engine/engine/shaders/makevulkanblob.c

546 lines
17 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "../client/quakedef.h"
#include "../gl/shader.h"
void dumpprogblob(FILE *out, unsigned char *buf, unsigned int size)
{
if (out)
{
fwrite(buf, 1, size, out);
return;
}
else
out = stdout;
size_t totallen, i, linelen;
totallen = 0;
linelen = 32;
fflush(out);
fprintf(out, "\"");
for (i=0;i<size;i++)
{
fprintf(out, "\\x%02X",buf[i]);
if (i % linelen == linelen - 1)
fprintf(out, "\"\n\"");
}
fprintf(out, "\"");
fflush(out);
}
struct blobheader
{
unsigned char blobmagic[4]; //\xffSPV
unsigned int blobversion;
unsigned int defaulttextures; //s_diffuse etc flags
unsigned int numtextures; //s_t0 count
unsigned int permutations; //
unsigned int cvarsoffset; //double-null terminated string. I,XYZW prefixes
unsigned int cvarslength;
unsigned int vertoffset;
unsigned int vertlength;
unsigned int fragoffset;
unsigned int fraglength;
};
void generateprogsblob(struct blobheader *prototype, FILE *out, FILE *vert, FILE *frag)
{
struct blobheader *blob;
int fraglen, vertlen, blobsize, cvarlen;
cvarlen = prototype->cvarslength;
cvarlen = (cvarlen + 3) & ~3; //round up for padding.
fseek(vert, 0, SEEK_END);
fseek(frag, 0, SEEK_END);
vertlen = ftell(vert);
fraglen = ftell(frag);
fseek(vert, 0, SEEK_SET);
fseek(frag, 0, SEEK_SET);
blobsize = sizeof(*blob) + cvarlen + fraglen + vertlen;
blob = malloc(blobsize);
*blob = *prototype;
blob->cvarsoffset = sizeof(*blob);
blob->cvarslength = prototype->cvarslength; //unpadded length
blob->vertoffset = blob->cvarsoffset+cvarlen;
blob->vertlength = vertlen;
blob->fragoffset = blob->vertoffset+vertlen;
blob->fraglength = fraglen;
memcpy((char*)blob+blob->cvarsoffset, (char*)prototype+prototype->cvarsoffset, prototype->cvarslength);
fread((char*)blob+blob->vertoffset, blob->vertlength, 1, vert);
fread((char*)blob+blob->fragoffset, blob->fraglength, 1, frag);
dumpprogblob(out, (unsigned char*)blob, blobsize);
free(blob);
}
int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, const char *glslname)
{
char command[1024];
char tempname[256];
char tempvert[256];
char tempfrag[256];
char incpath[256], *sl;
int inheader = 1;
int i;
unsigned short constid = 256; //first few are reserved.
const char *permutationnames[] =
{
"BUMP",
"FULLBRIGHT",
"UPPERLOWER",
"REFLECTCUBEMASK",
"SKELETAL",
"FOG",
"FRAMEBLEND",
"LIGHTSTYLED",
NULL
};
const char *tmppath = "/tmp/";
char customsamplerlines[16][256];
snprintf(tempname, sizeof(tempname), "%stemp.tmp", tmppath);
snprintf(tempvert, sizeof(tempvert), "%stemp.vert", tmppath);
snprintf(tempfrag, sizeof(tempfrag), "%stemp.frag", tmppath);
memcpy(incpath, glslname, sizeof(incpath));
if ((sl = strrchr(incpath, '/')))
sl[1] = 0;
else if ((sl = strrchr(incpath, '\\'))) //in case someone is on crappy windows.
