mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-12-03 01:12:33 +00:00
838c9a6485
- fixed crash due to missing blue noise texture - added motion vector viz - renamed TextureFormat entries
456 lines
14 KiB
C++
456 lines
14 KiB
C++
/*
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===========================================================================
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Copyright (C) 2022-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// compiles core shaders as byte code to be embedded into the CNQ3 client
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#include <Windows.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <assert.h>
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#include <shlwapi.h>
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#include <sal.h>
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#include "../renderer/grp_uber_shaders.h"
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char repoPath[MAX_PATH];
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char outputPath[MAX_PATH];
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char bin2headerPath[MAX_PATH];
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char dxcPath[MAX_PATH];
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const char* targetVS = "vs_6_0";
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const char* targetPS = "ps_6_0";
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const char* targetCS = "cs_6_0";
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#define PS(Data) #Data,
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const char* uberShaderPixelStates[] =
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{
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UBER_SHADER_PS_LIST(PS)
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};
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#undef PS
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// -Zi embeds debug info
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// -Qembed_debug embeds debug info in shader container
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// -Vn header variable name
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// -WX warnings as errors
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// -O3 or -O0 optimization level
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// -Wno-warning disables the warning
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const char* va(_Printf_format_string_ const char* format, ...)
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{
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static char string[64][32000];
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static int index = 0;
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char* buf = string[index++ & 63];
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va_list argptr;
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va_start(argptr, format);
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vsprintf(buf, format, argptr);
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va_end(argptr);
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return buf;
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}
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struct ShaderArgs
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{
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const char* headerPath;
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const char* shaderPath;
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const char* entryPoint;
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const char* targetProfile;
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};
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const char* OutputPath(const char* path)
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{
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return va("%s\\%s", outputPath, path);
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}
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const char* HeaderVariable(const char* name)
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{
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// the output variable isn't declared static, polluting the global namespace...
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return va("\"static %s\"", name);
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}
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void CompileShader(const ShaderArgs& args, int extraCount = 0, const char** extras = NULL)
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{
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static char temp[4096];
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const char* headerPath = va("%s\\%s", outputPath, args.headerPath);
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// -Ges: Enable strict mode
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// -Gis: Force IEEE strictness
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// -Zi: Embed debug info
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// -Qembed_debug: Embed debug info in shader container
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strcpy(temp, va("%s -HV 2021 -Fh %s -E %s -T %s -WX -Ges -Gis -Zi -Qembed_debug",
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dxcPath, headerPath, args.entryPoint, args.targetProfile));
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for(int i = 0; i < extraCount; ++i)
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{
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strcat(temp, " ");
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strcat(temp, extras[i]);
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}
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strcat(temp, " ");
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strcat(temp, args.shaderPath);
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printf("%s\n", temp);
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system(temp);
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}
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struct SMAAArgs
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{
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const char* headerPath;
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const char* shaderPath;
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const char* presetMacro;
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const char* variableName;
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bool vertexShader;
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};
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void CompileSMAAShader(const SMAAArgs& smaaArgs)
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{
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const char* extras[] =
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{
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"-Vn", HeaderVariable(smaaArgs.variableName),
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smaaArgs.presetMacro,
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smaaArgs.vertexShader ? "-D SMAA_INCLUDE_VS=1" : "-D SMAA_INCLUDE_PS=1",
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"-D SMAA_HLSL_5_1=1",
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"-D SMAA_RT_METRICS=rtMetrics"
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};
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ShaderArgs args;
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args.entryPoint = smaaArgs.vertexShader ? "vs" : "ps";
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args.headerPath = smaaArgs.headerPath;
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args.shaderPath = smaaArgs.shaderPath;
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args.targetProfile = smaaArgs.vertexShader ? targetVS : targetPS;
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CompileShader(args, _countof(extras), extras);
