mirror of
https://github.com/ScrelliCopter/NeHe-SDL_GPU.git
synced 2025-06-19 21:49:17 +10:00
Re-engineer shader compilation for single source GLSL and HLSL
This commit is contained in:
@@ -60,10 +60,10 @@ def compile_metal_shaders(
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cwd.joinpath(obj).unlink()
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Shader = namedtuple("Shader", ["source", "type", "output"])
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Shader = namedtuple("Shader", ["source", "output"])
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def shaders_suffixes(shaders: list[Shader],
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def shaders_suffixes(shaders: Iterable[Shader],
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in_suffix: str | None, out_suffix: str | None) -> Iterable[Shader]:
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"""Add file extensions to the source and outputs of a list of shaders
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@@ -75,15 +75,54 @@ def shaders_suffixes(shaders: list[Shader],
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for s in shaders:
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yield Shader(
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f"{s.source}.{in_suffix}" if in_suffix else s.source,
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s.type,
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f"{s.output}.{out_suffix}" if out_suffix else s.output)
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def compile_spirv_shaders(shaders: Iterable[Shader],
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flags: list[str] = None, glslang: str | None=None, cwd: Path | None = None) -> None:
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"""Compile shaders to SPIR-V using glslang
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def shader_prepend_ext(shader: Shader, prep_ext: str) -> Shader:
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"""Prepend `prep_ext` to the shader's output path's extension
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:param shader: Shader to modify
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:param prep_ext: Extension to prepend (without the dot)
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:return: The modified shader
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"""
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out = Path(shader.output)
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return Shader(shader.source, out.with_suffix(f".{prep_ext}{out.suffix}"))
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def compile_spirv_shaders(shaders: Iterable[Shader], suffix: str = "spv",
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glslang: str | None = None, dxc: str | None = None, cwd: Path | None = None) -> None:
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"""Compile shaders to SPIR-V using glslang for GLSL shaders and DXC for HLSL shaders
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If a GLSL version exists it will be built with glslang,
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else building HLSL with DXC will be attempted.
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:param shaders: The list of shader source paths to compile
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:param glslang: Optional path to glslang executable, if `None` defaults to "glslang"
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:param dxc: Optional path to dxc excutable, if `None` defaults to "dxc"
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:param cwd: Optionally set the current working directory for the compiler
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"""
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for glsl, hlsl in zip(
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shaders_suffixes(shaders, "glsl", suffix),
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shaders_suffixes(shaders, "hlsl", suffix)):
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if cwd.joinpath(glsl.source).exists():
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flags = ["--quiet"]
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compile_glsl_spirv_shader(shader_prepend_ext(glsl, "vtx"), "vert",
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flags=[*flags, "-DVERTEX"], glslang=glslang, cwd=cwd)
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compile_glsl_spirv_shader(shader_prepend_ext(glsl, "frg"), "frag",
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flags=flags, glslang=glslang, cwd=cwd)
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else:
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compile_hlsl_spirv_shader(shader_prepend_ext(hlsl, "vtx"), "vert",
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flags=["-DVULKAN", "-DVERTEX"], dxc=dxc, cwd=cwd)
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compile_hlsl_spirv_shader(shader_prepend_ext(hlsl, "frg"), "frag",
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flags=["-DVULKAN"], dxc=dxc, cwd=cwd)
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def compile_glsl_spirv_shader(shader: Shader, type: str, flags: list[str] = None,
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glslang: str | None = None, cwd: Path | None = None) -> None:
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"""Compile GLSL shaders to SPIR-V using glslang
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:param shader: The shaders to compile
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:param type: Type of shader to compile
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:param flags: List of additional flags to pass to glslang
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:param glslang: Optional path to glslang executable, if `None` defaults to "glslang"
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:param cwd: Optionally set the current working directory for the compiler
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@@ -92,41 +131,83 @@ def compile_spirv_shaders(shaders: Iterable[Shader],
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glslang = "glslang"
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if flags is None:
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flags = []
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for shader in shaders:
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sflags = [*flags, "-V", "-S", shader.type, "-o", shader.output, shader.source]
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subprocess.run([glslang, *sflags], cwd=cwd, check=True)