sl[1] = 0;
memcpy(blob->blobmagic, "\xffSPV", 4);
blob->blobversion = 1;
blob->defaulttextures = 0;
blob->numtextures = 0;
blob->permutations = 0;
blob->cvarsoffset = sizeof(*blob);
blob->cvarslength = 0;
FILE *glsl = fopen(glslname, "rt");
if (!glsl)
{
printf("Unable to read %s\n", glslname);
return 0;
}
FILE *temp = fopen(tempname, "wt");
if (!temp)
printf("Unable to write %s\n", tempname);
while(fgets(command, sizeof(command), glsl))
{
if (inheader && !strncmp(command, "!!", 2))
{
if (!strncmp(command, "!!cvar", 6) || !strncmp(command, "!!arg", 5))
{
unsigned int type;
unsigned int size;
union
{
float f;
unsigned int u;
} u[4];
char *arg;
unsigned char *cb = (unsigned char*)blob + blob->cvarsoffset + blob->cvarslength;
if (command[2] == 'a')
{
type = command[5] == 'i' || command[5] == 'f' || command[5] == 'b';
size = type?1:(command[5]-'0');
arg = strtok(command+7, " ,=\r\n");
type = command[6-type] - 'a' + 'A';
}
else
{
type = command[6] == 'i' || command[6] == 'f' || command[6] == 'b';
size = type?1:(command[6]-'0');
arg = strtok(command+8, " ,=\r\n");
type = command[7-type];
}
cb[0] = (constid>>8)&0xff;
cb[1] = (constid>>0)&0xff;
cb[2] = type;
cb[3] = size + '0';
cb += 4;
while(*arg)
*cb++ = *arg++;
*cb++ = 0;
for (i = 0; i < size; i++)
{
if (arg)
{
arg = strtok(NULL, " ,=\r\n");
if (!arg)
{
printf(" cvar %s has no default value. Assuming 0\n", (char*)blob + blob->cvarsoffset + blob->cvarslength+4);
u[i].u = 0; //0 either way.
}
else if (type == 'f' || type == 'F')
u[i].f = atof(arg);
else
u[i].u = atoi(arg);
}
else
u[i].u = 0;
*cb++ = (u[i].u>>24)&0xff;
*cb++ = (u[i].u>>16)&0xff;
*cb++ = (u[i].u>>8)&0xff;
*cb++ = (u[i].u>>0)&0xff;
}
blob->cvarslength = cb - ((unsigned char*)blob + blob->cvarsoffset);
constid += size;
}
else if (!strncmp(command, "!!permu", 7))
{
char *arg = strtok(command+7, " ,\r\n");
for (i = 0; permutationnames[i]; i++)
{
if (!strcmp(arg, permutationnames[i]))
{
blob->permutations |= 1u<<i;
break;
}
}
if (!permutationnames[i])
{
printf("Unknown permutation: \"%s\"\n", arg);
for (i = 0; permutationnames[i]; i++)
printf("%s ", permutationnames[i]);
printf("\n");
}
}
else if (!strncmp(command, "!!samps", 7))
{
char *arg = strtok(command+7, " ,\r\n");
do
{
//light
if (!strcasecmp(arg, "shadowmap"))
blob->defaulttextures |= 1u<<S_SHADOWMAP;
else if (!strcasecmp(arg, "projectionmap"))
blob->defaulttextures |= 1u<<S_PROJECTIONMAP;
//material
else if (!strcasecmp(arg, "diffuse"))
blob->defaulttextures |= 1u<<S_DIFFUSE;
else if (!strcasecmp(arg, "normalmap"))
blob->defaulttextures |= 1u<<S_NORMALMAP;
else if (!strcasecmp(arg, "specular"))
blob->defaulttextures |= 1u<<S_SPECULAR;
else if (!strcasecmp(arg, "upper"))
blob->defaulttextures |= 1u<<S_UPPERMAP;
else if (!strcasecmp(arg, "lower"))
blob->defaulttextures |= 1u<<S_LOWERMAP;
else if (!strcasecmp(arg, "fullbright"))