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}
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void ProcessSMAAShadersForPreset(const char* presetName, const char* presetMacro)
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{
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SMAAArgs args;
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args.presetMacro = presetMacro;
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for(int pass = 0; pass < 3; ++pass)
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{
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for(int ps = 0; ps < 2; ++ps)
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{
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args.headerPath = va("smaa_%s_%d_%s.h", presetName, pass + 1, ps ? "ps" : "vs");
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args.shaderPath = va("smaa_%d.hlsl", pass + 1);
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args.variableName = va("%s_%d_%s", presetName, pass + 1, ps ? "ps" : "vs");
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args.vertexShader = ps == 0;
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CompileSMAAShader(args);
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}
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}
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}
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void CompileSMAAShaders()
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{
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ProcessSMAAShadersForPreset("low", "-D SMAA_PRESET_LOW=1");
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ProcessSMAAShadersForPreset("medium", "-D SMAA_PRESET_MEDIUM=1");
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ProcessSMAAShadersForPreset("high", "-D SMAA_PRESET_HIGH=1");
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ProcessSMAAShadersForPreset("ultra", "-D SMAA_PRESET_ULTRA=1");
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}
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void CompileGraphics(const char* headerPath, const char* shaderPath, const char* varName)
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{
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const char* vsHeaderRelPath = va("%s.vs.h", shaderPath);
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const char* psHeaderRelPath = va("%s.ps.h", shaderPath);
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const char* vsHeaderPath = OutputPath(vsHeaderRelPath);
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const char* psHeaderPath = OutputPath(psHeaderRelPath);
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const char* vsExtras[] =
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{
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"-D", "VERTEX_SHADER=1",
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"-Vn", HeaderVariable(va("g_%s_vs", varName))
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};
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const char* psExtras[] =
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{
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"-D", "PIXEL_SHADER=1",
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"-Vn", HeaderVariable(va("g_%s_ps", varName))
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};
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ShaderArgs args;
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args.entryPoint = "vs";
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args.headerPath = vsHeaderRelPath;
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args.shaderPath = shaderPath;
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args.targetProfile = targetVS;
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CompileShader(args, _countof(vsExtras), vsExtras);
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args.entryPoint = "ps";
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args.headerPath = psHeaderRelPath;
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args.shaderPath = shaderPath;
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args.targetProfile = targetPS;
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CompileShader(args, _countof(psExtras), psExtras);
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const char* outHeaderPath = OutputPath(headerPath);
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system(va("type %s %s > %s", vsHeaderPath, psHeaderPath, outHeaderPath));
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system(va("del %s", vsHeaderPath));
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system(va("del %s", psHeaderPath));
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}
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void CompileVertexShader(const char* headerPath, const char* shaderPath, const char* varName)
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{
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const char* extras[] =
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{
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"-D", "VERTEX_SHADER=1",
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"-Vn", HeaderVariable(va("g_%s_vs", varName))
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};
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ShaderArgs args;
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args.entryPoint = "vs";
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args.headerPath = headerPath;
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args.shaderPath = shaderPath;
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args.targetProfile = targetVS;
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CompileShader(args, _countof(extras), extras);
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}
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void CompilePixelShader(const char* headerPath, const char* shaderPath, const char* varName)
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{
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const char* extras[] =
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{
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"-D", "PIXEL_SHADER=1",
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"-Vn", HeaderVariable(va("g_%s_ps", varName))
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};
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ShaderArgs args;
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args.entryPoint = "ps";
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args.headerPath = headerPath;
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args.shaderPath = shaderPath;
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args.targetProfile = targetPS;
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CompileShader(args, _countof(extras), extras);
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}
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void CompileCompute(const char* headerPath, const char* shaderPath, const char* varName)
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{
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const char* extras[] =
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{
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"-D", "COMPUTE_SHADER=1",
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"-Vn", HeaderVariable(va("g_%s_cs", varName))
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};
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ShaderArgs args;
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args.entryPoint = "cs";
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args.headerPath = headerPath;
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args.shaderPath = shaderPath;
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args.targetProfile = targetCS;
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CompileShader(args, _countof(extras), extras);
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}
