[Build] Convert buildshaders to custom build rules
This commit is contained in:
@@ -38,6 +38,9 @@ set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${PROJECT_SOURCE_DIR}/build/obj/${XE_PLATFOR
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# Create scratch/ if needed
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file(MAKE_DIRECTORY "${PROJECT_SOURCE_DIR}/scratch")
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# Python for shader compilation scripts
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find_package(Python3 REQUIRED COMPONENTS Interpreter)
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# Include helpers
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include(cmake/XeniaHelpers.cmake)
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@@ -100,6 +100,96 @@ function(xe_target_defaults target)
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endif()
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endfunction()
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# xe_shader_rules_spirv(target shader_dir)
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#
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# Ensures SPIR-V shaders are compiled before the target builds.
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# Uses a stamp file; rebuilds when any shader source changes.
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function(xe_shader_rules_spirv target shader_dir)
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get_filename_component(shader_dir "${shader_dir}" ABSOLUTE)
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file(GLOB _sources
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"${shader_dir}/*.xesl" "${shader_dir}/*.glsl"
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"${shader_dir}/*.xesli" "${shader_dir}/*.glsli")
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set(_stamp "${CMAKE_CURRENT_BINARY_DIR}/${target}_spirv.stamp")
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set(_script "${PROJECT_SOURCE_DIR}/tools/build/compile_shader_spirv.py")
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set(_valid_stages vs hs ds gs ps cs)
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set(_commands)
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set(_bytecode_dir "${shader_dir}/bytecode/vulkan_spirv")
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list(APPEND _commands COMMAND ${CMAKE_COMMAND} -E make_directory "${_bytecode_dir}")
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foreach(src ${_sources})
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get_filename_component(_name ${src} NAME)
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string(REGEX REPLACE "\\.[^.]+$" "" _basename "${_name}")
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string(REPLACE "." "_" _id "${_basename}")
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string(LENGTH "${_id}" _len)
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if(_len LESS 3)
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continue()
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endif()
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math(EXPR _s "${_len} - 2")
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string(SUBSTRING "${_id}" ${_s} 2 _stage)
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if(NOT _stage IN_LIST _valid_stages)
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continue()
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endif()
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list(APPEND _commands COMMAND ${Python3_EXECUTABLE} "${_script}" "${src}" "${_bytecode_dir}/${_id}.h")
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endforeach()
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add_custom_command(
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OUTPUT "${_stamp}"
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${_commands}
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COMMAND ${CMAKE_COMMAND} -E touch "${_stamp}"
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DEPENDS ${_sources} "${_script}"
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COMMENT "Compiling SPIR-V shaders for ${target}..."
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VERBATIM
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)
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add_custom_target(${target}-spirv-shaders DEPENDS "${_stamp}")
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add_dependencies(${target} ${target}-spirv-shaders)
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# Add sources for IDE visibility but prevent VS from compiling them itself
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set_source_files_properties(${_sources} PROPERTIES HEADER_FILE_ONLY TRUE)
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target_sources(${target} PRIVATE ${_sources})
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endfunction()
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# xe_shader_rules_dxbc(target shader_dir)
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#
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# Ensures DXBC shaders are compiled before the target builds.
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# Uses a stamp file; rebuilds when any shader source changes.
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function(xe_shader_rules_dxbc target shader_dir)
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get_filename_component(shader_dir "${shader_dir}" ABSOLUTE)
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file(GLOB _sources
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"${shader_dir}/*.xesl" "${shader_dir}/*.hlsl"
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"${shader_dir}/*.xesli" "${shader_dir}/*.hlsli")
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set(_stamp "${CMAKE_CURRENT_BINARY_DIR}/${target}_dxbc.stamp")
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set(_script "${PROJECT_SOURCE_DIR}/tools/build/compile_shader_dxbc.py")
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set(_valid_stages vs hs ds gs ps cs)
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set(_commands)
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set(_bytecode_dir "${shader_dir}/bytecode/d3d12_5_1")
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list(APPEND _commands COMMAND ${CMAKE_COMMAND} -E make_directory "${_bytecode_dir}")
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foreach(src ${_sources})
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get_filename_component(_name ${src} NAME)
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string(REGEX REPLACE "\\.[^.]+$" "" _basename "${_name}")
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string(REPLACE "." "_" _id "${_basename}")
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string(LENGTH "${_id}" _len)
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if(_len LESS 3)
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continue()
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endif()
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math(EXPR _s "${_len} - 2")
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string(SUBSTRING "${_id}" ${_s} 2 _stage)
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if(NOT _stage IN_LIST _valid_stages)
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continue()
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endif()
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list(APPEND _commands COMMAND ${Python3_EXECUTABLE} "${_script}" "${src}" "${_bytecode_dir}/${_id}.h")
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endforeach()
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add_custom_command(
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OUTPUT "${_stamp}"
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${_commands}
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COMMAND ${CMAKE_COMMAND} -E touch "${_stamp}"
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DEPENDS ${_sources} "${_script}"
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COMMENT "Compiling DXBC shaders for ${target}..."
