Refresh/shadercompiler/Program.cs

269 lines
6.0 KiB
C#

using System;
using System.IO;
using System.Diagnostics;
partial class Program
{
struct CompileShaderData
{
public string glslPath;
public string outputDir;
public bool preserveTemp;
public bool vulkan;
public bool d3d11;
public bool ps5;
}
private static void DisplayHelpText()
{
Console.WriteLine("Usage: refreshc <path-to-glsl-source | directory-with-glsl-source-files>");
Console.WriteLine("Options:");
Console.WriteLine(" --vulkan Emit shader compatible with the Refresh Vulkan backend");
Console.WriteLine(" --d3d11 Emit shader compatible with the Refresh D3D11 backend");
Console.WriteLine(" --ps5 Emit shader compatible with the Refresh PS5 backend");
Console.WriteLine(" --out dir Write output file(s) to the directory `dir`");
Console.WriteLine(" --preserve-temp Do not delete the temp directory after compilation. Useful for debugging.");
}
public static int Main(string[] args)
{
if (args.Length == 0)
{
DisplayHelpText();
return 1;
}
CompileShaderData data = new CompileShaderData();
string inputPath = null;
for (int i = 0; i < args.Length; i += 1)
{
switch (args[i])
{
case "--vulkan":
data.vulkan = true;
break;
case "--d3d11":
data.d3d11 = true;
break;
case "--ps5":
data.ps5 = true;
break;
case "--out":
i += 1;
data.outputDir = args[i];
break;
case "--preserve-temp":
data.preserveTemp = true;
break;
default:
if (inputPath == null)
{
inputPath = args[i];
}
else
{
Console.WriteLine($"refreshc: Unknown parameter {args[i]}");
return 1;
}
break;
}
}
if (!data.vulkan && !data.d3d11 && !data.ps5)
{
Console.WriteLine($"refreshc: No Refresh platforms selected!");
return 1;
}
#if !PS5
if (data.ps5)
{
Console.WriteLine($"refreshc: `PS5` must be defined in the to target the PS5 backend!");
return 1;
}
#endif
if (data.outputDir == null)
{
data.outputDir = Directory.GetCurrentDirectory();
}
else if (!Directory.Exists(data.outputDir))
{
Console.WriteLine($"refreshc: Output directory {data.outputDir} does not exist");
return 1;
}
if (Directory.Exists(inputPath))
{
// Loop over and compile each file in the directory
string[] files = Directory.GetFiles(inputPath);
foreach (string file in files)
{
Console.WriteLine($"Compiling {file}");
data.glslPath = file;
int res = CompileShader(ref data);
if (res != 0)
{
return res;
}
}
}
else
{
if (!File.Exists(inputPath))
{
Console.WriteLine($"refreshc: glsl source file or directory ({inputPath}) does not exist");
return 1;
}
data.glslPath = inputPath;
int res = CompileShader(ref data);
if (res != 0)
{
return res;
}
}
return 0;
}
static int CompileShader(ref CompileShaderData data)
{
int res = 0;
string shaderName = Path.GetFileNameWithoutExtension(data.glslPath);
string shaderType = Path.GetExtension(data.glslPath);
if (shaderType != ".vert" && shaderType != ".frag" && shaderType != ".comp")
{
Console.WriteLine("refreshc: Expected glsl source file with extension '.vert', '.frag', or '.comp'");
return 1;
}
// Create the temp directory, if needed
string tempDir = Path.Combine(Directory.GetCurrentDirectory(), "temp");
if (!Directory.Exists(tempDir))
{
Directory.CreateDirectory(tempDir);
}
// Compile to spirv
string spirvPath = Path.Combine(tempDir, $"{shaderName}.spv");
res = CompileGlslToSpirv(data.glslPath, shaderName, spirvPath);
if (res != 0)
{
goto cleanup;
}
if (data.d3d11 || data.ps5)
{
// Transpile to hlsl
string hlslPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
res = TranslateSpirvToHlsl(spirvPath, hlslPath);
if (res != 0)
{
goto cleanup;
}
// FIXME: Is there a cross-platform way to compile HLSL to DXBC?
#if PS5
// Transpile to ps5, if requested
if (data.ps5)
{
res = TranslateHlslToPS5(hlslPath, shaderName, shaderType, tempDir);
if (res != 0)
{
goto cleanup;
}
}
#endif
}
// Create the output blob file
string outputFilepath = Path.Combine(data.outputDir, $"{shaderName}{shaderType}.refresh");
using (FileStream fs = File.Create(outputFilepath))
{
using (BinaryWriter writer = new BinaryWriter(fs))
{
// Magic
writer.Write(new char[] { 'R', 'F', 'S', 'H'});
if (data.vulkan)
{
string inputPath = Path.Combine(tempDir, $"{shaderName}.spv");
WriteShaderBlob(writer, inputPath, 1);
}
#if PS5
if (data.ps5)
{
string ext = GetPS5ShaderFileExtension();
string inputPath = Path.Combine(tempDir, $"{shaderName}{ext}");
WriteShaderBlob(writer, inputPath, 2);
}
#endif
if (data.d3d11)
{
string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
WriteShaderBlob(writer, inputPath, 3);
}
}
}
cleanup:
// Clean up the temp directory
if (!data.preserveTemp)
{
Directory.Delete(tempDir, true);
}
return res;
}
static void WriteShaderBlob(BinaryWriter writer, string inputPath, byte backend)
{
byte[] shaderBlob = File.ReadAllBytes(inputPath);
writer.Write(backend); // Corresponds to Refresh_Backend
writer.Write(shaderBlob.Length);
writer.Write(shaderBlob);
}
static int CompileGlslToSpirv(string glslPath, string shaderName, string outputPath)
{
Process glslc = Process.Start(
"glslc",
$"{glslPath} -o {outputPath}"
);
glslc.WaitForExit();
if (glslc.ExitCode != 0)
{
Console.WriteLine($"refreshc: Could not compile GLSL code");
return 1;
}
return 0;
}
static int TranslateSpirvToHlsl(string spirvPath, string outputPath)
{
Process spirvcross = Process.Start(
"spirv-cross",
$"{spirvPath} --hlsl --shader-model 50 --output {outputPath}"
);
spirvcross.WaitForExit();
if (spirvcross.ExitCode != 0)
{
Console.WriteLine($"refreshc: Could not translate SPIR-V to HLSL");
return 1;
}
return 0;
}
}