Add support for compiling all files in a directory
continuous-integration/drone/pr Build is passing
Details
continuous-integration/drone/pr Build is passing
Details
parent
2b773101c8
commit
8a0d4472b4
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@ -8,67 +8,88 @@ partial class Program
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{
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{
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if (args.Length < 2)
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if (args.Length < 2)
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{
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{
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Console.WriteLine("Usage: refreshc <path-to-glsl> <output-directory>");
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Console.WriteLine("Usage: refreshc <path-to-glsl | path-to-input-directory> <output-directory>");
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return 1;
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return 1;
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}
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}
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string glslPath = args[0];
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string inputPath = args[0];
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string outputDir = args[1];
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string outputDir = args[1];
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if (!ValidateArgs(glslPath, outputDir))
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if (!Directory.Exists(outputDir))
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{
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{
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Console.WriteLine($"refreshc: Output directory ({outputDir}) does not exist");
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return 1;
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return 1;
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}
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}
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if (Directory.Exists(inputPath))
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{
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// Loop over and compile each file in the directory
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string[] files = Directory.GetFiles(inputPath);
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foreach (string file in files)
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{
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Console.WriteLine($"Compiling {file}");
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int res = CompileShader(file, outputDir);
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if (res != 0)
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{
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return res;
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}
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}
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}
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else
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{
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if (!File.Exists(inputPath))
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{
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Console.WriteLine($"refreshc: glsl source file or directory ({inputPath}) does not exist");
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return 1;
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}
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int res = CompileShader(inputPath, outputDir);
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if (res != 0)
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{
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return res;
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}
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}
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return 0;
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}
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static int CompileShader(string glslPath, string outputDir)
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{
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int res = 0;
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string shaderName = Path.GetFileNameWithoutExtension(glslPath);
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string shaderName = Path.GetFileNameWithoutExtension(glslPath);
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string shaderType = Path.GetExtension(glslPath);
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string shaderType = Path.GetExtension(glslPath);
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string spirvPath = Path.Combine(outputDir, $"{shaderName}.spv");
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if (CompileGlslToSpirv(glslPath, shaderName, spirvPath) != 0)
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if (shaderType != ".vert" && shaderType != ".frag" && shaderType != ".comp")
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{
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{
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Console.WriteLine("refreshc: Expected glsl source file with extension '.vert', '.frag', or '.comp'");
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return 1;
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return 1;
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}
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}
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string spirvPath = Path.Combine(outputDir, $"{shaderName}.spv");
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res = CompileGlslToSpirv(glslPath, shaderName, spirvPath);
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if (res != 0)
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{
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return res;
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}
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string hlslPath = Path.Combine(outputDir, $"{shaderName}.hlsl");
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string hlslPath = Path.Combine(outputDir, $"{shaderName}.hlsl");
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if (TranslateSpirvToHlsl(spirvPath, hlslPath) != 0)
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res = TranslateSpirvToHlsl(spirvPath, hlslPath);
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if (res != 0)
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{
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{
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return 1;
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return res;
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}
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}
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// FIXME: Is there a cross-platform way to compile HLSL to DXBC?
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// FIXME: Is there a cross-platform way to compile HLSL to DXBC?
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#if PS5
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#if PS5
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if (TranslateHlslToPS5(hlslPath, shaderName, shaderType, outputDir) != 0)
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res = TranslateHlslToPS5(hlslPath, shaderName, shaderType, outputDir);
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if (res != 0)
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{
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{
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return 1;
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return res;
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}
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}
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#endif
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#endif
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return 0;
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return res;
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}
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static bool ValidateArgs(string glslPath, string outputDir)
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{
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if (!File.Exists(glslPath))
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{
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Console.WriteLine($"refreshc: glsl source file ({glslPath}) does not exist");
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return false;
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}
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string ext = Path.GetExtension(glslPath);
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if (ext != ".vert" && ext != ".frag" && ext != ".comp")
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{
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Console.WriteLine("refreshc: Expected glsl source file with extension '.vert', '.frag', or '.comp'");
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return false;
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}
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if (!Directory.Exists(outputDir))
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{
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Console.WriteLine($"refreshc: Output directory ({outputDir}) does not exist");
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return false;
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}
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return true;
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}
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}
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static int CompileGlslToSpirv(string glslPath, string shaderName, string outputPath)
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static int CompileGlslToSpirv(string glslPath, string shaderName, string outputPath)
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