use String::CRC32; BEGIN {use File::Basename; push @INC, dirname($0); } require "valve_perl_helpers.pl"; sub WriteHelperVar { local( $name ) = shift; local( $min ) = shift; local( $max ) = shift; local( $varname ) = "m_n" . $name; local( $boolname ) = "m_b" . $name; push @outputHeader, "private:\n"; push @outputHeader, "\tint $varname;\n"; push @outputHeader, "#ifdef _DEBUG\n"; push @outputHeader, "\tbool $boolname;\n"; push @outputHeader, "#endif\n"; push @outputHeader, "public:\n"; # int version of set function push @outputHeader, "\tvoid Set" . $name . "( int i )\n"; push @outputHeader, "\t{\n"; if ( $min != $max ) { push @outputHeader, "\t\tAssert( i >= $min && i <= $max );\n"; push @outputHeader, "\t\t$varname = i;\n"; push @outputHeader, "#ifdef _DEBUG\n"; push @outputHeader, "\t\t$boolname = true;\n"; push @outputHeader, "#endif\n"; } push @outputHeader, "\t}\n"; # bool version of set function push @outputHeader, "\tvoid Set" . $name . "( bool i )\n"; push @outputHeader, "\t{\n"; if ( $min != $max ) { # push @outputHeader, "\t\tAssert( i >= $min && i <= $max );\n"; push @outputHeader, "\t\t$varname = i ? 1 : 0;\n"; push @outputHeader, "#ifdef _DEBUG\n"; push @outputHeader, "\t\t$boolname = true;\n"; push @outputHeader, "#endif\n"; } push @outputHeader, "\t}\n"; } sub WriteStaticBoolExpression { local( $prefix ) = shift; local( $operator ) = shift; for( $i = 0; $i < scalar( @staticDefineNames ); $i++ ) { if( $i ) { push @outputHeader, " $operator "; } local( $name ) = @staticDefineNames[$i]; local( $boolname ) = "m_b" . $name; push @outputHeader, "$prefix$boolname"; } push @outputHeader, ";\n"; } sub WriteDynamicBoolExpression { local( $prefix ) = shift; local( $operator ) = shift; for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ ) { if( $i ) { push @outputHeader, " $operator "; } local( $name ) = @dynamicDefineNames[$i]; local( $boolname ) = "m_b" . $name; push @outputHeader, "$prefix$boolname"; } push @outputHeader, ";\n"; } sub WriteDynamicHelperClasses { local( $basename ) = $fxc_filename; $basename =~ s/\.fxc//i; $basename =~ tr/A-Z/a-z/; local( $classname ) = $basename . "_Dynamic_Index"; push @outputHeader, "class $classname\n"; push @outputHeader, "{\n"; for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ ) { $name = $dynamicDefineNames[$i]; $min = $dynamicDefineMin[$i]; $max = $dynamicDefineMax[$i]; &WriteHelperVar( $name, $min, $max ); } push @outputHeader, "public:\n"; push @outputHeader, "\t$classname()\n"; push @outputHeader, "\t{\n"; for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ ) { $min = $dynamicDefineMin[$i]; $max = $dynamicDefineMax[$i]; local( $name ) = @dynamicDefineNames[$i]; local( $boolname ) = "m_b" . $name; local( $varname ) = "m_n" . $name; push @outputHeader, "#ifdef _DEBUG\n"; if ( $min != $max ) { push @outputHeader, "\t\t$boolname = false;\n"; } else { push @outputHeader, "\t\t$boolname = true;\n"; } push @outputHeader, "#endif // _DEBUG\n"; push @outputHeader, "\t\t$varname = 0;\n"; } push @outputHeader, "\t}\n"; push @outputHeader, "\tint GetIndex()\n"; push @outputHeader, "\t{\n"; push @outputHeader, "\t\t// Asserts to make sure that we aren't using any skipped combinations.\n"; foreach $skip (@perlskipcodeindividual) { $skip =~ s/\$/m_n/g; # push @outputHeader, "\t\tAssert( !