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ShaderCompile.ps1
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# MIT License
# Copyright (c) 2020 Jean Philippe
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
#Requires -PSEdition Core
param (
[Parameter(HelpMessage = "Configuration type to build")]
[ValidateSet('Debug', 'Release')]
[string] $Configuration = 'Debug',
[Parameter(HelpMessage = "Whether to force shader build, default to False")]
[bool] $ForceRebuild = $false
)
$ErrorActionPreference = "Stop"
. (Join-Path $PSScriptRoot Shared.ps1)
$glslValidatorProgram = Find-GlslangValidator
$shaderDirectory = Join-Path $repositoryRootPath -ChildPath "Resources\Shaders"
$shaderCacheDirectory = Join-Path $repositoryRootPath -ChildPath "Resources\Shaders\Cache"
# Ensure the Shader Cache directory exists, or create it otherwise
if(-not (Test-Path $shaderCacheDirectory)) {
$Null = New-Item -ItemType Directory -Path $shaderCacheDirectory -ErrorAction SilentlyContinue
}
$shaderSourceFiles = Get-ChildItem $shaderDirectory -Recurse -File | Where-Object {$_.Name -like "*.vert" -or $_.Name -like "*.frag"}
$cacheFilesCount = (Get-ChildItem $shaderCacheDirectory -Recurse | Measure-Object).Count;
if (($cacheFilesCount -gt 0) -and (-not $ForceRebuild)) {
Write-Host "Shader files have already been compiled, skipping..."
return;
}
if ($shaderSourceFiles.Count -eq 0) {
Write-Warning "No Shader files found..."
return;
}
# Create include directories
$shaderIncludeDirectories = @();
foreach ($shaderFile in $shaderSourceFiles) {
if(!$shaderIncludeDirectories.Contains($shaderFile.DirectoryName)) {
$shaderIncludeDirectories += $shaderFile.DirectoryName;
}
}
[string] $includeDirArgs = "";
foreach ($includeDir in $shaderIncludeDirectories) {
$includeDirArgs += " -I$includeDir"
}
[string] $compilerArgs = "";
if ($Configuration -eq "Debug") {
$compilerArgs = " -g"
}
else {
$compilerArgs = " -Os"
}
foreach ($shaderFile in $shaderSourceFiles) {
$fileName = $shaderFile.BaseName
$suffixName = If($shaderFile.Extension -eq ".vert") { "_vertex" } Else { "_fragment" }
$outputFileFullName = Join-Path $shaderCacheDirectory -ChildPath "$fileName$suffixName.spv"
$fileFullName = $shaderFile.FullName;
Write-Host "Compiling Shader file : $fileFullName"
$glslValidatorProcess = Start-Process $glslValidatorProgram -ArgumentList "$compilerArgs -V $fileFullName -o $outputFileFullName $includeDirArgs" -NoNewWindow -PassThru
$handle = $glslValidatorProcess.Handle;
$glslValidatorProcess.WaitForExit();
$exitCode = $glslValidatorProcess.ExitCode
if ($exitCode -ne 0) {
Write-Error "failed to compile $shaderFile ..." -ErrorAction Stop
}
}
Write-Host "Shader files compilation successful..."