forked from MoonsideGames/Refresh
269 lines
6.0 KiB
C#
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;
|
|
}
|
|
}
|