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VERBATIM
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)
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add_custom_target(${target}-dxbc-shaders DEPENDS "${_stamp}")
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add_dependencies(${target} ${target}-dxbc-shaders)
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# Add sources for IDE visibility but prevent VS from compiling them itself
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set_source_files_properties(${_sources} PROPERTIES HEADER_FILE_ONLY TRUE)
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target_sources(${target} PRIVATE ${_sources})
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endfunction()
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# xe_force_c(files...)
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#
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# Forces the given source files to compile as C.
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@@ -1,9 +1,6 @@
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add_library(xenia-gpu-d3d12 STATIC)
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xe_platform_sources(xenia-gpu-d3d12 ${CMAKE_CURRENT_SOURCE_DIR})
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# Include shader bytecode headers
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file(GLOB _d3d12_shader_headers "${CMAKE_CURRENT_SOURCE_DIR}/../shaders/bytecode/d3d12_5_1/*.h"
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)
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target_sources(xenia-gpu-d3d12 PRIVATE ${_d3d12_shader_headers})
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xe_shader_rules_dxbc(xenia-gpu-d3d12 ${CMAKE_CURRENT_SOURCE_DIR}/../shaders)
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target_link_libraries(xenia-gpu-d3d12 PUBLIC
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fmt xxhash xenia-base xenia-gpu xenia-ui xenia-ui-d3d12
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)
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@@ -1,9 +1,6 @@
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add_library(xenia-gpu-vulkan STATIC)
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xe_platform_sources(xenia-gpu-vulkan ${CMAKE_CURRENT_SOURCE_DIR})
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# Include shader bytecode headers
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file(GLOB _vk_shader_headers "${CMAKE_CURRENT_SOURCE_DIR}/../shaders/bytecode/vulkan_spirv/*.h"
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)
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target_sources(xenia-gpu-vulkan PRIVATE ${_vk_shader_headers})
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xe_shader_rules_spirv(xenia-gpu-vulkan ${CMAKE_CURRENT_SOURCE_DIR}/../shaders)
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target_include_directories(xenia-gpu-vulkan PRIVATE
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${PROJECT_SOURCE_DIR}/third_party/Vulkan-Headers/include
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${PROJECT_SOURCE_DIR}/third_party/glslang
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@@ -1,9 +1,6 @@
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add_library(xenia-ui-d3d12 STATIC)
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xe_platform_sources(xenia-ui-d3d12 ${CMAKE_CURRENT_SOURCE_DIR})
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# Include shader bytecode headers
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file(GLOB _d3d12_ui_shader_headers "${CMAKE_CURRENT_SOURCE_DIR}/../shaders/bytecode/d3d12_5_1/*.h"
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)
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target_sources(xenia-ui-d3d12 PRIVATE ${_d3d12_ui_shader_headers})
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xe_shader_rules_dxbc(xenia-ui-d3d12 ${CMAKE_CURRENT_SOURCE_DIR}/../shaders)
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target_link_libraries(xenia-ui-d3d12 PUBLIC xenia-base xenia-ui)
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xe_target_defaults(xenia-ui-d3d12)
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@@ -1,10 +1,7 @@
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add_library(xenia-ui-vulkan STATIC)
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xe_platform_sources(xenia-ui-vulkan ${CMAKE_CURRENT_SOURCE_DIR})
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xe_platform_sources(xenia-ui-vulkan ${CMAKE_CURRENT_SOURCE_DIR}/functions)
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# Include shader bytecode headers
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file(GLOB _vk_ui_shader_headers "${CMAKE_CURRENT_SOURCE_DIR}/../shaders/bytecode/vulkan_spirv/*.h"
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)
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target_sources(xenia-ui-vulkan PRIVATE ${_vk_ui_shader_headers})
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xe_shader_rules_spirv(xenia-ui-vulkan ${CMAKE_CURRENT_SOURCE_DIR}/../shaders)
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target_include_directories(xenia-ui-vulkan PRIVATE
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${PROJECT_SOURCE_DIR}/third_party/Vulkan-Headers/include
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${PROJECT_SOURCE_DIR}/third_party/glslang
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121
tools/build/compile_shader_dxbc.py
Normal file
121
tools/build/compile_shader_dxbc.py
Normal file
@@ -0,0 +1,121 @@
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#!/usr/bin/env python3
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"""Compiles a single shader to DXBC and generates a C header via FXC.