( $skip ) );\n"; } push @outputHeader, "\t\t// Asserts to make sure that we are setting all of the combination vars.\n"; push @outputHeader, "#ifdef _DEBUG\n"; if( scalar( @dynamicDefineNames ) > 0 ) { push @outputHeader, "\t\tbool bAllDynamicVarsDefined = "; WriteDynamicBoolExpression( "", "&&" ); } if( scalar( @dynamicDefineNames ) > 0 ) { push @outputHeader, "\t\tAssert( bAllDynamicVarsDefined );\n"; } push @outputHeader, "#endif // _DEBUG\n"; if( $spewCombos && scalar( @dynamicDefineNames ) ) { push @outputHeader, &CreateCCodeToSpewDynamicCombo(); } push @outputHeader, "\t\treturn "; local( $scale ) = 1; for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ ) { local( $name ) = @dynamicDefineNames[$i]; local( $varname ) = "m_n" . $name; push @outputHeader, "( $scale * $varname ) + "; $scale *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1; } push @outputHeader, "0;\n"; push @outputHeader, "\t}\n"; push @outputHeader, "};\n"; } sub WriteStaticHelperClasses { local( $basename ) = $fxc_filename; $basename =~ s/\.fxc//i; $basename =~ tr/A-Z/a-z/; local( $classname ) = $basename . "_Static_Index"; push @outputHeader, "class $classname\n"; push @outputHeader, "{\n"; for( $i = 0; $i < scalar( @staticDefineNames ); $i++ ) { $name = $staticDefineNames[$i]; $min = $staticDefineMin[$i]; $max = $staticDefineMax[$i]; &WriteHelperVar( $name, $min, $max ); } push @outputHeader, "public:\n"; push @outputHeader, "\t$classname()\n"; push @outputHeader, "\t{\n"; for( $i = 0; $i < scalar( @staticDefineNames ); $i++ ) { $min = $staticDefineMin[$i]; $max = $staticDefineMax[$i]; local( $name ) = @staticDefineNames[$i]; local( $boolname ) = "m_b" . $name; local( $varname ) = "m_n" . $name; push @outputHeader, "#ifdef _DEBUG\n"; if ( $min != $max ) { push @outputHeader, "\t\t$boolname = false;\n"; } else { push @outputHeader, "\t\t$boolname = true;\n"; } push @outputHeader, "#endif // _DEBUG\n"; push @outputHeader, "\t\t$varname = 0;\n"; } push @outputHeader, "\t}\n"; push @outputHeader, "\tint GetIndex()\n"; push @outputHeader, "\t{\n"; push @outputHeader, "\t\t// Asserts to make sure that we aren't using any skipped combinations.\n"; foreach $skip (@perlskipcodeindividual) { $skip =~ s/\$/m_n/g; # push @outputHeader, "\t\tAssert( !( $skip ) );\n"; } push @outputHeader, "\t\t// Asserts to make sure that we are setting all of the combination vars.\n"; push @outputHeader, "#ifdef _DEBUG\n"; if( scalar( @staticDefineNames ) > 0 ) { push @outputHeader, "\t\tbool bAllStaticVarsDefined = "; WriteStaticBoolExpression( "", "&&" ); } if( scalar( @staticDefineNames ) > 0 ) { push @outputHeader, "\t\tAssert( bAllStaticVarsDefined );\n"; } push @outputHeader, "#endif // _DEBUG\n"; if( $spewCombos && scalar( @staticDefineNames ) ) { push @outputHeader, &CreateCCodeToSpewStaticCombo(); } push @outputHeader, "\t\treturn "; local( $scale ) = 1; for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ ) { $scale *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1; } for( $i = 0; $i < scalar( @staticDefineNames ); $i++ ) { local( $name ) = @staticDefineNames[$i]; local( $varname ) = "m_n" . $name; push @outputHeader, "( $scale * $varname ) + "; $scale *= $staticDefineMax[$i] - $staticDefineMin[$i] + 1; } push @outputHeader, "0;\n"; push @outputHeader, "\t}\n"; push @outputHeader, "};\n"; } sub CreateFuncToSetPerlVars { local( $out ) = ""; $out .