/* =========================================================================== Copyright (C) 2022-2024 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // compiles core shaders as byte code to be embedded into the CNQ3 client #include #include #include #include #include #include #include "../renderer/grp_uber_shaders.h" char repoPath[MAX_PATH]; char outputPath[MAX_PATH]; char bin2headerPath[MAX_PATH]; char dxcPath[MAX_PATH]; const char* targetVS = "vs_6_0"; const char* targetPS = "ps_6_0"; const char* targetCS = "cs_6_0"; #define PS(Data) #Data, const char* uberShaderPixelStates[] = { UBER_SHADER_PS_LIST(PS) }; #undef PS // -Zi embeds debug info // -Qembed_debug embeds debug info in shader container // -Vn header variable name // -WX warnings as errors // -O3 or -O0 optimization level // -Wno-warning disables the warning const char* va(_Printf_format_string_ const char* format, ...) { static char string[64][32000]; static int index = 0; char* buf = string[index++ & 63]; va_list argptr; va_start(argptr, format); vsprintf(buf, format, argptr); va_end(argptr); return buf; } struct ShaderArgs { const char* headerPath; const char* shaderPath; const char* entryPoint; const char* targetProfile; }; const char* OutputPath(const char* path) { return va("%s\\%s", outputPath, path); } const char* HeaderVariable(const char* name) { // the output variable isn't declared static, polluting the global namespace... return va("\"static %s\"", name); } void CompileShader(const ShaderArgs& args, int extraCount = 0, const char** extras = NULL) { static char temp[4096]; const char* headerPath = va("%s\\%s", outputPath, args.headerPath); // -Ges: Enable strict mode // -Gis: Force IEEE strictness // -Zi: Embed debug info // -Qembed_debug: Embed debug info in shader container strcpy(temp, va("%s -HV 2021 -Fh %s -E %s -T %s -WX -Ges -Gis -Zi -Qembed_debug", dxcPath, headerPath, args.entryPoint, args.targetProfile)); for(int i = 0; i < extraCount; ++i) { strcat(temp, " "); strcat(temp, extras[i]); } strcat(temp, " "); strcat(temp, args.shaderPath); printf("%s\n", temp); system(temp); } struct SMAAArgs { const char* headerPath; const char* shaderPath; const char* presetMacro; const char* variableName; bool vertexShader; }; void CompileSMAAShader(const SMAAArgs& smaaArgs) { const char* extras[] = { "-Vn", HeaderVariable(smaaArgs.variableName), smaaArgs.presetMacro, smaaArgs.vertexShader ? "-D SMAA_INCLUDE_VS=1" : "-D SMAA_INCLUDE_PS=1", "-D SMAA_HLSL_5_1=1", "-D SMAA_RT_METRICS=rtMetrics" }; ShaderArgs args; args.entryPoint = smaaArgs.vertexShader ? "vs" : "ps"; args.headerPath = smaaArgs.headerPath; args.shaderPath = smaaArgs.shaderPath; args.targetProfile = smaaArgs.vertexShader ? targetVS : targetPS; CompileShader(args, _countof(extras), extras); } void ProcessSMAAShadersForPreset(const char* presetName, const char* presetMacro) { SMAAArgs args; args.presetMacro = presetMacro; for(int pass = 0; pass < 3; ++pass) { for(int ps = 0; ps < 2; ++ps) { args.headerPath = va("smaa_%s_%d_%s.h", presetName, pass + 1, ps ? "ps" : "vs"); args.shaderPath = va("smaa_%d.hlsl", pass + 1); args.variableName = va("%s_%d_%s", presetName, pass + 1, ps ? "ps" : "vs"); args.vertexShader = ps == 0; CompileSMAAShader(args); } } } void