[GPU] Shaders to common, xb buildshaders instead of buildhlsl

This commit is contained in:
Triang3l
2021-06-05 18:53:53 +03:00
parent 313fb3e5a3
commit 12a907bfa5
582 changed files with 419273 additions and 244715 deletions

View File

@@ -562,6 +562,7 @@ def discover_commands(subparsers):
'pull': PullCommand(subparsers),
'premake': PremakeCommand(subparsers),
'build': BuildCommand(subparsers),
'buildshaders': BuildShadersCommand(subparsers),
'devenv': DevenvCommand(subparsers),
'genspirv': GenSpirvCommand(subparsers),
'gentests': GenTestsCommand(subparsers),
@@ -575,8 +576,6 @@ def discover_commands(subparsers):
'tidy': TidyCommand(subparsers),
'stub': StubCommand(subparsers),
}
if sys.platform == 'win32':
commands['buildhlsl'] = BuildHlslCommand(subparsers)
return commands
@@ -829,6 +828,84 @@ class BuildCommand(BaseBuildCommand):
return result
class BuildShadersCommand(Command):
"""'buildshaders' command."""
def __init__(self, subparsers, *args, **kwargs):
super(BuildShadersCommand, self).__init__(
subparsers,
name='buildshaders',
help_short='Generates shader binaries for inclusion in C++ files.',
help_long='''
Generates the shader binaries under src/*/shaders/bytecode/.
Run after modifying any .hs/vs/ds/gs/ps/cs.hlsl files.
Direct3D shaders can be built only on a Windows host.
''',
*args, **kwargs)
self.parser.add_argument(
'--target', action='append', choices=['dxbc'], default=[],
help='Builds only the given target(s).')
def execute(self, args, pass_args, cwd):
src_paths = [os.path.join(root, name)
for root, dirs, files in os.walk('src')
for name in files
if (name.endswith('.hs.hlsl') or
name.endswith('.vs.hlsl') or
name.endswith('.ds.hlsl') or
name.endswith('.gs.hlsl') or
name.endswith('.ps.hlsl') or
name.endswith('.cs.hlsl'))]
targets = args['target']
all_targets = len(targets) == 0
# Direct3D DXBC.
if all_targets or 'dxbc' in targets:
if sys.platform == 'win32':
print('Building Direct3D 12 Shader Model 5.1 DXBC shaders...')
windows_sdk_bin_path = os.path.join(
os.environ['ProgramFiles(x86)'], 'Windows Kits/10/bin/x64')
fxc = os.path.join(windows_sdk_bin_path, 'fxc')
# Ensure we have the tools.
if not os.path.exists(windows_sdk_bin_path):
print('ERROR: could not find Windows 10 SDK binaries')
return 1
elif not has_bin(fxc):
print('ERROR: could not find fxc')
return 1
# Build DXBC.
for src_path in src_paths:
print('- %s > d3d12_5_1' % (src_path))
dxbc_identifier = \
os.path.basename(src_path)[:-5].replace('.', '_')
dxbc_dir_path = os.path.join(os.path.dirname(src_path),
'bytecode/d3d12_5_1')
os.makedirs(dxbc_dir_path, exist_ok=True)
dxbc_file_path_base = os.path.join(dxbc_dir_path,
dxbc_identifier)
if subprocess.call([
fxc,
'/Fh', dxbc_file_path_base + '.h',
'/T', dxbc_identifier[-2:] + '_5_1',
'/Vn', dxbc_identifier,
'/WX',
'/nologo',
src_path
], stdout=subprocess.DEVNULL):
print('ERROR: failed to build a DXBC shader')
return 1
else:
if all_targets:
print('WARNING: Direct3D DXBC shader building is supported '
'only on Windows')
else:
print('ERROR: Direct3D DXBC shader building is supported '
'only on Windows')
return 1
return 0
class GenSpirvCommand(Command):
"""'genspirv' command."""
@@ -926,95 +1003,6 @@ class GenSpirvCommand(Command):
return 0
class BuildHlslCommand(Command):
"""'buildhlsl' command."""
def __init__(self, subparsers, *args, **kwargs):
super(BuildHlslCommand, self).__init__(
subparsers,
name='buildhlsl',
help_short='Generates Direct3D shader binaries and header files.',
help_long='''
Generates the .cso/.h binaries under src/xenia/*/d3d12/shaders/dxbc/.
Run after modifying any .hs/vs/ds/gs/ps/cs.hlsl files.
''',
*args, **kwargs)
def execute(self, args, pass_args, cwd):
print('Building Direct3D shaders...')
print('')
windows_sdk_bin_path = os.path.join(os.environ['ProgramFiles(x86)'],
'Windows Kits/10/bin/x64')
fxc = os.path.join(windows_sdk_bin_path, 'fxc')
# Ensure we have the tools.
if not os.path.exists(windows_sdk_bin_path):
print('ERROR: could not find Windows 10 SDK binaries')
return 1
elif not has_bin(fxc):
print('ERROR: could not find fxc')
return 1
src_files = [os.path.join(root, name)
for root, dirs, files in os.walk('src')
for name in files
if (name.endswith('.hs.hlsl') or
name.endswith('.vs.hlsl') or
name.endswith('.ds.hlsl') or
name.endswith('.gs.hlsl') or
name.endswith('.ps.hlsl') or
name.endswith('.cs.hlsl'))]
# TODO(Triang3l): Handle any_errors.
any_errors = False
for src_file in src_files:
print('- %s' % (src_file))
src_name = os.path.splitext(os.path.basename(src_file))[0]
identifier = os.path.basename(src_file)[:-5].replace('.', '_')
bin_path = os.path.join(os.path.dirname(src_file), 'dxbc')
if not os.path.exists(bin_path):
os.mkdir(bin_path)
cso_file = os.path.join(bin_path, identifier) + '.cso'
txt_file = os.path.join(bin_path, identifier) + '.txt'
h_file = os.path.join(bin_path, identifier) + '.h'
# HLSL source -> .cso binary and DXBC disassembly.
shell_call([
fxc,
'/nologo',
'/T', identifier[-2:] + '_5_1',
'/Fo', cso_file,
'/Fc', txt_file,
src_file,
])
# bin2c so we get a header file we can compile in.
with open(h_file, 'w') as out_file:
out_file.write('// generated from `xb buildhlsl`\n')
out_file.write('// source: %s\n' % os.path.basename(src_file))
out_file.write('const uint8_t %s[] = {' % (identifier))
with open(cso_file, 'rb') as in_file:
index = 0
c = in_file.read(1)
while len(c) != 0:
if index % 12 == 0:
out_file.write('\n ')
else:
out_file.write(' ')
index += 1
out_file.write('0x%02X,' % ord(c))
c = in_file.read(1)
out_file.write('\n};\n')
if any_errors:
print('ERROR: failed to build one or more shaders.')
return 1
return 0
class TestCommand(BaseBuildCommand):
"""'test' command."""