= "sub SetPerlVarsFunc\n"; $out .= "{\n"; $out .= " local( \$combo ) = shift;\n"; $out .= " local( \$i );\n"; local( $i ); for( $i = 0; $i < scalar( @dynamicDefineNames ); \$i++ ) { $out .= " \$$dynamicDefineNames[$i] = \$combo % "; $out .= ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) + $dynamicDefineMin[$i]; $out .= ";\n"; $out .= " \$combo = \$combo / " . ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) . ";\n"; } for( $i = 0; $i < scalar( @staticDefineNames ); \$i++ ) { $out .= " \$$staticDefineNames[$i] = \$combo % "; $out .= ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) + $staticDefineMin[$i]; $out .= ";\n"; $out .= " \$combo = \$combo / " . ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) . ";\n"; } $out .= "}\n"; # print $out; eval $out; } # These sections can be interchanged to enable profiling. #$ShowTimers = 1; #use Time::HiRes; #sub SampleTime() #{ # return Time::HiRes::time(); #} $ShowTimers = 0; sub SampleTime() { return 0; } $total_start_time = SampleTime(); # NOTE: These must match the same values in macros.vsh! $vPos = "v0"; $vBoneWeights = "v1"; $vBoneIndices = "v2"; $vNormal = "v3"; if( $g_x360 ) { $vPosFlex = "v4"; $vNormalFlex = "v13"; } $vColor = "v5"; $vSpecular = "v6"; $vTexCoord0 = "v7"; $vTexCoord1 = "v8"; $vTexCoord2 = "v9"; $vTexCoord3 = "v10"; $vTangentS = "v11"; $vTangentT = "v12"; $vUserData = "v14"; sub ReadInputFileWithLineInfo { local( $base_filename ) = shift; local( *INPUT ); local( @output ); # Look in the stdshaders directory, followed by the current directory. # (This is for the SDK, since some of its files are under stdshaders). local( $filename ) = $base_filename; if ( !-e $filename ) { $filename = "$g_SourceDir\\materialsystem\\stdshaders\\$base_filename"; if ( !-e $filename ) { die "\nvsh_prep.pl ERROR: missing include file: $filename.\n\n"; } } open INPUT, "<$filename" || die; local( $line ); local( $linenum ) = 1; while( $line = ) { $line =~ s/\n//g; local( $postfix ) = "\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"; $postfix .= "; LINEINFO($filename)($linenum)\n"; if( $line =~ m/\#include\s+\"(.*)\"/i ) { push @output, &ReadInputFileWithLineInfo( $1 ); } else { push @output, $line . $postfix; } $linenum++; } close INPUT; return @output; } sub ReadInputFileWithoutLineInfo { local( $base_filename ) = shift; local( *INPUT ); local( @output ); # Look in the stdshaders directory, followed by the current directory. # (This is for the SDK, since some of its files are under stdshaders). local( $filename ) = $base_filename; if ( !-e $filename ) { $filename = "$g_SourceDir\\materialsystem\\stdshaders\\$base_filename"; if ( !-e $filename ) { die "\nERROR: missing include file: $filename.\n\n"; } } open INPUT, "<$filename" || die; local( $line ); while( $line = ) { if( $line =~ m/\#include\s+\"(.*)\"/i ) { push @output, &ReadInputFileWithoutLineInfo( $1 ); } else { push @output, $line; } } close INPUT; return @output; } sub IsPerl { local( $line ) = shift; if( $line =~ m/^\s*sub.