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