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flags += ["-V", "-S", type, "-o", shader.output, shader.source]
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subprocess.run([glslang, *flags], cwd=cwd, check=True)
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def compile_dxil_shaders(shaders: Iterable[Shader], dxc: str | None = None, cwd: Path | None = None) -> None:
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"""Compile HLSL shaders to DXIL using DXC
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def compile_hlsl_spirv_shader(shader: Shader, type: str, flags: list[str] = None,
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dxc: str | None = None, cwd: Path | None = None) -> None:
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"""Compile HLSL shaders to SPIR-V using DXC
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:param shaders: The list of shader source paths to compile
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:param dxc: Optional path to dxc excutable, if `None` defaults to "dxc"
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:param cwd: Optionally set the current working directory for the compiler
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:param shader: The shaders to compile
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:param type: Type of shader to compile
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:param flags: List of additional flags to pass to DXC
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:param dxc: Optional path to dxc excutable, if `None` defaults to "dxc"
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:param cwd: Optionally set the current working directory for the compiler
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"""
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if dxc is None:
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dxc = "dxc"
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for shader in shaders:
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entry, shader_type = {
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"vert": ("VertexMain", "vs_6_0"),
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"frag": ("PixelMain", "ps_6_0") }[shader.type]
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cflags = ["-E", entry, "-T", shader_type]
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subprocess.run([dxc, *cflags, "-Fo", shader.output, shader.source], cwd=cwd, check=True)
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if flags is None:
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flags = []
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entry, shader_type = {
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"vert": ("VertexMain", "vs_6_0"),
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"frag": ("FragmentMain", "ps_6_0") }[type]
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cflags = ["-spirv", *flags, "-E", entry, "-T", shader_type]
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subprocess.run([dxc, *cflags, "-Fo", shader.output, shader.source], cwd=cwd, check=True)
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def compile_dxbc_shaders(shaders: Iterable[Shader], cwd: Path | None = None) -> None:
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"""Compile HLSL shaders to DXBC using FXC
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def compile_d3d12_shaders(shaders: Iterable[Shader], build_dxbc: bool = False,
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dxc: str | None = None, cwd: Path | None = None) -> None:
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for shader in shaders_suffixes(shaders, "hlsl", "dxb"):
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compile_dxil_shader(shader_prepend_ext(shader, "vtx"), "vert",
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flags=["-DD3D12", "-DVERTEX"], dxc=dxc, cwd=cwd)
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compile_dxil_shader(shader_prepend_ext(shader, "pxl"), "frag",
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flags=["-DD3D12"], dxc=dxc, cwd=cwd)
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if build_dxbc: # FXC is only available thru the Windows SDK
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for shader in shaders_suffixes(shaders, "hlsl", "fxb"):
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compile_dxbc_shader(shader_prepend_ext(shader, "vtx"), "vert",
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flags=["/DD3D12", "/DVERTEX"], cwd=cwd)
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compile_dxbc_shader(shader_prepend_ext(shader, "pxl"), "frag",
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flags=["/DD3D12"], cwd=cwd)
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:param shaders: The list of shader source paths to compile
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:param cwd: Optionally set the current working directory for the compiler
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def compile_dxil_shader(shader: Shader, type: str, flags: list[str] | None = None,
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dxc: str | None = None, cwd: Path | None = None) -> None:
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"""Compile an HLSL shaders to DXIL using DXC
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:param shader: Path to the shader source to compile
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:param type: Type of shader to compile
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:param flags: Optional list of flags to pass to DXC
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:param dxc: Optional path to dxc excutable, if `None` defaults to "dxc"
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:param cwd: Optionally set the current working directory for the compiler
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"""
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for shader in shaders:
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entry, shader_type = {
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"vert": ("VertexMain", "vs_5_1"),
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"frag": ("PixelMain", "ps_5_1") }[shader.type]
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cflags = ["/E", entry, "/T", shader_type]
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subprocess.run(["fxc", *cflags, "/Fo", shader.output, shader.source], cwd=cwd, check=True)
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if flags is None:
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flags = []