*\,/ ) { return 0; } if( $line =~ m/^\#include/ || $line =~ m/^\#define/ || $line =~ m/^\#undef/ || $line =~ m/^\#ifdef/ || $line =~ m/^\#ifndef/ || $line =~ m/^\#else/ || $line =~ m/^\#endif/ || $line =~ m/^\#error/ ) { return 0; } if( $line =~ m/^\s*if\s*\(/ || $line =~ m/^\s*else/ || $line =~ m/^\s*elsif/ || $line =~ m/^\s*for\s*\(/ || $line =~ m/^\s*\{/ || $line =~ m/^sub\s*/ || $line =~ m/^\s*\}/ || $line =~ m/^\s*\&/ || $line =~ m/^\s*\#/ || $line =~ m/^\s*\$/ || $line =~ m/^\s*print/ || $line =~ m/^\s*return/ || $line =~ m/^\s*exit/ || $line =~ m/^\s*die/ || $line =~ m/^\s*eval/ || $line =~ m/^\s*local/ || $line =~ m/^\s*my\s+/ || $line =~ m/^\s*@/ || $line =~ m/^\s*alloc\s+/ || $line =~ m/^\s*free\s+/ ) { return 1; } return 0; } # translate the output into something that takes us back to the source line # that we care about in msdev sub TranslateErrorMessages { local( $origline ); while( $origline = shift ) { if( $origline =~ m/(.*)\((\d+)\)\s*:\s*(.*)$/i ) { local( $filename ) = $1; local( $linenum ) = $2; local( $error ) = $3; local( *FILE ); open FILE, "<$filename" || die; local( $i ); local( $line ); for( $i = 1; $i < $linenum; $i++ ) { $line = ; } if( $line =~ m/LINEINFO\((.*)\)\((.*)\)/ ) { print "$1\($2\) : $error\n"; my $num = $linenum - 1; print "$filename\($num\) : original error location\n"; } close FILE; } else { $origline =~ s/successful compile\!.*//gi; if( !( $origline =~ m/^\s*$/ ) ) { # print "WTF: $origline\n"; } } } } sub CountInstructions { local( $line ); local( $count ) = 0; while( $line = shift ) { # get rid of comments $line =~ s/;.*//gi; $line =~ s/\/\/.*//gi; # skip the vs1.1 statement $line =~ s/^\s*vs.*//gi; # if there's any text left, it's an instruction if( $line =~ /\S/gi ) { $count++; } } return $count; } %compiled = (); sub UsesRegister { my $registerName = shift; my $str = shift; # Cache a compiled RE for each register name. This makes UsesRegister about 2.5x faster. if ( !$compiled{$registerName} ) { $compiled{$registerName} = qr/\b$registerName\b/; } $ret = 0; if( $str =~ /$compiled{$registerName}/gi ) { $ret = 1; } return $ret; } sub PadString { local( $str ) = shift; local( $desiredLen ) = shift; local( $len ) = length $str; while( $len < $desiredLen ) { $str .= " "; $len++; } return $str; } sub FixupAllocateFree { local( $line ) = shift; $line =~ s/\&AllocateRegister\s*\(\s*\\(\S+)\s*\)/&AllocateRegister( \\$1, \"\\$1\" )/g; $line =~ s/\&FreeRegister\s*\(\s*\\(\S+)\s*\)/&FreeRegister( \\$1, \"\\$1\" )/g; $line =~ s/alloc\s+(\S+)\s*/local( $1 ); &AllocateRegister( \\$1, \"\\$1\" );/g; $line =~ s/free\s+(\S+)\s*/&FreeRegister( \\$1, \"\\$1\" );/g; return $line; } sub TranslateDXKeywords { local( $line ) = shift; $line =~ s/\bENDIF\b/endif/g; $line =~ s/\bIF\b/if/g; $line =~ s/\bELSE\b/else/g; return $line; } # This is used to make the generated pl files all pretty. sub GetLeadingWhiteSpace { local( $str ) = shift; if( $str =~ m/^;\S/ || $str =~ m/^; \S/ ) { return ""; } $str =~ s/^;/ /g; # count a leading ";" as whitespace as far as this is concerned. $str =~ m/^(\s*)/; return $1; } $g_dx9 = 1; $g_SourceDir = "..\\.."; while( 1 ) { $filename = shift; if ( $filename =~ m/-source/i ) { $g_SourceDir = shift; } elsif( $filename =~ m/-x360/i ) { $g_x360 = 1; } else { last; } } $filename =~ s/-----.