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Add shader compilation Python script.
This is still a work-in-progress and should be cleaned up in the future.
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import os | ||
import subprocess | ||
import re | ||
import binascii | ||
import struct | ||
from multiprocessing.pool import ThreadPool | ||
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# Set the path to the fxc compiler | ||
fxc = os.environ['DXSDK_DIR'] + 'Utilities\\bin\\x86\\fxc.exe' | ||
featureLevel = '3_0' | ||
workers = 8 | ||
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# Set the directory you want to start from | ||
shaders = 'gamedata/shaders/r2' | ||
objects = 'gamedata/shaders/r2/objects/r2' | ||
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# List all macro identifiers, excluding SMAP | ||
options = [ | ||
'FP16_FILTER', | ||
'FP16_BLEND', | ||
'USE_HWSMAP', | ||
'USE_HWSMAP_PCF', | ||
'USE_FETCH4', | ||
'USE_SJITTER', | ||
'USE_BRANCHING', | ||
'USE_VTF', | ||
'USE_TSHADOWS', | ||
'USE_MBLUR', | ||
'USE_SUNFILTER', | ||
'USE_R2_STATIC_SUN', | ||
'FORCE_GLOSS', | ||
'SKIN_COLOR', | ||
'USE_SSAO_BLUR', | ||
'USE_HBAO', | ||
'SSAO_OPT_DATA', | ||
'SKIN_NONE', | ||
'SKIN_0', | ||
'SKIN_1', | ||
'SKIN_2', | ||
'SKIN_3', | ||
'SKIN_4', | ||
'USE_SOFT_WATER', | ||
'USE_SOFT_PARTICLES', | ||
'USE_DOF', | ||
'SUN_SHAFTS_QUALITY', | ||
'SSAO_QUALITY', | ||
'SUN_QUALITY', | ||
'ALLOW_STEEPPARALLAX' | ||
] | ||
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skinOptions = [ | ||
'SKIN_NONE', | ||
'SKIN_0', | ||
'SKIN_1', | ||
'SKIN_2', | ||
'SKIN_3', | ||
'SKIN_4' | ||
] | ||
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forceOptions = [ | ||
'USE_HWSMAP' | ||
] | ||
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disableOptions = [ | ||
'SKIN_COLOR' | ||
] | ||
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qualityOptions = { | ||
'SUN_SHAFTS_QUALITY': 3, | ||
'SSAO_QUALITY': 3, | ||
'SUN_QUALITY': 2 | ||
} | ||
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entrex = re.compile('main_(vs|ps)_[0-9]_[0-9]') | ||
inclex = re.compile('#include\s+"(.*)"') | ||
commex = re.compile("//.*?\n") | ||
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def addCRC(filename): | ||
with open(filename) as file: | ||
file = open(filename,'r+b') | ||
buf = file.read() | ||
crc = (binascii.crc32(buf) & 0xFFFFFFFF) | ||
file.seek(0) | ||
file.write(struct.pack("<I", crc)) | ||
file.write(buf) | ||
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def findOptions(shader): | ||
list = [] | ||
with open(shader) as f: | ||
buffer = f.read() | ||
buffer = re.sub(commex, "", buffer) # remove commented lines | ||
for option in options: | ||
if option in buffer: | ||
list.append(option) | ||
includes = inclex.findall(buffer) # find all include files | ||
for include in includes: | ||
list += findOptions(os.path.join(os.path.dirname(shader), include)) | ||
return list | ||
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def findEntry(shader): | ||
with open(shader) as f: | ||
buffer = f.read() | ||
buffer = re.sub(commex, "", buffer) # remove commented lines | ||
match = entrex.search(buffer) # find the entry point | ||
if match: | ||
return match.group(0) | ||
if 'main' in buffer: | ||
return 'main' | ||
includes = inclex.findall(buffer) # find all include files | ||
for include in includes: | ||
if include != 'common.h': | ||
return findEntry(os.path.join(os.path.dirname(shader), include)) | ||
return False | ||
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def generateIds(list, id, i): | ||
if i >= len(options): | ||
return [ id ] | ||
if options[i] in list: | ||
if options[i] in forceOptions: | ||
return generateIds(list, id + '1', i + 1) | ||
if options[i] in disableOptions: | ||
return generateIds(list, id + '0', i + 1) | ||
if options[i] in skinOptions: | ||
ids = [] | ||
for (index, option) in enumerate(skinOptions): | ||
skin = '0' * len(skinOptions) | ||
skin = skin[:index] + '1' + skin[index+1:] | ||
ids += generateIds(list, id + skin, i + len(skinOptions)) | ||
return ids | ||
if options[i] in qualityOptions: | ||
ids = [] | ||
for index in range(0, qualityOptions[options[i]]): | ||
ids += generateIds(list, id + str(index), i + 1) | ||
return ids | ||
return generateIds(list, id + '0', i + 1) + generateIds(list, id + '1', i + 1) | ||
else: | ||
return generateIds(list, id + '_', i + 1) | ||
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def compileShader(name, stage, flags): | ||
path = os.path.join(shaders, '%s.%s' % (name, stage)) | ||
entry = findEntry(path) | ||
if not entry: | ||
print('No entry point found, skipping shader...') | ||
return | ||
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profile = '%s_%s' % (stage, featureLevel) | ||
if len(entry) > len('main'): | ||
profile = entry[5:] | ||
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object = os.path.join(objects, '%s.%s' % (name, stage)) | ||
if os.path.isfile(object): | ||
print('Already compiled, skipping object %s' % flags) | ||
return | ||
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args = [fxc, '/nologo', '/LD', '/Zpr', '/E%s' % entry, '/T%s' % profile] | ||
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args.append('/D%s=%s' % ('SMAP_size', flags[0:4])) | ||
for idx, option in enumerate(options, 4): | ||
if flags[idx] != '_' and int(flags[idx]) != 0: | ||
args.append('/D%s=%s' % (option, flags[idx])) | ||
if option in skinOptions and option != 'SKIN_NONE': | ||
object = os.path.join(objects, '%s_%s.%s' % (name, option[-1], stage)) | ||
args.append('/Fo%s' % os.path.join(object, flags)) | ||
args.append(path) | ||
subprocess.check_call(args) | ||
addCRC(os.path.join(object, flags)) | ||
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pool = ThreadPool(processes=workers) | ||
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jobs = [] | ||
for file in os.listdir(shaders): | ||
shader = os.path.splitext(file)[0] | ||
stage = os.path.splitext(file)[1][1:] | ||
if stage == 'vs' or stage == 'ps': | ||
print('Found shader: %s' % shader) | ||
flags = findOptions(os.path.join(shaders, file)) | ||
outdir = os.path.join(objects, file) | ||
if not os.path.isdir(outdir): | ||
os.makedirs(outdir) | ||
if 'SKIN_NONE' in flags: | ||
for skin in skinOptions[1:]: | ||
outdir = os.path.join(objects, '%s_%s.%s' % (shader, skin[-1], stage)) | ||
if (not os.path.isdir(outdir)): | ||
os.makedirs(outdir) | ||
print(flags) | ||
for id in generateIds(flags, "2048", 0): | ||
job = pool.apply_async(compileShader, (shader, stage, id)) | ||
jobs.append(job) | ||
for job in jobs: | ||
job.get() | ||
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pool.close() | ||
pool.join() |