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void CompileUberVS(const char* headerPath, const char* shaderPath, int stageCount)
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{
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const char* extras[] =
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{
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"-D", "VERTEX_SHADER=1",
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"-D", va("STAGE_COUNT=%d", stageCount),
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"-Vn", HeaderVariable(va("g_vs_%d", stageCount))
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};
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ShaderArgs args;
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args.entryPoint = "vs";
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args.headerPath = headerPath;
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args.shaderPath = shaderPath;
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args.targetProfile = targetVS;
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CompileShader(args, _countof(extras), extras);
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}
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void CompileUberPS(const char* stateString)
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{
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UberPixelShaderState state;
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if(!ParseUberPixelShaderState(state, stateString))
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{
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fprintf(stderr, "ParseUberPixelShaderState failed!\n");
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exit(666);
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}
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const char* extras[16];
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int extraCount = 0;
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extras[extraCount++] = va("-Vn %s", HeaderVariable(va("g_ps_%s", stateString)));
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extras[extraCount++] = "-D USE_INCLUDES=1";
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extras[extraCount++] = "-D PIXEL_SHADER=1";
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if(state.globalState & UBERPS_DITHER_BIT)
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{
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extras[extraCount++] = "-D DITHER=1";
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}
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if(state.globalState & UBERPS_DEPTHFADE_BIT)
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{
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extras[extraCount++] = "-D DEPTH_FADE=1";
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}
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extras[extraCount++] = va("-D STAGE_COUNT=%d", state.stageCount);
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for(int s = 0; s < state.stageCount; ++s)
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{
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extras[extraCount++] = va("-D STAGE%d_BITS=0x%X", s, state.stageStates[s]);
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}
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ShaderArgs args;
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args.entryPoint = "ps";
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args.headerPath = va("uber_shader_ps_%s.h", stateString);
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args.shaderPath = "uber_shader.hlsl";
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args.targetProfile = targetPS;
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CompileShader(args, extraCount, extras);
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}
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const char* Canonicalize(const char* path)
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{
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static char canonPath[MAX_PATH];
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PathCanonicalizeA(canonPath, path);
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return canonPath;
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}
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void InitDirectory(const char* dirName)
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{
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const char* rendererPath = va("%s\\code\\renderer", repoPath);
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const char* cd = Canonicalize(va("%s\\shaders\\%s", rendererPath, dirName));
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SetCurrentDirectoryA(cd);
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const char* out = Canonicalize(va("%s\\compshaders\\%s", rendererPath, dirName));
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strcpy(outputPath, out);
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CreateDirectoryA(outputPath, NULL);
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system(va("del %s\\*.h", outputPath));
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system(va("del %s\\*.temp", outputPath));
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}
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void ProcessGRP()
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{
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InitDirectory("grp");
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targetVS = "vs_6_0";
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targetPS = "ps_6_0";
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targetCS = "cs_6_0";
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CompileGraphics("post_gamma.h", "post_gamma.hlsl", "post");
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CompileGraphics("post_inverse_gamma.h", "post_inverse_gamma.hlsl", "post_inverse");
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CompileGraphics("imgui.h", "imgui.hlsl", "imgui");
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CompileGraphics("nuklear.h", "nuklear.hlsl", "nuklear");
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CompileGraphics("ui.h", "ui.hlsl", "ui");
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CompileGraphics("depth_pre_pass.h", "depth_pre_pass.hlsl", "zpp");
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CompileGraphics("dynamic_light.h", "dynamic_light.hlsl", "dl");
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CompileVertexShader("fog.h", "fog_inside.hlsl", "fog");
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CompilePixelShader("fog_inside.h", "fog_inside.hlsl", "fog_inside");
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CompilePixelShader("fog_outside.h", "fog_outside.hlsl", "fog_outside");
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CompileCompute("mip_1.h", "mip_1.hlsl", "mip_1");
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CompileCompute("mip_2.h", "mip_2.hlsl", "mip_2");
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CompileCompute("mip_3.h", "mip_3.hlsl", "mip_3");
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CompileSMAAShaders();
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system(va("type %s\\smaa*.h > %s\\complete_smaa.h", outputPath, outputPath));
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// type combines all files into one
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system(va("type ..\\common\\state_bits.h.hlsli ..\\common\\blend.hlsli shared.hlsli uber_shader.hlsl > %s\\uber_shader.temp", outputPath));
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system(va("%s --output %s\\uber_shader.h --hname uber_shader_string %s\\uber_shader.temp", bin2headerPath, outputPath, outputPath));
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system(va("del %s\\uber_shader.temp", outputPath));
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for(int i = 0; i < 8; ++i)
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{