*$//; # # Get the shader binary version number from a header file. # open FILE, "<$g_SourceDir\\public\\materialsystem\\shader_vcs_version.h" || die; while( $line = ) { if( $line =~ m/^\#define\s+SHADER_VCS_VERSION_NUMBER\s+(\d+)\s*$/ ) { $shaderVersion = $1; last; } } if( !defined $shaderVersion ) { die "couldn't get shader version from shader_vcs_version.h"; } close FILE; if( $g_x360 ) { $vshtmp = "vshtmp9_360_tmp"; } else { $vshtmp = "vshtmp9_tmp"; } if( !stat $vshtmp ) { mkdir $vshtmp, 0777 || die $!; } # suck in all files, including $include files. @input = &ReadInputFileWithLineInfo( $filename ); sub CalcNumCombos { local( $i, $numCombos ); $numCombos = 1; for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ ) { $numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1; } for( $i = 0; $i < scalar( @staticDefineNames ); $i++ ) { $numCombos *= $staticDefineMax[$i] - $staticDefineMin[$i] + 1; } return $numCombos; } sub CalcNumDynamicCombos { local( $i, $numCombos ); $numCombos = 1; for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ ) { $numCombos *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1; } return $numCombos; } # READ THE TOP OF THE FILE TO FIND SHADER COMBOS foreach $_ ( @input ) { next if( m/^\s*$/ ); # last if( !m,^//, ); s,^//\s*,,; if( m/\s*STATIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ ) { local( $name, $min, $max ); $name = $1; $min = $2; $max = $3; # print "\"$name\" \"$min..$max\"\n"; if (/\[(.*)\]/) { $platforms=$1; next if ( ($g_x360) && (!($platforms=~/XBOX/i)) ); next if ( (!$g_x360) && (!($platforms=~/PC/i)) ); } push @staticDefineNames, $name; push @staticDefineMin, $min; push @staticDefineMax, $max; } elsif( m/\s*DYNAMIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ ) { local( $name, $min, $max ); $name = $1; $min = $2; $max = $3; if (/\[(.*)\]/) { $platforms=$1; next if ( ($g_x360) && (!($platforms=~/XBOX/i)) ); next if ( (!$g_x360) && (!($platforms=~/PC/i)) ); } # print "\"$name\" \"$min..$max\"\n"; push @dynamicDefineNames, $name; push @dynamicDefineMin, $min; push @dynamicDefineMax, $max; } } # READ THE WHOLE FILE AND FIND SKIP STATEMENTS foreach $_ ( @input ) { if( m/^\s*\#\s*SKIP\s*\:\s*(.*\S+)\s*\; LINEINFO.*$/ ) { $perlskipcode .= "(" . $1 . ")||"; push @perlskipcodeindividual, $1; } } if( defined $perlskipcode ) { $perlskipcode .= "0"; $perlskipcode =~ s/\n//g; } else { $perlskipcode = "0"; } #print $perlskipcode . "\n"; # Translate the input into a perl program that'll unroll everything and # substitute variables. while( $inputLine = shift @input ) { $inputLine =~ s/\n//g; # leave out lines that are only whitespace. if( $inputLine =~ m/^\s*; LINEINFO.*$/ ) { next; } local( $inputLineNoLineNum ) = $inputLine; $inputLineNoLineNum =~ s/; LINEINFO.*//gi; if( &IsPerl( $inputLineNoLineNum ) ) { $inputLineNoLineNum = &FixupAllocateFree( $inputLineNoLineNum ); push @outputProgram, $inputLineNoLineNum . "\n"; } else { # make asm lines that have quotes in them not barf. $inputLine =~ s/\"/\\\"/g; $inputLine = &TranslateDXKeywords( $inputLine ); push @outputProgram, &GetLeadingWhiteSpace( $inputLine ) . "push \@output, \"" . $inputLine . "\\n\";\n"; } } $outputProgram = join "", @outputProgram; $filename_base = $filename; $filename_base =~ s/\.vsh//i; open DEBUGOUT, ">$vshtmp" . "/$filename_base.pl" || die; print DEBUGOUT $outputProgram; close DEBUGOUT; # Make a function called OutputProgram() $bigProg = "sub OutputProgram { " . $outputProgram . "}"; eval( $bigProg ); #print $outputProgram; #push @finalheader, "// hack to force dependency checking\n"; #push @finalheader, "\#ifdef NEVER\n"; #push @finalheader, "\#include \"" . $filename_base . "\.vsh\"\n"; #push @finalheader, "\#include \"..