forked from MoonsideGames/Refresh
Use custom blob format for combining shader code for multiple backends into a single file
parent
8a0d4472b4
commit
ec2a3a273b
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@ -4,20 +4,98 @@ using System.Diagnostics;
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partial class Program
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{
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struct CompileShaderData
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{
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public string glslPath;
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public string outputDir;
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public bool preserveTemp;
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public bool vulkan;
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public bool d3d11;
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public bool ps5;
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}
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private static void DisplayHelpText()
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{
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Console.WriteLine("Usage: refreshc <path-to-glsl-source | directory-with-glsl-source-files>");
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Console.WriteLine("Options:");
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Console.WriteLine(" --vulkan Emit shader compatible with the Refresh Vulkan backend");
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Console.WriteLine(" --d3d11 Emit shader compatible with the Refresh D3D11 backend");
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Console.WriteLine(" --ps5 Emit shader compatible with the Refresh PS5 backend");
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Console.WriteLine(" --out dir Write output file(s) to the directory `dir`");
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Console.WriteLine(" --preserve-temp Do not delete the temp directory after compilation. Useful for debugging.");
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}
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public static int Main(string[] args)
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{
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if (args.Length < 2)
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if (args.Length == 0)
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{
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Console.WriteLine("Usage: refreshc <path-to-glsl | path-to-input-directory> <output-directory>");
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DisplayHelpText();
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return 1;
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}
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string inputPath = args[0];
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string outputDir = args[1];
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CompileShaderData data = new CompileShaderData();
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string inputPath = null;
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if (!Directory.Exists(outputDir))
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for (int i = 0; i < args.Length; i += 1)
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{
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Console.WriteLine($"refreshc: Output directory ({outputDir}) does not exist");
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switch (args[i])
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{
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case "--vulkan":
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data.vulkan = true;
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break;
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case "--d3d11":
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data.d3d11 = true;
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break;
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case "--ps5":
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data.ps5 = true;
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break;
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case "--out":
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i += 1;
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data.outputDir = args[i];
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break;
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case "--preserve-temp":
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data.preserveTemp = true;
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break;
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default:
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if (inputPath == null)
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{
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inputPath = args[i];
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}
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else
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{
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Console.WriteLine($"refreshc: Unknown parameter {args[i]}");
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return 1;
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}
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break;
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}
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}
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if (!data.vulkan && !data.d3d11 && !data.ps5)
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{
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Console.WriteLine($"refreshc: No Refresh platforms selected!");
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return 1;
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}
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#if !PS5
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if (data.ps5)
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{
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Console.WriteLine($"refreshc: `PS5` must be defined in the to target the PS5 backend!");
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return 1;
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}
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#endif
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if (data.outputDir == null)
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{
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data.outputDir = Directory.GetCurrentDirectory();
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}
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else if (!Directory.Exists(data.outputDir))
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{
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Console.WriteLine($"refreshc: Output directory {data.outputDir} does not exist");
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return 1;
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}
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@ -28,7 +106,8 @@ partial class Program
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foreach (string file in files)
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{
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Console.WriteLine($"Compiling {file}");
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int res = CompileShader(file, outputDir);
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data.glslPath = file;
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int res = CompileShader(ref data);
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if (res != 0)
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{
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return res;
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@ -43,7 +122,8 @@ partial class Program
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return 1;
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}
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int res = CompileShader(inputPath, outputDir);
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data.glslPath = inputPath;
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int res = CompileShader(ref data);
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if (res != 0)
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{
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return res;
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@ -53,11 +133,11 @@ partial class Program
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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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static int CompileShader(ref CompileShaderData data)
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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 shaderType = Path.GetExtension(glslPath);
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string shaderName = Path.GetFileNameWithoutExtension(data.glslPath);
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string shaderType = Path.GetExtension(data.glslPath);
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if (shaderType != ".vert" && shaderType != ".frag" && shaderType != ".comp")
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{
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@ -65,33 +145,95 @@ partial class Program
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return 1;
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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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// Create the temp directory, if needed
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string tempDir = Path.Combine(Directory.GetCurrentDirectory(), "temp");
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if (!Directory.Exists(tempDir))
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{
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return res;
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Directory.CreateDirectory(tempDir);
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}
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string hlslPath = Path.Combine(outputDir, $"{shaderName}.hlsl");
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res = TranslateSpirvToHlsl(spirvPath, hlslPath);
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// Compile to spirv
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string spirvPath = Path.Combine(tempDir, $"{shaderName}.spv");
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res = CompileGlslToSpirv(data.glslPath, shaderName, spirvPath);
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if (res != 0)
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{
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return res;
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goto cleanup;
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}
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// FIXME: Is there a cross-platform way to compile HLSL to DXBC?
