mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
334 lines
8.3 KiB
Perl
334 lines
8.3 KiB
Perl
use String::CRC32;
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BEGIN {use File::Basename; push @INC, dirname($0); }
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require "valve_perl_helpers.pl";
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sub BuildDefineOptions
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{
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local( $output );
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local( $combo ) = shift;
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local( $i );
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for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
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{
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local( $val ) = ( $combo % ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) ) + $dynamicDefineMin[$i];
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$output .= "/D$dynamicDefineNames[$i]=$val ";
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$combo = $combo / ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 );
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}
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for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
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{
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local( $val ) = ( $combo % ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) ) + $staticDefineMin[$i];
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$output .= "/D$staticDefineNames[$i]=$val ";
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$combo = $combo / ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 );
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}
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return $output;
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}
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sub CalcNumCombos
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{
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local( $i, $numCombos );
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$numCombos = 1;
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for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
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{
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$numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1;
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}
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for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
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{
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$numCombos *= $staticDefineMax[$i] - $staticDefineMin[$i] + 1;
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}
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return $numCombos;
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}
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sub CalcNumDynamicCombos
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{
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local( $i, $numCombos );
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$numCombos = 1;
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for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
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{
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$numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1;
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}
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return $numCombos;
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}
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$g_dx9 = 1;
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while( 1 )
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{
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$psh_filename = shift;
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if( $psh_filename =~ m/-source/ )
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{
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$g_SourceDir = shift;
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}
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elsif( $psh_filename =~ m/-x360/ )
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{
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$g_x360 = 1;
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}
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else
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{
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last;
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}
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}
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$psh_filename =~ s/-----.*$//;
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# Get the shader binary version number from a header file.
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open FILE, "<$g_SourceDir\\public\\materialsystem\\shader_vcs_version.h" || die;
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while( $line = <FILE> )
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{
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if( $line =~ m/^\#define\s+SHADER_VCS_VERSION_NUMBER\s+(\d+)\s*$/ )
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{
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$shaderVersion = $1;
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last;
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}
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}
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if( !defined $shaderVersion )
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{
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die "couldn't get shader version from shader_vcs_version.h";
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}
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close FILE;
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local( @staticDefineNames );
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local( @staticDefineMin );
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local( @staticDefineMax );
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local( @dynamicDefineNames );
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local( @dynamicDefineMin );
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local( @dynamicDefineMax );
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# Parse the combos.
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open PSH, "<$psh_filename";
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while( <PSH> )
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{
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last if( !m,^;, );
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s,^;\s*,,;
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if( m/\s*STATIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
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{
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local( $name, $min, $max );
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$name = $1;
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$min = $2;
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$max = $3;
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# print "\"STATIC: $name\" \"$min..$max\"\n";
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if (/\[(.*)\]/)
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{
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$platforms=$1;
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next if ( ($g_x360) && (!($platforms=~/XBOX/i)) );
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next if ( (!$g_x360) && (!($platforms=~/PC/i)) );
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}
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push @staticDefineNames, $name;
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push @staticDefineMin, $min;
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push @staticDefineMax, $max;
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}
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elsif( m/\s*DYNAMIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
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{
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local( $name, $min, $max );
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$name = $1;
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$min = $2;
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$max = $3;
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# print "\"DYNAMIC: $name\" \"$min..$max\"\n";
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if (/\[(.*)\]/)
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{
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$platforms=$1;
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next if ( ($g_x360) && (!($platforms=~/XBOX/i)) );
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next if ( (!$g_x360) && (!($platforms=~/PC/i)) );
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}
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push @dynamicDefineNames, $name;
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push @dynamicDefineMin, $min;
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push @dynamicDefineMax, $max;
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}
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}
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close PSH;
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$numCombos = &CalcNumCombos();
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$numDynamicCombos = &CalcNumDynamicCombos();
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print "$psh_filename\n";
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#print "$numCombos combos\n";
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#print "$numDynamicCombos dynamic combos\n";
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if( $g_x360 )
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{
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$pshtmp = "pshtmp9_360";
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}
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elsif( $g_dx9 )
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{
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$pshtmp = "pshtmp9";
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}
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else
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{
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$pshtmp = "pshtmp8";
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}
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$basename = $psh_filename;
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$basename =~ s/\.psh$//i;
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for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ )
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{
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my $tempFilename = "shader$shaderCombo.o";
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unlink $tempFilename;
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if( $g_x360 )
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{
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$cmd = "$g_SourceDir\\x360xdk\\bin\\win32\\psa /D_X360=1 /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
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}
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else
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{
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$cmd = "$g_SourceDir\\dx9sdk\\utilities\\psa /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
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}
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if( !stat $pshtmp )
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{
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mkdir $pshtmp, 0777 || die $!;
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}
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# print $cmd . "\n";
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system $cmd || die $!;
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# Make sure a file got generated because sometimes the die above won't happen on compile errors.
