[D3D12] Add HLSL building to xenia-build

This commit is contained in:
Triang3l 2018-07-18 13:16:12 +03:00
parent fde3c1f0e8
commit 03da2929aa
2 changed files with 109 additions and 0 deletions

View File

@ -0,0 +1,21 @@
float2 scale : register(b0);
struct vs_input {
float2 pos : POSITION;
float2 uv : TEXCOORD;
float4 color : COLOR;
};
struct vs_output {
float4 pos : SV_Position;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
};
vs_output main(vs_input input) {
vs_output output;
output.pos = float4(scale * input.pos, 0.0, 1.0);
output.uv = input.uv;
output.color = input.color;
return output;
}

View File

@ -420,6 +420,7 @@ def discover_commands(subparsers):
}
if sys.platform == 'win32':
commands['devenv'] = DevenvCommand(subparsers)
commands['buildhlsl'] = BuildHlslCommand(subparsers)
return commands
@ -746,6 +747,93 @@ class GenSpirvCommand(Command):
return 0
class BuildHlslCommand(Command):
"""'buildhlsl' command."""
def __init__(self, subparsers, *args, **kwargs):
super(BuildHlslCommand, self).__init__(
subparsers,
name='buildhlsl',
help_short='Generates Direct3D shader binaries and header files.',
help_long='''
Generates the .cso/.h binaries under src/xenia/*/d3d12/shaders/bin/.
Run after modifying any .vs.hlsl/.ps.hlsl/.gs.hlsl/.cs.hlsl files.
''',
*args, **kwargs)
def execute(self, args, pass_args, cwd):
print('Building Direct3D shaders...')
print('')
windows_sdk_bin_path = os.path.join(os.environ['ProgramFiles(x86)'],
'Windows Kits/10/bin/x64')
fxc = os.path.join(windows_sdk_bin_path, 'fxc')
# Ensure we have the tools.
if not os.path.exists(windows_sdk_bin_path):
print('ERROR: could not find Windows 10 SDK binaries')
return 1
elif not has_bin(fxc):
print('ERROR: could not find fxc')
return 1
src_files = [os.path.join(root, name)
for root, dirs, files in os.walk('src')
for name in files
if (name.endswith('.vs.hlsl') or
name.endswith('.ps.hlsl') or
name.endswith('.gs.hlsl') or
name.endswith('.cs.hlsl'))]
# TODO(Triang3l): Handle any_errors.
any_errors = False
for src_file in src_files:
print('- %s' % (src_file))
src_name = os.path.splitext(os.path.basename(src_file))[0]
identifier = os.path.basename(src_file)[:-5].replace('.', '_')
bin_path = os.path.join(os.path.dirname(src_file), 'bin')
if not os.path.exists(bin_path):
os.mkdir(bin_path)
cso_file = os.path.join(bin_path, identifier) + '.cso'
txt_file = os.path.join(bin_path, identifier) + '.txt'
h_file = os.path.join(bin_path, identifier) + '.h'
# HLSL source -> .cso binary and DXBC disassembly.
shell_call([
fxc,
'/nologo',
'/T', identifier[-2:] + '_5_0',
'/Fo', cso_file,
'/Fc', txt_file,
src_file,
])
# bin2c so we get a header file we can compile in.
with open(h_file, 'w') as out_file:
out_file.write('// generated from `xb buildhlsl`\n')
out_file.write('// source: %s\n' % os.path.basename(src_file))
out_file.write('const uint8_t %s[] = {' % (identifier))
with open(cso_file, 'rb') as in_file:
index = 0
c = in_file.read(1)
while len(c) != 0:
if index % 12 == 0:
out_file.write('\n ')
else:
out_file.write(' ')
index += 1
out_file.write('0x%02X,' % ord(c))
c = in_file.read(1)
out_file.write('\n};\n')
if any_errors:
print('ERROR: failed to build one or more shaders.')
return 1
return 0
class TestCommand(BaseBuildCommand):
"""'test' command."""