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if (data.d3d11 || data.ps5)
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{
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// Transpile to hlsl
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string hlslPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
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res = TranslateSpirvToHlsl(spirvPath, hlslPath);
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if (res != 0)
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{
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goto cleanup;
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}
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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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res = TranslateHlslToPS5(hlslPath, shaderName, shaderType, outputDir);
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if (res != 0)
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{
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return res;
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// Transpile to ps5, if requested
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if (data.ps5)
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{
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res = TranslateHlslToPS5(hlslPath, shaderName, shaderType, tempDir);
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if (res != 0)
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{
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goto cleanup;
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}
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}
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#endif
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}
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// Create the output blob file
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string outputFilepath = Path.Combine(data.outputDir, $"{shaderName}.refresh");
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using (FileStream fs = File.Create(outputFilepath))
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{
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using (BinaryWriter writer = new BinaryWriter(fs))
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{
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// Magic
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writer.Write(new char[] { 'R', 'F', 'S', 'H'});
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if (data.vulkan)
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{
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string inputPath = Path.Combine(tempDir, $"{shaderName}.spv");
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WriteShaderBlob(writer, inputPath, 1);
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}
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#if PS5
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if (data.ps5)
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{
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string ext = GetPS5ShaderFileExtension();
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string inputPath = Path.Combine(tempDir, $"{shaderName}{ext}");
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WriteShaderBlob(writer, inputPath, 2);
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}
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#endif
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if (data.d3d11)
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{
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string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
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WriteShaderBlob(writer, inputPath, 3);
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}
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}
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}
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cleanup:
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// Clean up the temp directory
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if (!data.preserveTemp)
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{
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Directory.Delete(tempDir, true);
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}
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return res;
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}
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static void WriteShaderBlob(BinaryWriter writer, string inputPath, byte backend)
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{
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byte[] shaderBlob = File.ReadAllBytes(inputPath);
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writer.Write(backend); // Corresponds to Refresh_Backend
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writer.Write(shaderBlob.Length);
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writer.Write(shaderBlob);
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}
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static int CompileGlslToSpirv(string glslPath, string shaderName, string outputPath)
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{
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Process glslc = Process.Start(
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@ -338,10 +338,52 @@ Refresh_ShaderModule* Refresh_CreateShaderModule(
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Refresh_Device *device,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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) {
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Refresh_ShaderModuleCreateInfo driverSpecificCreateInfo = { 0, NULL };
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uint8_t *bytes;
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uint32_t i, size;
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NULL_RETURN_NULL(device);
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/* verify the magic number in the shader blob header */
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bytes = (uint8_t*) shaderModuleCreateInfo->byteCode;
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if (bytes[0] != 'R' || bytes[1] != 'F' || bytes[2] != 'S' || bytes[3] != 'H')
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{
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Refresh_LogError("Cannot parse malformed Refresh shader blob!");
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return NULL;
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}
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/* find the code for the selected backend */
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i = 4;
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while (i < shaderModuleCreateInfo->codeSize)
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{
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size = *((uint32_t*) &bytes[i + 1]);
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if (bytes[i] == (uint8_t) selectedBackend)
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{
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driverSpecificCreateInfo.codeSize = size;
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driverSpecificCreateInfo.byteCode = (uint32_t*) &bytes[i + 1 + sizeof(uint32_t)];
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break;
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}
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else
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{
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/* skip over the backend byte, the blob size, and the blob */
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i += 1 + sizeof(uint32_t) + size;
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}
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}
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/* verify the shader blob supports the selected backend */
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if (driverSpecificCreateInfo.byteCode == NULL)
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{
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Refresh_LogError(
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"Cannot create shader module that does not contain shader code for the selected backend! "
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"Recompile your shader and enable this backend."
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);
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return NULL;
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}
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return device->CreateShaderModule(
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device->driverData,
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shaderModuleCreateInfo
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&driverSpecificCreateInfo
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);
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}
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