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CompileUberVS(va("uber_shader_vs_%i.h", i + 1), "uber_shader.hlsl", i + 1);
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}
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system(va("type %s\\uber_shader_vs_*.h > %s\\complete_uber_vs.h", outputPath, outputPath));
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system(va("del %s\\uber_shader_vs_*.h", outputPath));
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for(int i = 0; i < _countof(uberShaderPixelStates); ++i)
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{
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CompileUberPS(uberShaderPixelStates[i]);
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}
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system(va("type %s\\uber_shader_ps_*.h > %s\\complete_uber_ps.h", outputPath, outputPath));
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system(va("del %s\\uber_shader_ps_*.h", outputPath));
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}
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void ProcessCRP()
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{
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InitDirectory("crp");
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targetVS = "vs_6_6";
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targetPS = "ps_6_6";
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targetCS = "cs_6_6";
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CompileVertexShader("fullscreen.h", "fullscreen.hlsl", "fullscreen");
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CompilePixelShader("blit.h", "blit.hlsl", "blit");
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CompileGraphics("ui.h", "ui.hlsl", "ui");
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CompileGraphics("imgui.h", "imgui.hlsl", "imgui");
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CompileGraphics("nuklear.h", "nuklear.hlsl", "nuklear");
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CompileCompute("mip_1.h", "mip_1.hlsl", "mip_1");
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CompileCompute("mip_2.h", "mip_2.hlsl", "mip_2");
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CompileCompute("mip_3.h", "mip_3.hlsl", "mip_3");
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CompileGraphics("prepass.h", "prepass.hlsl", "prepass");
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CompileGraphics("opaque.h", "opaque.hlsl", "opaque");
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CompileGraphics("transp_draw.h", "transp_draw.hlsl", "transp_draw");
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CompilePixelShader("transp_resolve.h", "transp_resolve.hlsl", "transp_resolve");
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CompilePixelShader("tone_map.h", "tone_map.hlsl", "tone_map");
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CompilePixelShader("tone_map_inverse.h", "tone_map_inverse.hlsl", "tone_map_inverse");
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CompilePixelShader("accumdof_accum.h", "accumdof_accum.hlsl", "accum");
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CompilePixelShader("accumdof_norm.h", "accumdof_norm.hlsl", "norm");
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CompilePixelShader("accumdof_debug.h", "accumdof_debug.hlsl", "debug");
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CompileCompute("gatherdof_split.h", "gatherdof_split.hlsl", "split");
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CompileCompute("gatherdof_coc_tile_gen.h", "gatherdof_coc_tile_gen.hlsl", "coc_tile_gen");
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CompileCompute("gatherdof_coc_tile_max.h", "gatherdof_coc_tile_max.hlsl", "coc_tile_max");
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CompileCompute("gatherdof_blur.h", "gatherdof_blur.hlsl", "blur");
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CompileCompute("gatherdof_fill.h", "gatherdof_fill.hlsl", "fill");
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CompilePixelShader("gatherdof_combine.h", "gatherdof_combine.hlsl", "combine");
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CompilePixelShader("gatherdof_debug.h", "gatherdof_debug.hlsl", "debug");
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CompileGraphics("fog_inside.h", "fog_inside.hlsl", "inside");
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CompileGraphics("fog_outside.h", "fog_outside.hlsl", "outside");
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CompilePixelShader("magnifier.h", "magnifier.hlsl", "magnifier");
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CompilePixelShader("dl_draw.h", "dl_draw.hlsl", "dl_draw");
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CompilePixelShader("dl_denoising.h", "dl_denoising.hlsl", "dl_denoising");
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CompileGraphics("add_light.h", "add_light.hlsl", "add_light");
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CompilePixelShader("gbufferviz_depth.h", "gbufferviz_depth.hlsl", "gbufferviz_depth");
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CompilePixelShader("gbufferviz_normal.h", "gbufferviz_normal.hlsl", "gbufferviz_normal");
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CompilePixelShader("gbufferviz_position.h", "gbufferviz_position.hlsl", "gbufferviz_position");
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CompilePixelShader("gbufferviz_motion.h", "gbufferviz_motion.hlsl", "gbufferviz_motion");
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CompileGraphics("wireframe_normals.h", "wireframe_normals.hlsl", "wireframe_normals");
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CompilePixelShader("skybox_motion.h", "skybox_motion.hlsl", "skybox_motion");
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CompileCompute("mblur_tile_gen.h", "mblur_tile_gen.hlsl", "tile_gen");
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CompileCompute("mblur_tile_max.h", "mblur_tile_max.hlsl", "tile_max");
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CompilePixelShader("mblur_blur.h", "mblur_blur.hlsl", "blur");
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CompilePixelShader("mblur_pack.h", "mblur_pack.hlsl", "pack");
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}
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int main(int /*argc*/, const char** argv)
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{
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char dirPath[MAX_PATH];
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strcpy(dirPath, argv[0]);
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int l = strlen(dirPath);
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while(l-- > 0)
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{
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if(dirPath[l] == '/' || dirPath[l] == '\\')
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{
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dirPath[l] = '\0';
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break;
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}
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}
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strcpy(repoPath, Canonicalize(va("%s\\..\\..", dirPath)));
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strcpy(bin2headerPath, Canonicalize(va("%s\\tools\\bin2header.exe", repoPath)));
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char* path = getenv("DXCPATH");
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if(path != NULL)
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{
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strcpy(dxcPath, path);
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}
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else
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{
|
|
strcpy(dxcPath, "dxc.exe");
|
|
}
|
|
system(va("%s --version", dxcPath));
|
|
|
|
ProcessGRP();
|
|
ProcessCRP();
|
|
|
|
return 0;
|
|
}
|