forked from MoonsideGames/Refresh
269 lines
6.0 KiB
C#
269 lines
6.0 KiB
C#
using System;
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using System.IO;
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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 == 0)
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{
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DisplayHelpText();
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return 1;
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}
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CompileShaderData data = new CompileShaderData();
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string inputPath = null;
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for (int i = 0; i < args.Length; i += 1)
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{
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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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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($"Compiling {file}");
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data.glslPath = file;
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int res = CompileShader(ref data);
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if (res != 0)
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{
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return res;
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}
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}
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}
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else
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{
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if (!File.Exists(inputPath))
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{
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Console.WriteLine($"refreshc: glsl source file or directory ({inputPath}) does not exist");
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return 1;
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}
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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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}
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}
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return 0;
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}
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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(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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Console.WriteLine("refreshc: Expected glsl source file with extension '.vert', '.frag', or '.comp'");
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return 1;
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}
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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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Directory.CreateDirectory(tempDir);
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}
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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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goto cleanup;
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}
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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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// 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}{shaderType}.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 (data.d3d11)
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{
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string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
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WriteShaderBlob(writer, inputPath, 2);
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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, $"{shaderName}{ext}");
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WriteShaderBlob(writer, inputPath, 3);
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}
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#endif
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}
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}
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cleanup:
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// Clean up the temp directory
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if (!data.preserveTemp)
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{
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Directory.Delete(tempDir, true);
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}
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return res;
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}
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static void WriteShaderBlob(BinaryWriter writer, string inputPath, byte backend)
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{
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byte[] shaderBlob = File.ReadAllBytes(inputPath);
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writer.Write(backend); // Corresponds to Refresh_Backend
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writer.Write(shaderBlob.Length);
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writer.Write(shaderBlob);
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}
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static int CompileGlslToSpirv(string glslPath, string shaderName, string outputPath)
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{
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Process glslc = Process.Start(
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"glslc",
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$"\"{glslPath}\" -o \"{outputPath}\""
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);
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glslc.WaitForExit();
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if (glslc.ExitCode != 0)
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{
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Console.WriteLine($"refreshc: Could not compile GLSL code");
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return 1;
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}
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return 0;
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}
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static int TranslateSpirvToHlsl(string spirvPath, string outputPath)
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{
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Process spirvcross = Process.Start(
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"spirv-cross",
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$"\"{spirvPath}\" --hlsl --shader-model 50 --output \"{outputPath}\""
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);
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spirvcross.WaitForExit();
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if (spirvcross.ExitCode != 0)
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{
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Console.WriteLine($"refreshc: Could not translate SPIR-V to HLSL");
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return 1;
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}
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return 0;
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}
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}
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