CompileSMAAShaders() { ProcessSMAAShadersForPreset("low", "-D SMAA_PRESET_LOW=1"); ProcessSMAAShadersForPreset("medium", "-D SMAA_PRESET_MEDIUM=1"); ProcessSMAAShadersForPreset("high", "-D SMAA_PRESET_HIGH=1"); ProcessSMAAShadersForPreset("ultra", "-D SMAA_PRESET_ULTRA=1"); } void CompileGraphics(const char* headerPath, const char* shaderPath, const char* varName) { const char* vsHeaderRelPath = va("%s.vs.h", shaderPath); const char* psHeaderRelPath = va("%s.ps.h", shaderPath); const char* vsHeaderPath = OutputPath(vsHeaderRelPath); const char* psHeaderPath = OutputPath(psHeaderRelPath); const char* vsExtras[] = { "-D", "VERTEX_SHADER=1", "-Vn", HeaderVariable(va("g_%s_vs", varName)) }; const char* psExtras[] = { "-D", "PIXEL_SHADER=1", "-Vn", HeaderVariable(va("g_%s_ps", varName)) }; ShaderArgs args; args.entryPoint = "vs"; args.headerPath = vsHeaderRelPath; args.shaderPath = shaderPath; args.targetProfile = targetVS; CompileShader(args, _countof(vsExtras), vsExtras); args.entryPoint = "ps"; args.headerPath = psHeaderRelPath; args.shaderPath = shaderPath; args.targetProfile = targetPS; CompileShader(args, _countof(psExtras), psExtras); const char* outHeaderPath = OutputPath(headerPath); system(va("type %s %s > %s", vsHeaderPath, psHeaderPath, outHeaderPath)); system(va("del %s", vsHeaderPath)); system(va("del %s", psHeaderPath)); } void CompileVertexShader(const char* headerPath, const char* shaderPath, const char* varName) { const char* extras[] = { "-D", "VERTEX_SHADER=1", "-Vn", HeaderVariable(va("g_%s_vs", varName)) }; ShaderArgs args; args.entryPoint = "vs"; args.headerPath = headerPath; args.shaderPath = shaderPath; args.targetProfile = targetVS; CompileShader(args, _countof(extras), extras); } void CompilePixelShader(const char* headerPath, const char* shaderPath, const char* varName) { const char* extras[] = { "-D", "PIXEL_SHADER=1", "-Vn", HeaderVariable(va("g_%s_ps", varName)) }; ShaderArgs args; args.entryPoint = "ps"; args.headerPath = headerPath; args.shaderPath = shaderPath; args.targetProfile = targetPS; CompileShader(args, _countof(extras), extras); } void CompileCompute(const char* headerPath, const char* shaderPath, const char* varName) { const char* extras[] = { "-D", "COMPUTE_SHADER=1", "-Vn", HeaderVariable(va("g_%s_cs", varName)) }; ShaderArgs args; args.entryPoint = "cs"; args.headerPath = headerPath; args.shaderPath = shaderPath; args.targetProfile = targetCS; CompileShader(args, _countof(extras), extras); } void CompileUberVS(const char* headerPath, const char* shaderPath, int stageCount) { const char* extras[] = { "-D", "VERTEX_SHADER=1", "-D", va("STAGE_COUNT=%d", stageCount), "-Vn", HeaderVariable(va("g_vs_%d", stageCount)) }; ShaderArgs args; args.entryPoint = "vs"; args.headerPath = headerPath; args.shaderPath = shaderPath; args.targetProfile = targetVS; CompileShader(args, _countof(extras), extras); } void CompileUberPS(const char* stateString) { UberPixelShaderState state; if(!ParseUberPixelShaderState(state, stateString)) { fprintf(stderr, "ParseUberPixelShaderState failed!