blob->defaulttextures |= 1u<<S_FULLBRIGHT;
else if (!strcasecmp(arg, "paletted"))
blob->defaulttextures |= 1u<<S_PALETTED;
else if (!strcasecmp(arg, "reflectcube"))
blob->defaulttextures |= 1u<<S_REFLECTCUBE;
else if (!strcasecmp(arg, "reflectmask"))
blob->defaulttextures |= 1u<<S_REFLECTMASK;
else if (!strcasecmp(arg, "displacement"))
blob->defaulttextures |= 1u<<S_DISPLACEMENT;
else if (!strcasecmp(arg, "occlusion"))
blob->defaulttextures |= 1u<<S_OCCLUSION;
//batch
else if (!strcasecmp(arg, "lightmap"))
blob->defaulttextures |= 1u<<S_LIGHTMAP0;
else if (!strcasecmp(arg, "deluxemap") || !strcasecmp(arg, "deluxmap"))
blob->defaulttextures |= 1u<<S_DELUXEMAP0;
else if (!strcasecmp(arg, "lightmaps"))
blob->defaulttextures |= 1u<<S_LIGHTMAP0 | 1u<<S_LIGHTMAP1 | 1u<<S_LIGHTMAP2 | 1u<<S_LIGHTMAP3;
else if (!strcasecmp(arg, "deluxemaps") || !strcasecmp(arg, "deluxmaps"))
blob->defaulttextures |= 1u<<S_DELUXEMAP0 | 1u<<S_DELUXEMAP1 | 1u<<S_DELUXEMAP2 | 1u<<S_DELUXEMAP3;
//shader pass
else if ((i=atoi(arg)))
{ //legacy
if (blob->numtextures < i)
blob->numtextures = i;
}
else
{
char *eq = strrchr(arg, '=');
if (eq)
{
char *type = strrchr(arg, ':');
int pass = atoi(eq+1);
*eq = 0;
if (type)
*type++ = 0;
else
type = "2D";
if (pass < 16)
{
snprintf(customsamplerlines[pass], sizeof(customsamplerlines[pass]), "uniform sampler%s s_%s;\n", type, arg);
if (blob->numtextures < ++pass)
blob->numtextures = pass;
}
else printf("sampler binding too high: %s:%s=%i\n", arg, type, pass);
}
else
printf("Unknown texture: \"%s\"\n", arg);
}
} while((arg = strtok(NULL, " ,\r\n")));
}
continue;
}
else if (inheader && !strncmp(command, "//", 2))
continue;
else if (inheader)
{
const char *specialnames[] =
{
//light
"uniform sampler2DShadow s_shadowmap;\n",
"uniform samplerCube s_projectionmap;\n",
//material
"uniform sampler2D s_diffuse;\n",
"uniform sampler2D s_normalmap;\n",
"uniform sampler2D s_specular;\n",
"uniform sampler2D s_upper;\n",
"uniform sampler2D s_lower;\n",
"uniform sampler2D s_fullbright;\n",
"uniform sampler2D s_paletted;\n",
"uniform samplerCube s_reflectcube;\n",
"uniform sampler2D s_reflectmask;\n",
"uniform sampler2D s_displacement;\n",
"uniform sampler2D s_occlusion;\n",
//batch
"uniform sampler2D s_lightmap;\n#define s_lightmap0 s_lightmap\n",
"uniform sampler2D s_deluxemap;\n#define s_deluxemap0 s_deluxemap\n",
"uniform sampler2D s_lightmap1;\n",
"uniform sampler2D s_lightmap2;\n",
"uniform sampler2D s_lightmap3;\n",
"uniform sampler2D s_deluxmap1;\n",
"uniform sampler2D s_deluxmap2;\n",
"uniform sampler2D s_deluxmap3;\n"
};
int binding = 2;
inheader = 0;
fprintf(temp, "#define s_deluxmap s_deluxemap\n");
fprintf(temp, "#define OFFSETMAPPING (cvar_r_glsl_offsetmapping>0)\n");
fprintf(temp, "#define SPECULAR (cvar_gl_specular>0)\n");
fprintf(temp, "#ifdef FRAGMENT_SHADER\n");