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if dxc is None:
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dxc = "dxc"
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entry, shader_type = {
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"vert": ("VertexMain", "vs_6_0"),
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"frag": ("PixelMain", "ps_6_0") }[type]
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cflags = [*flags, "-E", entry, "-T", shader_type]
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subprocess.run([dxc, *cflags, "-Fo", shader.output, shader.source], cwd=cwd, check=True)
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def compile_dxbc_shader(shader: Shader, type: str, flags: list[str] | None = None,
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cwd: Path | None = None) -> None:
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"""Compile an HLSL shader to DXBC using FXC
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:param shader: Path to the shader source to compile
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:param type: Type of shader to compile
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:param flags: Optional list of flags to pass to FXC
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:param cwd: Optionally set the current working directory for the compiler
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"""
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if flags is None:
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flags = []
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entry, shader_type = {
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"vert": ("VertexMain", "vs_5_1"),
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"frag": ("PixelMain", "ps_5_1") }[type]
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cflags = [*flags, "/E", entry, "/T", shader_type]
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subprocess.run(["fxc", *cflags, "/Fo", shader.output, shader.source], cwd=cwd, check=True)
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def compile_shaders() -> None:
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@@ -139,11 +220,7 @@ def compile_shaders() -> None:
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dest_dir = Path("data/shaders")
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system = platform.system()
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def add_shaders() -> Iterable[Shader]:
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for lesson in lessons:
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yield Shader(src_dir / f"{lesson}.vertex", "vert", dest_dir / f"{lesson}.vertex")
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yield Shader(src_dir / f"{lesson}.fragment", "frag", dest_dir / f"{lesson}.fragment")
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shaders = list(add_shaders())
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shaders = [Shader(src_dir / lesson, dest_dir / lesson) for lesson in lessons]
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root = Path(sys.argv[0]).resolve().parent.parent
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root.joinpath(dest_dir).mkdir(parents=True, exist_ok=True)
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@@ -154,8 +231,7 @@ def compile_shaders() -> None:
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if build_spirv:
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# Build SPIR-V shaders for Vulkan
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compile_spirv_shaders(shaders_suffixes(shaders, "glsl", "spv"),
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flags=["--quiet"], glslang=glslang, cwd=root)
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compile_spirv_shaders(shaders, glslang=glslang, dxc=dxc, cwd=root)
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if build_metal:
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# Build Metal shaders on macOS
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@@ -163,23 +239,20 @@ def compile_shaders() -> None:
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compile_platform = "macos"
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sdk_platform = "macosx"
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min_version = "10.11"
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for lesson in lessons:
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for shader in shaders_suffixes(shaders, "metal", "metallib"):
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compile_metal_shaders(
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sources=[src_dir / f"{lesson}.metal"],
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library=dest_dir / f"{lesson}.metallib",
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sources=[shader.source],
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library=shader.output,
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cflags=["-Wall", "-O3",
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f"-std={compile_platform}-metal1.1",
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f"-m{sdk_platform}-version-min={min_version}"],
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sdk=sdk_platform,
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cwd=root)
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if build_dxil:
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# Build HLSL shaders on Windows or when DXC is available
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if system == "Windows" or dxc is not None:
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compile_dxil_shaders(shaders_suffixes(shaders, "hlsl", "dxb"), dxc=dxc, cwd=root)
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if build_dxbc:
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if system == "Windows": # FXC is only available thru the Windows SDK
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compile_dxbc_shaders(shaders_suffixes(shaders, "hlsl", "fxb"), cwd=root)
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# Build HLSL shaders on Windows or when DXC is available
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is_windows = system == "Windows"
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if (build_dxil or (is_windows and build_dxbc)) and (is_windows or dxc is not None):
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compile_d3d12_shaders(shaders, build_dxbc=build_dxbc and is_windows, dxc=dxc, cwd=root)
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if __name__ == "__main__":
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