mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
306 lines
6.4 KiB
Perl
306 lines
6.4 KiB
Perl
use String::CRC32;
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BEGIN {use File::Basename; push @INC, dirname($0); }
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require "valve_perl_helpers.pl";
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$dynamic_compile = defined $ENV{"dynamic_shaders"} && $ENV{"dynamic_shaders"} != 0;
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$depnum = 0;
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$baseSourceDir = ".";
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my %dep;
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sub GetAsmShaderDependencies_R
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{
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local( $shadername ) = shift;
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local( *SHADER );
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open SHADER, "<$shadername";
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while( <SHADER> )
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{
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if( m/^\s*\#\s*include\s+\"(.*)\"/ )
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{
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# make sure it isn't in there already.
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if( !defined( $dep{$1} ) )
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{
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$dep{$1} = 1;
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GetAsmShaderDependencies_R( $1 );
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}
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}
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}
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close SHADER;
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}
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sub GetAsmShaderDependencies
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{
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local( $shadername ) = shift;
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undef %dep;
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GetAsmShaderDependencies_R( $shadername );
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# local( $i );
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# foreach $i ( keys( %dep ) )
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# {
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# print "$shadername depends on $i\n";
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# }
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return keys( %dep );
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}
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sub GetShaderType
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{
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my $shadername = shift;
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my $shadertype;
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if( $shadername =~ m/\.vsh/i )
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{
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$shadertype = "vsh";
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}
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elsif( $shadername =~ m/\.psh/i )
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{
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$shadertype = "psh";
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}
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elsif( $shadername =~ m/\.fxc/i )
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{
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$shadertype = "fxc";
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}
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else
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{
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die;
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}
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return $shadertype;
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}
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sub GetShaderSrc
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{
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my $shadername = shift;
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if ( $shadername =~ m/^(.*)-----/i )
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{
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return $1;
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}
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else
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{
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return $shadername;
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}
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}
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sub GetShaderBase
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{
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my $shadername = shift;
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if ( $shadername =~ m/-----(.*)$/i )
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{
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return $1;
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}
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else
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{
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my $shadertype = &GetShaderType( $shadername );
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$shadername =~ s/\.$shadertype//i;
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return $shadername;
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}
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}
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sub DoAsmShader
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{
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my $argstring = shift;
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my $shadername = &GetShaderSrc( $argstring );
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my $shaderbase = &GetShaderBase( $argstring );
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my $shadertype = &GetShaderType( $argstring );
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my $incfile = "";
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if( $shadertype eq "fxc" || $shadertype eq "vsh" )
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{
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$incfile = $shadertype . "tmp9" . $g_tmpfolder . "\\$shaderbase.inc ";
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}
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my $vcsfile = $shaderbase . $g_vcsext;
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my $bWillCompileVcs = 1;
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if( ( $shadertype eq "fxc") && $dynamic_compile )
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{
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$bWillCompileVcs = 0;
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}
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if( $shadercrcpass{$argstring} )
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{
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$bWillCompileVcs = 0;
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}
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if( $bWillCompileVcs )
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{
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&output_makefile_line( $incfile . "shaders\\$shadertype\\$vcsfile: $shadername @dep\n") ;
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}
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else
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{
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# psh files don't need a rule at this point since they don't have inc files and we aren't compiling a vcs.
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if( $shadertype eq "fxc" || $shadertype eq "vsh" )
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{
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&output_makefile_line( $incfile . ": $shadername @dep\n") ;
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}
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}
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my $x360switch = "";
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my $moreswitches = "";
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if( !$bWillCompileVcs && $shadertype eq "fxc" )
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{
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$moreswitches .= "-novcs ";
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}
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if( $g_x360 )
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{
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$x360switch = "-x360";
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if( $bWillCompileVcs && ( $shaderbase =~ m/_ps20$/i ) )
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{
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$moreswitches .= "-novcs ";
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$bWillCompileVcs = 0;
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}
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}
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# if we are psh and we are compiling the vcs, we don't need this rule.
