Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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use strict;
BEGIN {use File::Basename; push @INC, dirname($0); }
require "valve_perl_helpers.pl";
my $dynamic_compile = defined $ENV{"dynamic_shaders"} && $ENV{"dynamic_shaders"} != 0;
# ----------------------------------------------
# COMMAND-LINE ARGS
# ----------------------------------------------
my $g_x360 = 0;
my $g_ps3 = 0;
my $g_tmpfolder = "";
my $g_vcsext = ".vcs";
my $g_SrcDir = ".";
my $inputbase;
my $g_SourceDir;
while( 1 )
{
$inputbase = shift;
if( $inputbase =~ m/-source/ )
{
$g_SourceDir = shift;
}
elsif( $inputbase =~ m/-x360/ )
{
$g_x360 = 1;
$g_tmpfolder = "_360";
$g_vcsext = ".360.vcs";
}
elsif( $inputbase =~ m/-ps3/ )
{
$g_ps3 = 1;
$g_tmpfolder = "_ps3";
$g_vcsext = ".ps3.vcs";
}
else
{
last;
}
}
# ----------------------------------------------
# Load the list of shaders that we care about.
# ----------------------------------------------
my @srcfiles = &LoadShaderListFile( $inputbase );
my %incHash;
my %vcsHash;
my $shader;
foreach $shader ( @srcfiles )
{
my $shadertype = &LoadShaderListFile_GetShaderType( $shader );
my $shaderbase = &LoadShaderListFile_GetShaderBase( $shader );
my $shadersrc = &LoadShaderListFile_GetShaderSrc( $shader );
if( $shadertype eq "fxc" || $shadertype eq "vsh" )
{
# We only generate inc files for fxc and vsh files.
my $incFileName = "$shadertype" . "tmp9" . $g_tmpfolder . "/" . $shaderbase . "\.inc";
$incFileName =~ tr/A-Z/a-z/;
$incHash{$incFileName} = 1;
}
my $vcsFileName = "$shadertype/$shaderbase" . $g_vcsext;
$vcsFileName =~ tr/A-Z/a-z/;
$vcsHash{$vcsFileName} = 1;
}
# ----------------------------------------------
# Get the list of inc files to consider for reverting
# ----------------------------------------------
sub RevertIntegratedFiles
{
my $path = shift;
my $fileHashRef = shift;
my $cmd = "p4 fstat $path";
my @fstat = &RunCommand( $cmd );
my $depotFile;
my $action;
my @openedforintegrate;
my $line;
foreach $line ( @fstat )
{
if( $line =~ m,depotFile (.*)\n, )
{
$depotFile = &NormalizePerforceFilename( $1 );
}
elsif( $line =~ m,action (.*)\n, )
{
$action = $1;
}
elsif( $line =~ m,^\s*$, )
{
if( defined $action && defined $fileHashRef->{$depotFile} && $action =~ m/integrate/i )
{
push @openedforintegrate, $depotFile;
}
undef $depotFile;
undef $action;
}
}
if( scalar( @openedforintegrate ) )
{
my $cmd = "p4 revert @openedforintegrate";
# print "$cmd\n";
my @revertOutput = &RunCommand( $cmd );
&PrintCleanPerforceOutput( @revertOutput );
}
}
my $path = "vshtmp9" . $g_tmpfolder . "/... fxctmp9" . $g_tmpfolder . "/...";
&RevertIntegratedFiles( $path, \%incHash );
if( !$dynamic_compile )
{
&MakeDirHier( "../../../game/platform/shaders" );
# Might be in a different client for the vcs files, so chdir to the correct place.
chdir "../../../game/platform/shaders" || die;
my $path = "...";
&RevertIntegratedFiles( $path, \%vcsHash );
}