\\..\\devtools\\bin\\vsh_prep.pl\"\n"; #push @finalheader, "\#endif\n"; %g_TimingBlocks = (); $main_start_time = SampleTime(); $numCombos = &CalcNumCombos(); $numDynamicCombos = &CalcNumDynamicCombos(); #print "$numCombos total combos\n"; #print "$numDynamicCombos dynamic combos\n"; #print $numCombos / $numDynamicCombos . " static combos\n"; # Write out the C++ helper class for picking shader combos $fxc_filename = $filename_base; &WriteStaticHelperClasses(); &WriteDynamicHelperClasses(); # Create a subroutine out of $perlskipcode $perlskipfunc = "sub SkipCombo { return $perlskipcode; }\n"; #print $perlskipfunc; eval $perlskipfunc; &CreateFuncToSetPerlVars(); my $incfilename = "$vshtmp/$filename_base" . ".inc"; # Write the inc file that has indexing helpers, etc. &WriteFile( $incfilename, join( "", @outputHeader ) ); # Run the output program for all the combinations of bones and lights. print "$filename_base.vsh\n"; for( $i = 0; $i < $numCombos; $i++ ) { # print "combo $i\n"; &SetPerlVarsFunc( $i ); local( $compileFailed ); $ret = &SkipCombo; if( !defined $ret ) { die "$@\n"; } if( $ret ) { # skip this combo! $compileFailed = 1; $numSkipped++; next; } $start = SampleTime(); $g_usesPos = 0; $g_usesPosFlex = 0; $g_usesBoneWeights = 0; $g_usesBoneIndices = 0; $g_usesNormal = 0; $g_usesNormalFlex = 0; $g_usesColor = 0; $g_usesSpecular = 0; $g_usesTexCoord0 = 0; $g_usesTexCoord1 = 0; $g_usesTexCoord2 = 0; $g_usesTexCoord3 = 0; $g_usesTangentS = 0; $g_usesTangentT = 0; $g_usesUserData = 0; undef @output; $g_TimingBlocks{"inner1"} += SampleTime() - $start; $eval_start_time = SampleTime(); &OutputProgram(); $eval_total_time += (SampleTime() - $eval_start_time); $start = SampleTime(); # Strip out comments once so we don't have to do it in all the UsesRegister calls. @stripped = @output; map { $_ =~ s/;.*//gi; $_ =~ s/\/\/.*//gi; } @stripped; my $strippedStr = join( "", @stripped ); $g_TimingBlocks{"inner2"} += SampleTime() - $start; $start = SampleTime(); # Have to make another pass through after we know which v registers are used. . yuck. $g_usesPos = &UsesRegister( $vPos, $strippedStr ); if( $g_x360 ) { $g_usesPosFlex = &UsesRegister( $vPosFlex, $strippedStr ); $g_usesNormalFlex = &UsesRegister( $vNormalFlex, $strippedStr ); } $g_usesBoneWeights = &UsesRegister( $vBoneWeights, $strippedStr ); $g_usesBoneIndices = &UsesRegister( $vBoneIndices, $strippedStr ); $g_usesNormal = &UsesRegister( $vNormal, $strippedStr ); $g_usesColor = &UsesRegister( $vColor, $strippedStr ); $g_usesSpecular = &UsesRegister( $vSpecular, $strippedStr ); $g_usesTexCoord0 = &UsesRegister( $vTexCoord0, $strippedStr ); $g_usesTexCoord1 = &UsesRegister( $vTexCoord1, $strippedStr ); $g_usesTexCoord2 = &UsesRegister( $vTexCoord2, $strippedStr ); $g_usesTexCoord3 = &UsesRegister( $vTexCoord3, $strippedStr ); $g_usesTangentS = &UsesRegister( $vTangentS, $strippedStr ); $g_usesTangentT = &UsesRegister( $vTangentT, $strippedStr ); $g_usesUserData = &UsesRegister( $vUserData, $strippedStr ); undef @output; $g_TimingBlocks{"inner2"} += SampleTime() - $start; $eval_start_time = SampleTime(); # Running OutputProgram generates $outfilename &OutputProgram(); $eval_total_time += (SampleTime() - $eval_start_time); $start = SampleTime(); &CheckUnfreedRegisters(); for( $j = 0; $j < scalar( @output ); $j++ ) { # remove whitespace from the beginning of each line. $output[$j] =~ s/^\s+//; # remove LINEINFO from empty lines. $output[$j] =~ s/^; LINEINFO.