\n"); exit(666); } const char* extras[16]; int extraCount = 0; extras[extraCount++] = va("-Vn %s", HeaderVariable(va("g_ps_%s", stateString))); extras[extraCount++] = "-D USE_INCLUDES=1"; extras[extraCount++] = "-D PIXEL_SHADER=1"; if(state.globalState & UBERPS_DITHER_BIT) { extras[extraCount++] = "-D DITHER=1"; } if(state.globalState & UBERPS_DEPTHFADE_BIT) { extras[extraCount++] = "-D DEPTH_FADE=1"; } extras[extraCount++] = va("-D STAGE_COUNT=%d", state.stageCount); for(int s = 0; s < state.stageCount; ++s) { extras[extraCount++] = va("-D STAGE%d_BITS=0x%X", s, state.stageStates[s]); } ShaderArgs args; args.entryPoint = "ps"; args.headerPath = va("uber_shader_ps_%s.h", stateString); args.shaderPath = "uber_shader.hlsl"; args.targetProfile = targetPS; CompileShader(args, extraCount, extras); } const char* Canonicalize(const char* path) { static char canonPath[MAX_PATH]; PathCanonicalizeA(canonPath, path); return canonPath; } void InitDirectory(const char* dirName) { const char* rendererPath = va("%s\\code\\renderer", repoPath); const char* cd = Canonicalize(va("%s\\shaders\\%s", rendererPath, dirName)); SetCurrentDirectoryA(cd); const char* out = Canonicalize(va("%s\\compshaders\\%s", rendererPath, dirName)); strcpy(outputPath, out); CreateDirectoryA(outputPath, NULL); system(va("del %s\\*.h", outputPath)); system(va("del %s\\*.temp", outputPath)); } void ProcessGRP() { InitDirectory("grp"); targetVS = "vs_6_0"; targetPS = "ps_6_0"; targetCS = "cs_6_0"; CompileGraphics("post_gamma.h", "post_gamma.hlsl", "post"); CompileGraphics("post_inverse_gamma.h", "post_inverse_gamma.hlsl", "post_inverse"); CompileGraphics("imgui.h", "imgui.hlsl", "imgui"); CompileGraphics("nuklear.h", "nuklear.hlsl", "nuklear"); CompileGraphics("ui.h", "ui.hlsl", "ui"); CompileGraphics("depth_pre_pass.h", "depth_pre_pass.hlsl", "zpp"); CompileGraphics("dynamic_light.h", "dynamic_light.hlsl", "dl"); CompileVertexShader("fog.h", "fog_inside.hlsl", "fog"); CompilePixelShader("fog_inside.h", "fog_inside.hlsl", "fog_inside"); CompilePixelShader("fog_outside.h", "fog_outside.hlsl", "fog_outside"); CompileCompute("mip_1.h", "mip_1.hlsl", "mip_1"); CompileCompute("mip_2.h", "mip_2.hlsl", "mip_2"); CompileCompute("mip_3.h", "mip_3.hlsl", "mip_3"); CompileSMAAShaders(); system(va("type %s\\smaa*.h > %s\\complete_smaa.h", outputPath, outputPath)); // type combines all files into one system(va("type ..\\common\\state_bits.h.hlsli ..\\common\\blend.hlsli shared.hlsli uber_shader.hlsl > %s\\uber_shader.temp", outputPath)); system(va("%s --output %s\\uber_shader.h --hname uber_shader_string %s\\uber_shader.temp", bin2headerPath, outputPath, outputPath)); system(va("del %s\\uber_shader.temp", outputPath)); for(int i = 0; i < 8; ++i) { CompileUberVS(va("uber_shader_vs_%i.h", i + 1), "uber_shader.hlsl", i + 1); } system(va("type %s\\uber_shader_vs_*.h > %s\\complete_uber_vs.h", outputPath, outputPath)); system(va("del %s\\uber_shader_vs_*.h", outputPath)); for(int i = 0; i < _countof(uberShaderPixelStates); ++i) { CompileUberPS(uberShaderPixelStates[i]); } system(va("type %s\\uber_shader_ps_*.h > %s\\complete_uber_ps.h", outputPath, outputPath)); system(va("del %s\\uber_shader_ps_*.h", outputPath)); } void ProcessCRP() { InitDirectory("crp"); targetVS = "vs_6_6"; targetPS = "ps_6_6"; targetCS = "cs_6_6"; CompileVertexShader("fullscreen.h", "fullscreen.hlsl", "fullscreen"); CompilePixelShader("blit.h", "blit.hlsl", "blit"); CompileGraphics("ui.h", "ui.hlsl", "ui"); CompileGraphics("imgui.h", "imgui.hlsl", "imgui"); CompileGraphics("nuklear.h", "nuklear.hlsl", "nuklear"); CompileCompute("mip_1.h", "mip_1.hlsl", "mip_1"); CompileCompute("mip_2.h", "mip_2.hlsl", "mip_2"); CompileCompute("mip_3.h", "mip_3.hlsl", "mip_3"); CompileGraphics("prepass.h", "prepass.hlsl", "prepass"); CompileGraphics("opaque.h", "opaque.hlsl", "opaque"); CompileGraphics("transp_draw.h", "transp_draw.hlsl", "transp_draw"); CompilePixelShader("transp_resolve.h", "transp_resolve.hlsl", "transp_resolve"); CompilePixelShader("tone_map.h", "tone_map.hlsl", "tone_map"); CompilePixelShader("tone_map_inverse.h", "tone_map_inverse.hlsl", "tone_map_inverse"); CompilePixelShader("accumdof_accum.h", "accumdof_accum.hlsl", "accum"); CompilePixelShader("accumdof_norm.h", "accumdof_norm.hlsl", "norm"); CompilePixelShader("accumdof_debug.h", "accumdof_debug.hlsl", "debug"); CompileCompute("gatherdof_split.h", "gatherdof_split.hlsl", "split"); CompileCompute("gatherdof_coc_tile_gen.h", "gatherdof_coc_tile_gen.hlsl", "coc_tile_gen"); CompileCompute("gatherdof_coc_tile_max.h", "gatherdof_coc_tile_max.hlsl", "coc_tile_max"); CompileCompute("gatherdof_blur.h", "gatherdof_blur.hlsl", "blur"); CompileCompute("gatherdof_fill.h", "gatherdof_fill.hlsl", "fill"); CompilePixelShader("gatherdof_combine.h", "gatherdof_combine.hlsl", "combine"); CompilePixelShader("gatherdof_debug.h", "gatherdof_debug.hlsl", "debug"); CompileGraphics("fog_inside.h", "fog_inside.hlsl", "inside"); CompileGraphics("fog_outside.h", "fog_outside.hlsl", "outside"); CompilePixelShader("magnifier.h", "magnifier.hlsl", "magnifier"); CompilePixelShader("dl_draw.h", "dl_draw.hlsl", "dl_draw"); CompilePixelShader("dl_denoising.h", "dl_denoising.hlsl", "dl_denoising"); CompileGraphics("add_light.h", "add_light.hlsl", "add_light"); CompilePixelShader("gbufferviz_depth.h", "gbufferviz_depth.hlsl", "gbufferviz_depth"); CompilePixelShader("gbufferviz_normal.h", "gbufferviz_normal.hlsl", "gbufferviz_normal"); CompilePixelShader("gbufferviz_position.h", "gbufferviz_position.hlsl", "gbufferviz_position"); CompilePixelShader("gbufferviz_motion.h", "gbufferviz_motion.hlsl", "gbufferviz_motion"); CompileGraphics("wireframe_normals.h", "wireframe_normals.hlsl", "wireframe_normals"); CompilePixelShader("skybox_motion.h", "skybox_motion.hlsl", "skybox_motion"); CompileCompute("mblur_tile_gen.h", "mblur_tile_gen.hlsl", "tile_gen"); CompileCompute("mblur_tile_max.h", "mblur_tile_max.hlsl", "tile_max"); CompilePixelShader("mblur_blur.h", "mblur_blur.hlsl", "blur"); CompilePixelShader("mblur_pack.h", "mblur_pack.hlsl", "pack"); } int main(int /*argc*/, const char** argv) { char dirPath[MAX_PATH]; strcpy(dirPath, argv[0]); int l = strlen(dirPath); while(l-- > 0) { if(dirPath[l] == '/' || dirPath[l] == '\\') { dirPath[l] = '\0'; break; } } strcpy(repoPath, Canonicalize(va("%s\\..\\..", dirPath))); strcpy(bin2headerPath, Canonicalize(va("%s\\tools\\bin2header.exe", repoPath))); char* path = getenv("DXCPATH"); if(path != NULL) { strcpy(dxcPath, path); } else { strcpy(dxcPath, "dxc.exe"); } system(va("%s --version", dxcPath)); ProcessGRP(); ProcessCRP(); return 0; }