Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
use Cwd;
use String::CRC32;
sub ReadInputFileWithIncludes
{
local( $filename ) = shift;
local( *INPUT );
local( $output );
open INPUT, "<$filename" || die;
local( $line );
local( $linenum ) = 1;
while( $line = <INPUT> )
{
if( $line =~ m/\#include\s+\"(.*)\"/i )
{
$output.= ReadInputFileWithIncludes( $1 );
}
else
{
$output .= $line;
}
}
close INPUT;
return $output;
}
sub PatchCRC
{
my $filename = shift;
my $crc = shift;
# print STDERR "PatchCRC( $filename, $crc )\n";
local( *FP );
open FP, "+<$filename" || die;
binmode( FP );
seek FP, 6 * 4, 0;
my $uInt = "I";
if( $filename =~ m/360/ )
{
$uInt = "N";
}
print FP pack $uInt, $crc;
close FP;
}
my $txtfilename = shift;
my $arg = shift;
my $is360 = 0;
my $platformextension = "";
if( $arg =~ m/-x360/i )
{
$is360 = 1;
$platformextension = ".360";
}
# Get the changelist number for the Shader Auto Checkout changelist. Will create the changelist if it doesn't exist.
my $changelistnumber = `valve_p4_create_changelist.cmd ..\\..\\..\\game\\hl2\\shaders \"Shader Auto Checkout VCS\"`;
# Get rid of the newline
$changelistnumber =~ s/\n//g;
my $changelistarg = "";
if( $changelistnumber != 0 )
{
$changelistarg = "-c $changelistnumber"
}
open TXTFILE, "<$txtfilename";
my $src;
my $dst;
while( $src = <TXTFILE> )
{
# get rid of comments
$src =~ s,//.*,,g;
# skip blank lines
if( $src =~ m/^\s*$/ )
{
next;
}
# Get rid of newlines.
$src =~ s/\n//g;
# Save off the shader source filename.
my $shadersrcfilename = $src;
$shadersrcfilename =~ s/-----.*$//;
# use only target basename.
$src =~ s/^.*-----//;
# where the binary vcs file is
my $spath = "";
if ( $shadersrcfilename =~ m@\.fxc@i )
{
$spath = "shaders\\fxc\\";
}
if ( $shadersrcfilename =~ m@\.vsh@i )
{
$spath = "shaders\\vsh\\";
}
if ( $shadersrcfilename =~ m@\.psh@i )
{
$spath = "shaders\\psh\\";
}
# make the source have path and extension
$src = $spath . $src . $platformextension . ".vcs";
# build the dest filename.
$dst = $src;
$dst =~ s/shaders\\/..\\..\\..\\game\\hl2\\shaders\\/i;
# Does the dst exist?
my $dstexists = -e $dst;
my $srcexists = -e $src;
# What are the time stamps for the src and dst?
my $srcmodtime = ( stat $src )[9];
my $dstmodtime = ( stat $dst )[9];
# Write $dst to a file so that we can do perforce stuff to it later.
local( *VCSLIST );
open VCSLIST, ">>vcslist.txt" || die;
print VCSLIST $dst . "\n";
close VCSLIST;
# Open for edit or add if different than what is in perforce already.
if( !$dstexists || ( $srcmodtime != $dstmodtime ) )
{
if ( $srcexists && $shadersrcfilename =~ m@\.fxc@i )
{
# Get the CRC for the source file.
my $srccode = ReadInputFileWithIncludes( $shadersrcfilename );
my $crc = crc32( $srccode );
# Patch the source VCS file with the CRC32 of the source code used to build that file.
PatchCRC( $src, $crc );
}
# Make the target vcs writable if it exists
if( $dstexists )
{
MakeFileWritable( $dst );
}
my $dir = $dst;
$dir =~ s,([^/\\]*$),,; # rip the filename off the end
my $filename = $1;
# create the target directory if it doesn't exist
if( !$dstexists )
{
&MakeDirHier( $dir, 0777 );
}
# copy the file to its targets. . . we want to see STDERR here if there is an error.
my $cmd = "copy $src $dst > nul";
# print STDERR "$cmd\n";
system $cmd;
MakeFileReadOnly( $dst );
}
}
close TXTFILE;