*//; } $g_TimingBlocks{"inner3"} += SampleTime() - $start; $start = SampleTime(); $outfilename_base = $filename_base . "_" . $i; # $outfilename is the name of the file generated from executing the perl code # for this shader. This file is generated once per combo. # We will assemble this shader with vsa.exe. $outfilename = "$vshtmp\\" . $outfilename_base . ".tmp"; # $outhdrfilename = "$vshtmp\\" . $outfilename_base . ".h"; # unlink $outhdrfilename; open OUTPUT, ">$outfilename" || die; print OUTPUT @output; close OUTPUT; $g_TimingBlocks{"inner4"} += SampleTime() - $start; $start = SampleTime(); local( $instructionCount ) = &CountInstructions( @output ); $g_TimingBlocks{"inner5"} += SampleTime() - $start; local( $debug ); $debug = 1; # for( $debug = 1; $debug >= 0; $debug-- ) { # assemble the vertex shader unlink "shader$i.o"; if( $g_x360 ) { $vsa = "..\\..\\x360xdk\\bin\\win32\\vsa"; } else { $vsa = "..\\..\\dx9sdk\\utilities\\vsa"; } $vsadebug = "$vsa /nologo /Foshader$i.o $outfilename"; $vsanodebug = "$vsa /nologo /Foshader$i.o $outfilename"; $vsa_start_time = SampleTime(); if( $debug ) { # print $vsadebug . "\n"; @vsaoutput = `$vsadebug 2>&1`; # print @vsaoutput; } else { @vsaoutput = `$vsanodebug 2>&1`; } $vsa_total_time += SampleTime() - $vsa_start_time; $start = SampleTime(); &TranslateErrorMessages( @vsaoutput ); $g_TimingBlocks{"inner6"} += SampleTime() - $start; push @finalheader, @hdr; } } $main_total_time = SampleTime() - $main_start_time; # stick info about the shaders at the end of the inc file. push @finalheader, "static PrecompiledShaderByteCode_t $filename_base" . "_vertex_shaders[] = {\n"; for( $i = 0; $i < $numCombos; $i++ ) { $outfilename_base = $filename_base . "_" . $i; push @finalheader, "{ $outfilename_base, sizeof( $outfilename_base ) },\n"; } push @finalheader, "};\n"; push @finalheader, "struct $filename_base" . "_VertexShader_t : public PrecompiledShader_t\n"; push @finalheader, "{\n"; push @finalheader, "\t$filename_base" . "_VertexShader_t()\n"; push @finalheader, "\t{\n"; push @finalheader, "\t\tm_nFlags = 0;\n"; $flags = 0; #push @finalheader, "\t\tppVertexShaders = $filename_base" . "_vertex_shaders;\n"; push @finalheader, "\t\tm_pByteCode = $filename_base" . "_vertex_shaders;\n"; push @finalheader, "\t\tm_pName = \"$filename_base\";\n"; push @finalheader, "\t\tm_nShaderCount = " . ( $maxNumBones + 1 ) * $totalFogCombos * $totalLightCombos . ";\n"; push @finalheader, "\t\tm_nDynamicCombos = m_nShaderCount;\n"; push @finalheader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_VERTEX_SHADER, this );\n"; push @finalheader, "\t}\n"; push @finalheader, "\tvirtual const PrecompiledShaderByteCode_t &GetByteCode( int shaderID )\n"; push @finalheader, "\t{\n"; push @finalheader, "\t\treturn m_pByteCode[shaderID];\n"; push @finalheader, "\t}\n"; push @finalheader, "};\n"; push @finalheader, "static $filename_base" . "_VertexShader_t $filename_base" . "_VertexShaderInstance;\n"; # Write the final header file with the compiled vertex shader