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Usage: compile_shader_dxbc.py <input_path> <output_path>
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FXC directly produces the .h file — no post-processing needed.
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"""
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import os
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import subprocess
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import sys
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from glob import glob
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DXBC_STAGES = ["vs", "hs", "ds", "gs", "ps", "cs"]
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def find_fxc():
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"""Find FXC via FXC_PATH env or Windows SDK search."""
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fxc = os.environ.get("FXC_PATH")
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if fxc:
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return fxc
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# Search Windows Kits.
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program_files_x86 = os.environ.get("ProgramFiles(x86)", "")
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candidates = glob(os.path.join(
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program_files_x86, "Windows Kits", "10", "bin", "*", "x64", "fxc.exe"))
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if candidates:
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return candidates[-1] # Highest version is last
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return None
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def parse_stage(filename):
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"""Extract the 2-char shader stage from filename like 'foo.cs.xesl'."""
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basename = os.path.splitext(filename)[0] # 'foo.cs'
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identifier = basename.replace(".", "_") # 'foo_cs'
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stage_key = identifier[-2:]
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if stage_key not in DXBC_STAGES:
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return None
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return stage_key
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def main():
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if len(sys.argv) != 3:
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print(f"Usage: {sys.argv[0]} <input_path> <output_path>", file=sys.stderr)
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return 1
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input_path = sys.argv[1]
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output_path = sys.argv[2]
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src_name = os.path.basename(input_path)
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src_dir = os.path.dirname(input_path)
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stage = parse_stage(src_name)
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if stage is None:
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print(f"ERROR: cannot determine shader stage from: {src_name}", file=sys.stderr)
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return 1
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identifier = os.path.splitext(src_name)[0].replace(".", "_")
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fxc = find_fxc()
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if not fxc:
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print("ERROR: could not find fxc! Set FXC_PATH environment variable "
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"or install Windows SDK.", file=sys.stderr)
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return 1
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# Create output directory if needed.
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os.makedirs(os.path.dirname(output_path), exist_ok=True)
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is_dxc = "dxc" in os.path.basename(fxc).lower()
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# Start with base command — use wine on non-Windows platforms.
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if sys.platform != "win32":
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compiler_args = ["wine", fxc]
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else:
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compiler_args = [fxc]
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if is_dxc:
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# DXC only supports SM 6.0+.
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compiler_args.extend([
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"-T", f"{stage}_6_0",
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"-HV", "2017",
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"-D", "SHADING_LANGUAGE_HLSL_XE=1",
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"-I", src_dir,
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"-Fh", output_path,
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"-Vn", identifier,
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"-nologo",
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input_path,
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])
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else:
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# FXC uses traditional syntax.
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compiler_args.extend([
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"/D", "SHADING_LANGUAGE_HLSL_XE=1",
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"/I", src_dir,
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"/Fh", output_path,
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"/T", f"{stage}_5_1",
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"/Vn", identifier,
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"/O3",
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"/Qstrip_reflect",
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"/Qstrip_debug",
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"/Qstrip_priv",
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"/Gfp",
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"/nologo",
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input_path,
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])
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result = subprocess.run(compiler_args, stdout=subprocess.DEVNULL,
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stderr=subprocess.PIPE)
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if result.returncode != 0:
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print(f"ERROR: failed to compile DXBC shader: {src_name}", file=sys.stderr)
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if result.stderr:
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sys.stderr.buffer.write(result.stderr)
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return 1
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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171
tools/build/compile_shader_spirv.py
Normal file
171
tools/build/compile_shader_spirv.py
Normal file
@@ -0,0 +1,171 @@
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#!/usr/bin/env python3
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"""Compiles a single shader to SPIR-V and generates a C header.