for (i = 0; i < sizeof(specialnames)/sizeof(specialnames[0]); i++)
{
if (blob->defaulttextures & (1u<<i))
fprintf(temp, "layout(set=0, binding=%u) %s", binding++, specialnames[i]);
}
for (i = 0; i < blob->numtextures; i++)
{
fprintf(temp, "layout(set=0, binding=%u) ", binding++);
if (*customsamplerlines[i])
fprintf(temp, "%s", customsamplerlines[i]);
else
fprintf(temp, "uniform sampler2D s_t%u;\n", i);
}
fprintf(temp, "#endif\n");
//cvar specialisation constants
{
unsigned char *cb = (unsigned char*)blob + blob->cvarsoffset;
while (cb < (unsigned char*)blob + blob->cvarsoffset + blob->cvarslength)
{
union
{
float f;
unsigned int u;
} u[4];
unsigned short id;
unsigned char type;
unsigned char size;
char *name;
id = *cb++<<8;
id |= *cb++;
type = *cb++;
size = (*cb++)-'0';
name = cb;
cb += strlen(name)+1;
for (i = 0; i < size; i++)
{
u[i].u = (cb[0]<<24)|(cb[1]<<16)|(cb[2]<<8)|(cb[3]<<0);
cb+=4;
}
#if 0 //all is well
if (size == 1 && type == 'b')
fprintf(temp, "layout(constant_id=%u) const bool cvar_%s = %s;\n", id, name, (int)u[0].u?"true":"false");
else if (size == 1 && type == 'i')
fprintf(temp, "layout(constant_id=%u) const int cvar_%s = %i;\n", id, name, (int)u[0].u);
else if (size == 1 && type == 'f')
fprintf(temp, "layout(constant_id=%u) const float cvar_%s = %f;\n", id, name, u[0].f);
else if (size == 3 && type == 'f')
{
fprintf(temp, "layout(constant_id=%u) const float cvar_%s_x = %f;\n", id+0, name, u[0].f);
fprintf(temp, "layout(constant_id=%u) const float cvar_%s_y = %f;\n", id+1, name, u[1].f);
fprintf(temp, "layout(constant_id=%u) const float cvar_%s_z = %f;\n", id+2, name, u[2].f);
fprintf(temp, "vec3 cvar_%s = vec3(cvar_%s_x, cvar_%s_y, cvar_%s_z);\n", name, name, name, name);
}
else if (size == 1 && type == 'B')
fprintf(temp, "layout(constant_id=%u) const bool arg_%s = %s;\n", id, name, (int)u[0].u?"true":"false");
else if (size == 1 && type == 'I')
fprintf(temp, "layout(constant_id=%u) const int arg_%s = %i;\n", id, name, (int)u[0].u);
else if (size == 1 && type == 'F')
fprintf(temp, "layout(constant_id=%u) const float arg_%s = %i;\n", id, name, u[0].f);
else if (size == 3 && type == 'F')
{
fprintf(temp, "layout(constant_id=%u) const float arg_%s_x = %f;\n", id+0, name, u[0].f);
fprintf(temp, "layout(constant_id=%u) const float arg_%s_y = %f;\n", id+1, name, u[1].f);
fprintf(temp, "layout(constant_id=%u) const float arg_%s_z = %f;\n", id+2, name, u[2].f);
fprintf(temp, "vec3 arg_%s = vec3(arg_%s_x, arg_%s_y, arg_%s_z);\n", name, name, name, name);
}
#else
//these initialised values are fucked up because glslangvalidator's spirv generator is fucked up and folds specialisation constants.
//we get around this by ensuring that all such constants are given unique values to prevent them being folded, with the engine overriding everything explicitly.