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if( !( $shadertype eq "psh" && !$bWillCompileVcs ) )
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{
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&output_makefile_line( "\tperl $g_SourceDir\\devtools\\bin\\" . $shadertype . "_prep.pl $moreswitches $x360switch -source \"$g_SourceDir\" $argstring\n") ;
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}
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if( $bWillCompileVcs )
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{
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&output_makefile_line( "\techo $shadername>> filestocopy.txt\n") ;
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my $dep;
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foreach $dep( @dep )
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{
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&output_makefile_line( "\techo $dep>> filestocopy.txt\n") ;
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}
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}
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&output_makefile_line( "\n") ;
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}
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if( scalar( @ARGV ) == 0 )
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{
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die "Usage updateshaders.pl shaderprojectbasename\n\tie: updateshaders.pl stdshaders_dx6\n";
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}
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$g_x360 = 0;
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$g_tmpfolder = "_tmp";
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$g_vcsext = ".vcs";
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while( 1 )
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{
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$inputbase = shift;
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if( $inputbase =~ m/-source/ )
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{
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$g_SourceDir = shift;
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}
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elsif( $inputbase =~ m/-x360/ )
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{
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$g_x360 = 1;
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$g_tmpfolder = "_360_tmp";
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$g_vcsext = ".360.vcs";
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}
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elsif( $inputbase =~ m/-execute/ )
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{
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$g_execute = 1;
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}
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elsif( $inputbase =~ m/-nv3x/ )
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{
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$nv3x = 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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my @srcfiles = &LoadShaderListFile( $inputbase );
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open MAKEFILE, ">makefile\.$inputbase";
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open COPYFILE, ">makefile\.$inputbase\.copy";
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open INCLIST, ">inclist.txt";
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open VCSLIST, ">vcslist.txt";
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# make a default dependency that depends on all of the shaders.
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&output_makefile_line( "default: ") ;
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foreach $shader ( @srcfiles )
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{
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my $shadertype = &GetShaderType( $shader );
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my $shaderbase = &GetShaderBase( $shader );
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my $shadersrc = &GetShaderSrc( $shader );
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if( $shadertype eq "fxc" || $shadertype eq "vsh" )
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{
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# We only generate inc files for fxc and vsh files.
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my $incFileName = "$shadertype" . "tmp9" . $g_tmpfolder . "\\" . $shaderbase . "\.inc";
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&output_makefile_line( " $incFileName" );
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&output_inclist_line( "$incFileName\n" );
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}
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my $vcsfile = $shaderbase . $g_vcsext;
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my $compilevcs = 1;
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if( $shadertype eq "fxc" && $dynamic_compile )
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{
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$compilevcs = 0;
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}
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if( $g_x360 && ( $shaderbase =~ m/_ps20$/i ) )
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{
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$compilevcs = 0;
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}
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if( $compilevcs )
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{
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my $vcsFileName = "..\\..\\..\\game\\hl2\\shaders\\$shadertype\\$shaderbase" . $g_vcsext;
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# We want to check for perforce operations even if the crc matches in the event that a file has been manually reverted and needs to be checked out again.
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&output_vcslist_line( "$vcsFileName\n" );
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$shadercrcpass{$shader} = &CheckCRCAgainstTarget( $shadersrc, $vcsFileName, 0 );
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if( $shadercrcpass{$shader} )
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{
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$compilevcs = 0;
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}
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}
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if( $compilevcs )
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{
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&output_makefile_line( " shaders\\$shadertype\\$vcsfile" );
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# emit a list of vcs files to copy to the target since we want to build them.
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&output_copyfile_line( GetShaderSrc($shader) . "-----" . GetShaderBase($shader) . "\n" );
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}
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}
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&output_makefile_line( "\n\n") ;
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# Insert all of our vertex shaders and depencencies
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$lastshader = "";
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foreach $shader ( @srcfiles )
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{
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my $currentshader = &GetShaderSrc( $shader );
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if ( $lastshader ne $currentshader )
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{
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$lastshader = $currentshader;
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@dep = &GetAsmShaderDependencies( $lastshader );
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}
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&DoAsmShader( $shader );
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}
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close VCSLIST;
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close INCLIST;
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close COPYFILE;
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close MAKEFILE;
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# nuke the copyfile if it is zero length
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if( ( stat "makefile\.$inputbase\.copy" )[7] == 0 )
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{
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unlink "makefile\.$inputbase\.copy";
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}
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sub output_makefile_line
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{
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local ($_)=@_;
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print MAKEFILE $_;
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}
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sub output_copyfile_line
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{
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local ($_)=@_;
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print COPYFILE $_;
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}
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sub output_vcslist_line
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{
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local ($_)=@_;
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print VCSLIST $_;
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}
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sub output_inclist_line
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{
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local ($_)=@_;
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print INCLIST $_;
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}
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