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Usage: compile_shader_spirv.py <input_path> <output_path>
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Pipeline:
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1. glslangValidator -> unoptimized .spv
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2. spirv-opt -> optimized .spv
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3. spirv-dis -> disassembly .txt
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4. Generate .h with disassembly comment + uint32_t array
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"""
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import os
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import struct
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import subprocess
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import sys
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SPIRV_STAGES = {
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"vs": "vert", "hs": "tesc", "ds": "tese",
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"gs": "geom", "ps": "frag", "cs": "comp",
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}
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XESL_WRAPPER = (
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"#version 460\n"
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"#extension GL_EXT_control_flow_attributes : require\n"
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"#extension GL_EXT_samplerless_texture_functions : require\n"
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"#extension GL_GOOGLE_include_directive : require\n"
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"#include \"%s\"\n"
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)
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def find_vulkan_tools():
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"""Find Vulkan SDK tools via VULKAN_SDK env or PATH."""
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vulkan_sdk = os.environ.get("VULKAN_SDK")
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if vulkan_sdk:
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bin_dir = os.path.join(vulkan_sdk, "bin")
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if os.path.isdir(bin_dir):
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return (
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os.path.join(bin_dir, "glslangValidator"),
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os.path.join(bin_dir, "spirv-opt"),
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os.path.join(bin_dir, "spirv-dis"),
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)
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# Fall back to PATH
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return ("glslangValidator", "spirv-opt", "spirv-dis")
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def parse_stage(filename):
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"""Extract the 2-char shader stage from filename like 'foo.cs.xesl'."""
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basename = os.path.splitext(filename)[0] # 'foo.cs'
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identifier = basename.replace(".", "_") # 'foo_cs'
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stage_key = identifier[-2:]
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if stage_key not in SPIRV_STAGES:
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return None, None
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return stage_key, SPIRV_STAGES[stage_key]
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def main():
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if len(sys.argv) != 3:
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print(f"Usage: {sys.argv[0]} <input_path> <output_path>", file=sys.stderr)
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return 1
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input_path = sys.argv[1]
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output_path = sys.argv[2]
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src_name = os.path.basename(input_path)
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src_dir = os.path.dirname(input_path)
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src_is_xesl = src_name.endswith(".xesl")
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stage_key, spirv_stage = parse_stage(src_name)
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if spirv_stage is None:
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print(f"ERROR: cannot determine shader stage from: {src_name}", file=sys.stderr)
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return 1
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# Compute identifier (matches what Lua does: basename with dots -> underscores)
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identifier = os.path.splitext(src_name)[0].replace(".", "_")
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glslang, spirv_opt, spirv_dis = find_vulkan_tools()
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# Create output directory if needed.
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os.makedirs(os.path.dirname(output_path), exist_ok=True)
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# Temp file paths next to output.