if (size == 1 && type == 'b')
{
fprintf(temp, "layout(constant_id=%u) const int _cvar_%s = %i;\n", id, name, id);//(int)u[0].u?"true":"false");
fprintf(temp, "#define cvar_%s (_cvar_%s!=0)\n", name, name);
}
else if (size == 1 && type == 'i')
fprintf(temp, "layout(constant_id=%u) const int cvar_%s = %i;\n", id, name, id);//(int)u[0].u);
else if (size == 1 && type == 'f')
fprintf(temp, "layout(constant_id=%u) const float cvar_%s = %i;\n", id, name, id);//u[0].f);
else if (size == 3 && type == 'f')
{
fprintf(temp, "layout(constant_id=%u) const float cvar_%s_x = %i;\n", id+0, name, id+0);//u[0].f);
fprintf(temp, "layout(constant_id=%u) const float cvar_%s_y = %i;\n", id+1, name, id+1);//u[1].f);
fprintf(temp, "layout(constant_id=%u) const float cvar_%s_z = %i;\n", id+2, name, id+2);//u[2].f);
fprintf(temp, "vec3 cvar_%s = vec3(cvar_%s_x, cvar_%s_y, cvar_%s_z);\n", name, name, name, name);
}
else if (size == 1 && type == 'B')
{
fprintf(temp, "layout(constant_id=%u) const int _arg_%s = %i;\n", id, name, id);//(int)u[0].u?"true":"false");
fprintf(temp, "#define arg_%s (_arg_%s!=0)\n", name, name);
}
else if (size == 1 && type == 'I')
fprintf(temp, "layout(constant_id=%u) const int arg_%s = %i;\n", id, name, id);//(int)u[0].u);
else if (size == 1 && type == 'F')
fprintf(temp, "layout(constant_id=%u) const float arg_%s = %i;\n", id, name, id);//u[0].f);
else if (size == 3 && type == 'F')
{
fprintf(temp, "layout(constant_id=%u) const float arg_%s_x = %i;\n", id+0, name, id+0);//u[0].f);
fprintf(temp, "layout(constant_id=%u) const float arg_%s_y = %i;\n", id+1, name, id+1);//u[1].f);
fprintf(temp, "layout(constant_id=%u) const float arg_%s_z = %i;\n", id+2, name, id+2);//u[2].f);
fprintf(temp, "vec3 arg_%s = vec3(arg_%s_x, arg_%s_y, arg_%s_z);\n", name, name, name, name);
}
#endif
}
}
//permutation stuff
for (i = 0; i < sizeof(specialnames)/sizeof(specialnames[0]); i++)
{
if (blob->permutations & (1<<i))
{
#if 0 //all is well
fprintf(temp, "layout(constant_id=%u) const bool %s = %s;\n", 16+i, permutationnames[i], "false");
#else
fprintf(temp, "layout(constant_id=%u) const int _%s = %i;\n", 16+i, permutationnames[i], 16+i);
fprintf(temp, "#define %s (_%s!=0)\n", permutationnames[i], permutationnames[i]);
#endif
}
}
}
fputs(command, temp);
}
fclose(temp);
fclose(glsl);
snprintf(command, sizeof(command),
/*preprocess the vertex shader*/
#ifdef _WIN32
"echo #version 450 core > %s && "
#else
"echo \"#version 450 core\" > %s && "
#endif
"cpp %s -I%s -DVULKAN -DVERTEX_SHADER -P >> %s && "
/*preprocess the fragment shader*/
#ifdef _WIN32
"echo #version 450 core > %s && "
#else
"echo \"#version 450 core\" > %s && "
#endif
"cpp %s -I%s -DVULKAN -DFRAGMENT_SHADER -P >> %s && "
/*convert to spir-v (annoyingly we have no control over the output file names*/
"glslangValidator -V -l -d %s %s"
/*strip stuff out, so drivers don't glitch out from stuff that we don't use*/
// " && spirv-remap -i vert.spv frag.spv -o vulkan/remap"
,tempvert, tempname, incpath, tempvert //vertex shader args
,tempfrag, tempname, incpath, tempfrag //fragment shader args
,tempvert, tempfrag); //compile/link args.
system(command);
// remove(tempname);
// remove(tempvert);
// remove(tempfrag);
return 1;
}
int main(int argc, const char **argv)
{
const char *inname = argv[1];
const char *blobname = argv[2];
FILE *v, *f, *o;
char proto[8192];
char line[256];
int r = 1;
if (argc == 1)
{
printf("%s input.glsl output.fvb\n", argv[0]);
return 1;
}
if (!generatevulkanblobs((struct blobheader*)proto, sizeof(proto), inname))
return 1;
//should have generated two files
v = fopen("vert.spv", "rb");
f = fopen("frag.spv", "rb");
if (f && v)
{
if (argc < 3)
{
generateprogsblob((struct blobheader*)proto, NULL, v, f);
r = 0;
}
else
{
o = fopen(blobname, "wb");
if (o)
{
generateprogsblob((struct blobheader*)proto, o, v, f);
fclose(o);
r = 0;
}
else
printf("Unable to write blob %s\n", blobname);
}
}
if (f)
fclose(f);
else
printf("Unable to read frag.spv\n");
if (v)
fclose(v);
else
printf("Unable to read vert.spv\n");
remove("vert.spv");
remove("frag.spv");
return r;
}