[D3D12] Add HLSL building to xenia-build
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@ -0,0 +1,21 @@
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float2 scale : register(b0);
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struct vs_input {
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float2 pos : POSITION;
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float2 uv : TEXCOORD;
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float4 color : COLOR;
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};
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struct vs_output {
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float4 pos : SV_Position;
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float2 uv : TEXCOORD0;
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float4 color : TEXCOORD1;
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};
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vs_output main(vs_input input) {
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vs_output output;
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output.pos = float4(scale * input.pos, 0.0, 1.0);
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output.uv = input.uv;
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output.color = input.color;
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return output;
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}
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88
xenia-build
88
xenia-build
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@ -420,6 +420,7 @@ def discover_commands(subparsers):
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}
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}
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if sys.platform == 'win32':
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if sys.platform == 'win32':
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commands['devenv'] = DevenvCommand(subparsers)
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commands['devenv'] = DevenvCommand(subparsers)
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commands['buildhlsl'] = BuildHlslCommand(subparsers)
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return commands
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return commands
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@ -746,6 +747,93 @@ class GenSpirvCommand(Command):
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return 0
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return 0
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class BuildHlslCommand(Command):
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"""'buildhlsl' command."""
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def __init__(self, subparsers, *args, **kwargs):
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super(BuildHlslCommand, self).__init__(
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subparsers,
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name='buildhlsl',
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help_short='Generates Direct3D shader binaries and header files.',
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help_long='''
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Generates the .cso/.h binaries under src/xenia/*/d3d12/shaders/bin/.
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Run after modifying any .vs.hlsl/.ps.hlsl/.gs.hlsl/.cs.hlsl files.
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''',
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*args, **kwargs)
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def execute(self, args, pass_args, cwd):
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print('Building Direct3D shaders...')
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print('')
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windows_sdk_bin_path = os.path.join(os.environ['ProgramFiles(x86)'],
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'Windows Kits/10/bin/x64')
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fxc = os.path.join(windows_sdk_bin_path, 'fxc')
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# Ensure we have the tools.
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if not os.path.exists(windows_sdk_bin_path):
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print('ERROR: could not find Windows 10 SDK binaries')
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return 1
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elif not has_bin(fxc):
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print('ERROR: could not find fxc')
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return 1
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src_files = [os.path.join(root, name)
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for root, dirs, files in os.walk('src')
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for name in files
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if (name.endswith('.vs.hlsl') or
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name.endswith('.ps.hlsl') or
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name.endswith('.gs.hlsl') or
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name.endswith('.cs.hlsl'))]
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# TODO(Triang3l): Handle any_errors.
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any_errors = False
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for src_file in src_files:
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print('- %s' % (src_file))
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src_name = os.path.splitext(os.path.basename(src_file))[0]
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identifier = os.path.basename(src_file)[:-5].replace('.', '_')
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bin_path = os.path.join(os.path.dirname(src_file), 'bin')
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if not os.path.exists(bin_path):
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os.mkdir(bin_path)
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cso_file = os.path.join(bin_path, identifier) + '.cso'
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txt_file = os.path.join(bin_path, identifier) + '.txt'
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h_file = os.path.join(bin_path, identifier) + '.h'
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# HLSL source -> .cso binary and DXBC disassembly.
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shell_call([
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fxc,
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'/nologo',
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'/T', identifier[-2:] + '_5_0',
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'/Fo', cso_file,
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'/Fc', txt_file,
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src_file,
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])
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# bin2c so we get a header file we can compile in.
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with open(h_file, 'w') as out_file:
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out_file.write('// generated from `xb buildhlsl`\n')
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out_file.write('// source: %s\n' % os.path.basename(src_file))
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out_file.write('const uint8_t %s[] = {' % (identifier))
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with open(cso_file, 'rb') as in_file:
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index = 0
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c = in_file.read(1)
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while len(c) != 0:
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if index % 12 == 0:
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out_file.write('\n ')
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else:
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out_file.write(' ')
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index += 1
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out_file.write('0x%02X,' % ord(c))
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c = in_file.read(1)
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out_file.write('\n};\n')
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if any_errors:
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print('ERROR: failed to build one or more shaders.')
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return 1
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return 0
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class TestCommand(BaseBuildCommand):
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class TestCommand(BaseBuildCommand):
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"""'test' command."""
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"""'test' command."""
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