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my $filesize = (stat $tempFilename)[7];
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if ( !$filesize )
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{
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die "Error compiling shader$shaderCombo.o";
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}
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push @outputHeader, @hdr;
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}
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$basename =~ s/\.fxc//gi;
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push @outputHeader, "static PrecompiledShaderByteCode_t " . $basename . "_pixel_shaders[" . $numCombos . "] = \n";
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push @outputHeader, "{\n";
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local( $j );
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for( $j = 0; $j < $numCombos; $j++ )
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{
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local( $thing ) = "pixelShader_" . $basename . "_" . $j;
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push @outputHeader, "\t{ " . "$thing, sizeof( $thing ) },\n";
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}
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push @outputHeader, "};\n";
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push @outputHeader, "struct $basename" . "PixelShader_t : public PrecompiledShader_t\n";
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push @outputHeader, "{\n";
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push @outputHeader, "\t$basename" . "PixelShader_t()\n";
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push @outputHeader, "\t{\n";
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push @outputHeader, "\t\tm_nFlags = 0;\n";
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push @outputHeader, "\t\tm_pByteCode = " . $basename . "_pixel_shaders;\n";
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push @outputHeader, "\t\tm_nShaderCount = $numCombos;\n";
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#push @outputHeader, "\t\tm_nDynamicCombos = m_nShaderCount;\n";
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push @outputHeader, "\t\t// NOTE!!! psh_prep.pl shaders are always static combos!\n";
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push @outputHeader, "\t\tm_nDynamicCombos = 1;\n";
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push @outputHeader, "\t\tm_pName = \"$basename\";\n";
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if( $basename =~ /vs\d\d/ ) # hack
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{
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push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_VERTEX_SHADER, this );\n";
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}
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else
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{
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push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_PIXEL_SHADER, this );\n";
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}
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push @outputHeader, "\t}\n";
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push @outputHeader, "\tvirtual const PrecompiledShaderByteCode_t &GetByteCode( int shaderID )\n";
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push @outputHeader, "\t{\n";
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push @outputHeader, "\t\treturn m_pByteCode[shaderID];\n";
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push @outputHeader, "\t}\n";
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push @outputHeader, "};\n";
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push @outputHeader, "static $basename" . "PixelShader_t $basename" . "_PixelShaderInstance;\n";
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&MakeDirHier( "shaders/psh" );
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my $vcsName = "";
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if( $g_x360 )
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{
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$vcsName = $basename . ".360.vcs";
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}
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else
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{
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$vcsName = $basename . ".vcs";
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}
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open COMPILEDSHADER, ">shaders/psh/$vcsName" || die;
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binmode( COMPILEDSHADER );
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#
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# Write out the part of the header that we know. . we'll write the rest after writing the object code.
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#
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#print $numCombos . "\n";
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# Pack arguments
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my $sInt = "i";
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my $uInt = "I";
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if ( $g_x360 )
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{
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# Change arguments to "big endian long"
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$sInt = "N";
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$uInt = "N";
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}
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open PSH, "<$psh_filename";
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my $crc = crc32( *PSH );
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close PSH;
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#print STDERR "crc for $psh_filename: $crc\n";
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# version
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print COMPILEDSHADER pack $sInt, 4;
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# totalCombos
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print COMPILEDSHADER pack $sInt, $numCombos;
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# dynamic combos
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print COMPILEDSHADER pack $sInt, $numDynamicCombos;
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# flags
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print COMPILEDSHADER pack $uInt, 0x0; # nothing here for now.
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# centroid mask
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print COMPILEDSHADER pack $uInt, 0;
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# reference size for diffs
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print COMPILEDSHADER pack $uInt, 0;
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# crc32 of the source code
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print COMPILEDSHADER pack $uInt, $crc;
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my $beginningOfDir = tell COMPILEDSHADER;
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# Write out a blank directionary. . we'll fill it in later.
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for( $i = 0; $i < $numCombos; $i++ )
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{
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# offset from beginning of file.
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print COMPILEDSHADER pack $sInt, 0;
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# size
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print COMPILEDSHADER pack $sInt, 0;
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}
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my $startByteCode = tell COMPILEDSHADER;
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my @byteCodeStart;
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my @byteCodeSize;
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# Write out the shader object code.
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for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ )
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{
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my $filename = "shader$shaderCombo\.o";
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my $filesize = (stat $filename)[7];
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$byteCodeStart[$shaderCombo] = tell COMPILEDSHADER;
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$byteCodeSize[$shaderCombo] = $filesize;
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open SHADERBYTECODE, "<$filename";
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binmode SHADERBYTECODE;
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my $bin;
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my $numread = read SHADERBYTECODE, $bin, $filesize;
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# print "filename: $filename numread: $numread filesize: $filesize\n";
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close SHADERBYTECODE;
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unlink $filename;
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print COMPILEDSHADER $bin;
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}
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# Seek back to the directory and write it out.
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seek COMPILEDSHADER, $beginningOfDir, 0;
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for( $i = 0; $i < $numCombos; $i++ )
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{
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# offset from beginning of file.
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print COMPILEDSHADER pack $sInt, $byteCodeStart[$i];
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# size
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print COMPILEDSHADER pack $sInt, $byteCodeSize[$i];
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}
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close COMPILEDSHADER;
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