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base = os.path.splitext(output_path)[0]
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glslang_spv = base + ".glslang.spv"
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opt_spv = base + ".spv"
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dis_txt = base + ".txt"
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try:
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# Step 1: glslangValidator
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glslang_args = [
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glslang,
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"--stdin" if src_is_xesl else input_path,
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"-DSHADING_LANGUAGE_GLSL_XE=1",
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"-S", spirv_stage,
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"-o", glslang_spv,
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"-V",
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]
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if src_is_xesl:
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glslang_args.append(f"-I{src_dir}")
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stdin_data = (XESL_WRAPPER % src_name) if src_is_xesl else None
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result = subprocess.run(glslang_args, input=stdin_data, text=True,
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stdout=subprocess.DEVNULL, stderr=subprocess.PIPE)
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if result.returncode != 0:
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print(f"ERROR: glslangValidator failed for {src_name}", file=sys.stderr)
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if result.stderr:
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sys.stderr.write(result.stderr)
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return 1
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# Step 2: spirv-opt
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result = subprocess.run([
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spirv_opt, "-O", "-O", "--canonicalize-ids",
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glslang_spv, "-o", opt_spv,
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], stdout=subprocess.DEVNULL, stderr=subprocess.PIPE)
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if result.returncode != 0:
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print(f"ERROR: spirv-opt failed for {src_name}", file=sys.stderr)
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if result.stderr:
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sys.stderr.write(result.stderr)
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return 1
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# Step 3: spirv-dis
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result = subprocess.run([spirv_dis, "-o", dis_txt, opt_spv],
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stdout=subprocess.DEVNULL, stderr=subprocess.PIPE)
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if result.returncode != 0:
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print(f"ERROR: spirv-dis failed for {src_name}", file=sys.stderr)
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if result.stderr:
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sys.stderr.write(result.stderr)
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return 1
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# Step 4: Generate header
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with open(output_path, "w") as out:
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out.write("// Generated with `xb buildshaders`.\n#if 0\n")
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||||
with open(dis_txt, "r") as dis_file:
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dis_data = dis_file.read()
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if dis_data:
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out.write(dis_data)
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||||
if dis_data[-1] != "\n":
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out.write("\n")
|
||||
out.write("#endif\n\nconst uint32_t %s[] = {" % identifier)
|
||||
with open(opt_spv, "rb") as spv_file:
|
||||
index = 0
|
||||
while True:
|
||||
word = spv_file.read(4)
|
||||
if len(word) == 0:
|
||||
break
|
||||
if len(word) != 4:
|
||||
print("ERROR: SPIR-V binary is misaligned", file=sys.stderr)
|
||||
return 1
|
||||
if index % 6 == 0:
|
||||
out.write("\n ")
|
||||
else:
|
||||
out.write(" ")
|
||||
index += 1
|
||||
value = struct.unpack("<I", word)[0]
|
||||
out.write("0x%08X," % value)
|
||||
out.write("\n};\n")
|
||||
|
||||
finally:
|
||||
# Clean up intermediate files.
|
||||
for f in (glslang_spv, opt_spv, dis_txt):
|
||||
if os.path.exists(f):
|
||||
os.remove(f)
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
234
xenia-build.py
234
xenia-build.py
@@ -943,13 +943,6 @@ class BuildCommand(BaseBuildCommand):
|
||||
def execute(self, args, pass_args, cwd):
|
||||
print(f"Building {args['config']}...\n")
|
||||
|
||||
# Generate shader bytecode before building
|
||||
shader_result = build_shaders()
|
||||
if shader_result != 0:
|
||||
print(f"{bcolors.FAIL}ERROR: Shader generation failed{bcolors.ENDC}")
|
||||
return shader_result
|
||||
|
||||
|
||||
result = super(BuildCommand, self).execute(args, pass_args, cwd)
|
||||
|
||||
print_status(ResultStatus.SUCCESS if not result else ResultStatus.FAILURE)
|
||||
@@ -981,7 +974,9 @@ class BuildShadersCommand(Command):
|
||||
|
||||
|
||||
def build_shaders(targets=None):
|
||||
"""Builds shader bytecode. Called by BuildShadersCommand and BuildCommand.
|
||||
"""Builds shader bytecode. Called by BuildShadersCommand.
|
||||
|
||||
Delegates to the per-file compile scripts in tools/build/.
|
||||
|
||||
Args:
|
||||
targets: List of targets ("dxbc", "spirv"), or None/empty for all.
|
||||
@@ -1026,226 +1021,47 @@ def build_shaders(targets=None):
|
||||
targets = []
|
||||
all_targets = len(targets) == 0
|
||||
|
||||
# XeSL ("Xenia Shading Language") means shader files that can be
|
||||
# compiled as multiple languages from a single file. Whenever possible,
|
||||
# this is achieved without the involvement of the build script, using
|
||||
# just conditionals, macros and functions in shaders, however, in some
|
||||
# cases, that's necessary (such as to prepend `#version` in GLSL, as
|
||||
# well as to enable `#include` in GLSL, to include `xesl.xesli` itself,
|
||||
# without writing the same `#if` / `#extension` / `#endif` in every
|
||||
# shader). Also, not all shading languages provide a built-in
|
||||
# preprocessor definition for identification of them, so
|
||||
# `SHADING_LANGUAGE_*_XE` is also defined via the build arguments.
|
||||
# `SHADING_LANGUAGE_*_XE` is set regardless of whether the file is XeSL
|
||||
# or a raw source file in a specific language, as XeSL headers may be
|
||||
# used in language-specific sources.
|
||||
valid_stages = ["vs", "hs", "ds", "gs", "ps", "cs"]
|
||||
compile_spirv = os.path.join(self_path, "tools", "build", "compile_shader_spirv.py")
|
||||
compile_dxbc = os.path.join(self_path, "tools", "build", "compile_shader_dxbc.py")
|
||||
|
||||
# Direct3D DXBC (Windows only).
|
||||
if (all_targets or "dxbc" in targets) and sys.platform == "win32":
|
||||
print("Building Direct3D 12 Shader Model 5.1 DXBC shaders...")