programs. $finalheadername = "$vshtmp\\" . $filename_base . ".inc"; #print "writing $finalheadername\n"; #open FINALHEADER, ">$finalheadername" || die; #print FINALHEADER @finalheader; #close FINALHEADER; &MakeDirHier( "shaders/vsh" ); my $vcsName = ""; if( $g_x360 ) { $vcsName = $filename_base . ".360.vcs"; } else { $vcsName = $filename_base . ".vcs"; } open COMPILEDSHADER, ">shaders/vsh/$vcsName" || die; binmode( COMPILEDSHADER ); # # Write out the part of the header that we know. . we'll write the rest after writing the object code. # # Pack arguments my $sInt = "i"; my $uInt = "I"; if ( $g_x360 ) { # Change arguments to "big endian long" $sInt = "N"; $uInt = "N"; } my $undecoratedinput = join "", &ReadInputFileWithoutLineInfo( $filename ); #print STDERR "undecoratedinput: $undecoratedinput\n"; my $crc = crc32( $undecoratedinput ); #print STDERR "crc for $filename: $crc\n"; # version print COMPILEDSHADER pack $sInt, 4; # totalCombos print COMPILEDSHADER pack $sInt, $numCombos; # dynamic combos print COMPILEDSHADER pack $sInt, $numDynamicCombos; # flags print COMPILEDSHADER pack $uInt, $flags; # centroid mask print COMPILEDSHADER pack $uInt, 0; # reference size print COMPILEDSHADER pack $uInt, 0; # crc32 of the source code print COMPILEDSHADER pack $uInt, $crc; my $beginningOfDir = tell COMPILEDSHADER; # Write out a blank directionary. . we'll fill it in later. for( $i = 0; $i < $numCombos; $i++ ) { # offset from beginning of file. print COMPILEDSHADER pack $sInt, 0; # size print COMPILEDSHADER pack $sInt, 0; } my $startByteCode = tell COMPILEDSHADER; my @byteCodeStart; my @byteCodeSize; # Write out the shader object code. for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ ) { my $filename = "shader$shaderCombo\.o"; my $filesize = (stat $filename)[7]; $byteCodeStart[$shaderCombo] = tell COMPILEDSHADER; $byteCodeSize[$shaderCombo] = $filesize; open SHADERBYTECODE, "<$filename" || die; binmode SHADERBYTECODE; my $bin; my $numread = read SHADERBYTECODE, $bin, $filesize; # print "filename: $filename numread: $numread filesize: $filesize\n"; close SHADERBYTECODE; unlink $filename; print COMPILEDSHADER $bin; } # Seek back to the directory and write it out. seek COMPILEDSHADER, $beginningOfDir, 0; for( $i = 0; $i < $numCombos; $i++ ) { # offset from beginning of file. print COMPILEDSHADER pack $sInt, $byteCodeStart[$i]; # size print COMPILEDSHADER pack $sInt, $byteCodeSize[$i]; } close COMPILEDSHADER; $total_time = SampleTime() - $total_start_time; if ( $ShowTimers ) { print "\n\n"; print sprintf( "Main loop time : %0.4f sec, (%0.2f%%)\n", $main_total_time, 100*$main_total_time / $total_time ); print sprintf( "Inner1 time : %0.4f sec, (%0.2f%%)\n", $inner1_total_time, 100*$inner1_total_time / $total_time ); print sprintf( "VSA time : %0.4f sec, (%0.2f%%)\n", $vsa_total_time, 100*$vsa_total_time / $total_time ); print sprintf( "eval() time : %0.4f sec, (%0.2f%%)\n", $eval_total_time, 100*$eval_total_time / $total_time ); print sprintf( "UsesRegister time: %0.4f sec, (%0.2f%%)\n", $usesr_total_time, 100*$usesr_total_time / $total_time ); foreach $key ( keys %g_TimingBlocks ) { print sprintf( "$key time: %0.4f sec, (%0.2f%%)\n", $g_TimingBlocks{$key}, 100*$g_TimingBlocks{$key} / $total_time ); } print sprintf( "Total time : %0.4f sec\n", $total_time ); }