures(2, names)
bindTexture(0x0DE1, names[0])
pixels = bytes(value for y in range(256) for x in range(256) for value in (x, y, 37, 255))
pixel_data = (c.c_ubyte * len(pixels)).from_buffer_copy(pixels)
texImage2D(0x0DE1, 0, 0x1908, 256, 256, 0, 0x1908, 0x1401, pixel_data)
for param, value in [(0x2801,0x2601),(0x2800,0x2601),(0x2802,0x812F),(0x2803,0x812F)]:
texParameteri(0x0DE1, param, value)
createImage = c.CFUNCTYPE(P, P, P, U, P, c.POINTER(I))(eglGetProcAddress(b'eglCreateImageKHR'))
imageTarget = c.CFUNCTYPE(None, U, P)(eglGetProcAddress(b'glEGLImageTargetTexture2DOES'))
image = createImage(display, context, 0x30B1, P(names[0]), (I * 3)(0x30BC, 0, 0x3038))
assert image
bindTexture(0x8D65, names[1])
imageTarget(0x8D65, image)
for param, value in [(0x2801,0x2601),(0x2800,0x2601),(0x2802,0x812F),(0x2803,0x812F)]:
texParameteri(0x8D65, param, value)
assert getError() == 0
getAttrib = bind(gl, 'glGetAttribLocation', I, U, c.c_char_p)
enableAttrib = bind(gl, 'glEnableVertexAttribArray', None, U)
attribPointer = bind(gl, 'glVertexAttribPointer', None, U, I, U, U, I, P)
vertices = (F * 8)(-1,-1, 1,-1, -1,1, 1,1)
position = getAttrib(program, b'aPosition')
enableAttrib(position)
attribPointer(position, 2, 0x1406, 0, 0, vertices)
viewport = bind(gl, 'glViewport', None, I, I, I, I)
draw = bind(gl, 'glDrawArrays', None, U, I, I)
read = bind(gl, 'glReadPixels', None, I, I, I, I, U, U, P)
finish = bind(gl, 'glFinish', None)
cases = []
def render(name, mono=True, position=(0,0,0), yaw=0, width=512, height=256, coords=((64,32),(448,32),(64,224),(448,224)), backdrop=False):
viewport(0, 0, width, height)
cs, sn = math.cos(yaw), math.sin(yaw)
for row, values in enumerate(((cs,0,sn),(0,1,0),(-sn,0,cs))):
uniform3f(loc('uRotation'+str(row)), *values)
uniform3f(loc('uHead'), *position)
uniform3f(loc('uScreen'), 1, 1, 2)
uniform4f(loc('uOptics'), .5, width/height/(1 if mono else 2), 0 if mono else .032, 1 if mono else 0)
draw(0x0005, 0, 4)
finish()
assert getError() == 0
actual = (c.c_ubyte * (width*height*4))()
read(0,0,width,height,0x1908,0x1401,actual)
samples = []
for x, y in coords:
offset = ((height-1-y)*width+x)*4
rgb = list(actual[offset:offset+3])
eye = 0 if mono or x < width/2 else 1
ux = (x+.5)/width if mono else (x+.5)/(width/2)-eye
vy = (y+.5)/height
rayx = (ux-.5)*(width/height/(1 if mono else 2))
rayy = .5-vy
dx, dy, dz = cs*rayx-sn, rayy, -sn*rayx-cs
eo = 0 if mono else (-.032 if eye == 0 else .032)
ox, oy, oz = position[0]+cs*eo, position[1], position[2]-sn*eo
t = (-1-oz)/dz if dz else -1
uv = ((ox+dx*t)*.5+.5, -(oy+dy*t)+.5)
valid = dz < -.0001 and t > 0 and all(0 <= v <= 1 for v in uv) and not backdrop
expected = [round(max(0,min(255,v*256-.5))) for v in uv]+[37] if valid else [4,4,5]
assert all(abs(a-b) <= 2 for a,b in zip(rgb,expected)), (name,x,y,rgb,expected,uv)
samples.append({'at':[x,y],'rgb':rgb,'expected':expected})
cases.append({'name':name,'samples':samples})
if name == 'mono_upright':
rows = bytearray()
for y in range(height-1,-1,-1):
for x in range(width):
start=(y*width+x)*4
rows.extend(actual[start:start+3])
(out/'menu-shader-mono.ppm').write_bytes(f'P6\n{width} {height}\n255\n'.encode()+rows)
def chunk(name, data):
return struct.pack('>I',len(data))+name+data+struct.pack('>I',zlib.crc32(name+data)&0xffffffff)
scanlines=b''.join(b'\x00'+rows[y*width*3:(y+1)*width*3] for y in range(height))
(out/'menu-shader-mono.png').write_bytes(b'\x89PNG\r\n\x1a\n'+
chunk(b'IHDR',struct.pack('>IIBBBBB',width,height,8,2,0,0,0))+
chunk(b'IDAT',zlib.compress(scanlines))+chunk(b'IEND',b''))
render('mono_upright')
render('sbs_both_eyes', mono=False, width=512, height=128,
coords=((32,16),(224,16),(32,112),(224,112),(288,16),(480,16),(288,112),(480,112),(128,64),(384,64)))
render('six_dof_translation', position=(.2,.1,.1), coords=((256,128),(200,96),(300,160)))
render('row_major_yaw', yaw=math.radians(10), coords=((256,128),(200,96),(300,160)))
render('behind_plane', position=(0,0,-2), coords=((256,128),), backdrop=True)
render('back_facing', yaw=math.pi, coords=((256,128),), backdrop=True)
metadata['cases'] = cases
metadata['result'] = 'PASS'
(out/'menu-shader-validation.json').write_text(json.dumps(metadata, indent=2)+'\n')
print(json.dumps(metadata, indent=2), flush=True)
if __name__ == '__main__':
main()