|
||||
|
||||
# Get the FXC path.
|
||||
fxc = os.environ.get("FXC_PATH")
|
||||
if not fxc:
|
||||
# Fall back to searching Windows Kits
|
||||
fxc = glob(os.path.join(os.environ.get("ProgramFiles(x86)", ""),
|
||||
"Windows Kits", "10", "bin", "*", "x64", "fxc.exe"))
|
||||
if not fxc:
|
||||
print("ERROR: could not find fxc! Set FXC_PATH environment variable or install Windows SDK.")
|
||||
return 1
|
||||
fxc = fxc[-1] # Highest version is last
|
||||
else:
|
||||
print(f"Using FXC from environment variable: {fxc}")
|
||||
|
||||
# Build DXBC.
|
||||
dxbc_stages = ["vs", "hs", "ds", "gs", "ps", "cs"]
|
||||
for src_path in src_paths:
|
||||
src_name = os.path.basename(src_path)
|
||||
if ((not src_name.endswith(".hlsl") and
|
||||
not src_name.endswith(".xesl")) or
|
||||
len(src_name) <= 8 or src_name[-8] != "."):
|
||||
continue
|
||||
dxbc_identifier = src_name[:-5].replace(".", "_")
|
||||
dxbc_stage = dxbc_identifier[-2:]
|
||||
if dxbc_stage not in dxbc_stages:
|
||||
identifier = src_name[:-5].replace(".", "_")
|
||||
if identifier[-2:] not in valid_stages:
|
||||
continue
|
||||
print(f"- {src_path} > d3d12_5_1")
|
||||
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)
|
||||
# Not enabling treating warnings as errors (/WX) because it
|
||||
# overrides #pragma warning, and the FXAA shader triggers a
|
||||
# bug in FXC causing an uninitialized variable warning if
|
||||
# early exit from a function is done.
|
||||
# FXC writes errors and warnings to stderr, not stdout, but
|
||||
# stdout receives generic status messages that only add
|
||||
# clutter in this case.
|
||||
# Check if using DXC or FXC based on executable name
|
||||
is_dxc = "dxc" in fxc.lower()
|
||||
|
||||
# Start with base command - use wine on non-Windows platforms
|
||||
if sys.platform != "win32":
|
||||
compiler_args = ["wine", fxc]
|
||||
else:
|
||||
compiler_args = [fxc]
|
||||
|
||||
src_dir = os.path.dirname(src_path)
|
||||
if is_dxc:
|
||||
# DXC only supports SM 6.0+, cannot compile SM 5.1
|
||||
print("WARNING: DXC doesn't support SM 5.1, using SM 6.0")
|
||||
compiler_args.extend([
|
||||
"-T", f"{dxbc_stage}_6_0",
|
||||
"-HV", "2017",
|
||||
"-D", "SHADING_LANGUAGE_HLSL_XE=1",
|
||||
"-I", src_dir,
|
||||
"-Fh", f"{dxbc_file_path_base}.h",
|
||||
"-Vn", dxbc_identifier,
|
||||
"-nologo",
|
||||
src_path,
|
||||
])
|
||||
else:
|
||||
# FXC uses traditional syntax.
|
||||
# Do NOT use /all_resources_bound — it alters the generated
|
||||
# DXBC bytecode (changes dcl_globalFlags, register allocation
|
||||
# and instruction scheduling) which causes rendering artifacts
|
||||
# such as blue lightning/flash glitches at scaled resolutions.
|
||||
compiler_args.extend([
|
||||
"/D", "SHADING_LANGUAGE_HLSL_XE=1",
|
||||
"/I", src_dir,
|
||||
"/Fh", f"{dxbc_file_path_base}.h",
|
||||
"/T", f"{dxbc_stage}_5_1",
|
||||
"/Vn", dxbc_identifier,
|
||||
"/O3",
|
||||
"/Qstrip_reflect",
|
||||
"/Qstrip_debug",
|
||||
"/Qstrip_priv",
|
||||
"/Gfp",
|
||||
"/nologo",
|
||||
src_path,
|
||||
])
|
||||
if subprocess.call(compiler_args, stdout=subprocess.DEVNULL) != 0:
|
||||
print(f"ERROR: failed to compile DXBC shader: {src_path}")
|
||||
return 1
|
||||
output = os.path.join(src_dir, "bytecode", "d3d12_5_1", f"{identifier}.h")
|
||||
print(f"- {src_path} > d3d12_5_1")
|
||||
result = subprocess.call([sys.executable, compile_dxbc, src_path, output])
|
||||
if result != 0:
|
||||
return result
|
||||
|
||||
# Vulkan SPIR-V.
|
||||
if all_targets or "spirv" in targets:
|
||||
print("Building Vulkan SPIR-V shaders...")
|
||||
|
||||
# Get the SPIR-V tool paths.
|
||||
vulkan_sdk_path = os.environ.get("VULKAN_SDK")
|
||||
if not vulkan_sdk_path:
|
||||
print("ERROR: VULKAN_SDK environment variable is not set")
|
||||
if sys.platform == "win32":
|
||||
print("Please install Vulkan SDK from:")
|
||||
print("https://sdk.lunarg.com/sdk/download/latest/windows/vulkan-sdk.exe")
|
||||
else:
|
||||
print("Please install Vulkan SDK and set VULKAN_SDK environment variable")
|
||||
return 1
|
||||
if not os.path.exists(vulkan_sdk_path):
|
||||
print(f"ERROR: could not find the Vulkan SDK at {vulkan_sdk_path}")
|
||||
return 1
|
||||
vulkan_bin_path = os.path.join(vulkan_sdk_path, "bin")
|
||||
if not os.path.exists(vulkan_bin_path):
|
||||
print("ERROR: could not find the Vulkan SDK binaries")
|
||||
return 1
|
||||
glslang = os.path.join(vulkan_bin_path, "glslangValidator")
|
||||
if not has_bin(glslang):
|
||||
print("ERROR: could not find glslangValidator")
|
||||
return 1
|
||||
spirv_opt = os.path.join(vulkan_bin_path, "spirv-opt")
|
||||
if not has_bin(spirv_opt):
|
||||
print("ERROR: could not find spirv-opt")
|
||||
return 1
|
||||
spirv_dis = os.path.join(vulkan_bin_path, "spirv-dis")
|
||||
if not has_bin(spirv_dis):
|
||||
print("ERROR: could not find spirv-dis")
|
||||
return 1
|
||||
|
||||
# Build SPIR-V.
|
||||
spirv_stages = {
|
||||
"vs": "vert", "hs": "tesc", "ds": "tese",
|
||||
"gs": "geom", "ps": "frag", "cs": "comp",
|
||||
}
|
||||
spirv_xesl_wrapper = (
|
||||
"#version 460\n"
|
||||
"#extension GL_EXT_control_flow_attributes : require\n"
|
||||
"#extension GL_EXT_samplerless_texture_functions : require\n"
|
||||
"#extension GL_GOOGLE_include_directive : require\n"
|
||||
"#include \"%s\"\n"
|
||||
)
|
||||
for src_path in src_paths:
|
||||
src_name = os.path.basename(src_path)
|
||||
src_is_xesl = src_name.endswith(".xesl")
|
||||
if ((not src_is_xesl and not src_name.endswith(".glsl")) or
|
||||
if ((not src_name.endswith(".glsl") and
|
||||
not src_name.endswith(".xesl")) or
|
||||
len(src_name) <= 8 or src_name[-8] != "."):
|
||||
continue
|
||||
spirv_identifier = src_name[:-5].replace(".", "_")
|
||||
spirv_stage = spirv_stages.get(spirv_identifier[-2:], None)
|
||||
if spirv_stage is None:
|
||||
identifier = src_name[:-5].replace(".", "_")
|
||||
if identifier[-2:] not in valid_stages:
|
||||
continue
|
||||
print(f"- {src_path} > vulkan_spirv")
|
||||
src_dir = os.path.dirname(src_path)
|
||||
spirv_dir_path = os.path.join(src_dir, "bytecode/vulkan_spirv")
|
||||
os.makedirs(spirv_dir_path, exist_ok=True)
|
||||
spirv_file_path_base = os.path.join(spirv_dir_path, spirv_identifier)
|
||||
spirv_glslang_file_path = f"{spirv_file_path_base}.glslang.spv"
|
||||
|
||||
glslang_arguments = [glslang,
|
||||
"--stdin" if src_is_xesl else src_path,
|
||||
"-DSHADING_LANGUAGE_GLSL_XE=1",
|
||||
"-S", spirv_stage,
|
||||
"-o", spirv_glslang_file_path,
|
||||
"-V"]
|
||||
if src_is_xesl:
|
||||
glslang_arguments.append(f"-I{src_dir}")
|
||||
if subprocess.run(
|
||||
glslang_arguments,
|
||||
input=(spirv_xesl_wrapper % src_name) if src_is_xesl else None,
|
||||
text=True).returncode != 0:
|
||||
print("ERROR: failed to build a SPIR-V shader")
|
||||
return 1
|
||||
|
||||
spirv_file_path = f"{spirv_file_path_base}.spv"
|
||||
if subprocess.call([spirv_opt, "-O", "-O", "--canonicalize-ids",
|
||||
spirv_glslang_file_path, "-o", spirv_file_path]) != 0:
|
||||
print("ERROR: failed to optimize a SPIR-V shader")
|
||||
return 1
|
||||
os.remove(spirv_glslang_file_path)
|
||||
|
||||
spirv_dis_file_path = f"{spirv_file_path_base}.txt"
|
||||
if subprocess.call([spirv_dis, "-o", spirv_dis_file_path,
|
||||
spirv_file_path]) != 0:
|
||||
print("ERROR: failed to disassemble a SPIR-V shader")
|
||||
return 1
|
||||
|
||||
# Generate the header from the disassembly and the binary.
|
||||
with open(f"{spirv_file_path_base}.h", "w") as out_file:
|
||||
out_file.write("// Generated with `xb buildshaders`.\n#if 0\n")
|
||||
with open(spirv_dis_file_path, "r") as spirv_dis_file:
|
||||
spirv_dis_data = spirv_dis_file.read()
|
||||
if len(spirv_dis_data) > 0:
|
||||
out_file.write(spirv_dis_data)
|
||||
if spirv_dis_data[-1] != "\n":
|
||||
out_file.write("\n")
|
||||
out_file.write("#endif\n\nconst uint32_t %s[] = {" % spirv_identifier)
|
||||
with open(spirv_file_path, "rb") as spirv_file:
|
||||
index = 0
|
||||
c = spirv_file.read(4)
|
||||
while len(c) != 0:
|
||||
if len(c) != 4:
|
||||
print("ERROR: a SPIR-V shader is misaligned")
|
||||
return 1
|
||||
if index % 6 == 0:
|
||||
out_file.write("\n ")
|
||||
else:
|
||||
out_file.write(" ")
|
||||
index += 1
|
||||
out_file.write("0x%08X," % int.from_bytes(c, sys.byteorder))
|
||||
c = spirv_file.read(4)
|
||||
out_file.write("\n};\n")
|
||||
os.remove(spirv_dis_file_path)
|
||||
os.remove(spirv_file_path)
|
||||
output = os.path.join(src_dir, "bytecode", "vulkan_spirv", f"{identifier}.h")
|
||||
print(f"- {src_path} > vulkan_spirv")
|
||||
result = subprocess.call([sys.executable, compile_spirv, src_path, output])
|
||||
if result != 0:
|
||||
return result
|
||||
|
||||
return 0
|
||||
|
||||
@@ -1976,12 +1792,6 @@ class DevenvCommand(Command):
|
||||
else:
|
||||
print("IDE not detected. CMakeLists.txt is in the project root.")
|
||||
|
||||
print("\n- generating shaders...")
|
||||
shader_result = build_shaders()
|
||||
if shader_result != 0:
|
||||
print_error("Shader generation failed")
|
||||
return shader_result
|
||||
|
||||
print("\n- running cmake configure...")
|
||||
run_cmake_configure()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user