diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/devtools | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/devtools')
| -rw-r--r-- | sp/src/devtools/bin/fxc_prep.pl | 949 | ||||
| -rw-r--r-- | sp/src/devtools/bin/linux/ccache | bin | 0 -> 308586 bytes | |||
| -rw-r--r-- | sp/src/devtools/bin/osx32/ccache | bin | 0 -> 89116 bytes | |||
| -rw-r--r-- | sp/src/devtools/bin/osx32/protoc | bin | 0 -> 1387919 bytes | |||
| -rw-r--r-- | sp/src/devtools/bin/psh_prep.pl | 333 | ||||
| -rw-r--r-- | sp/src/devtools/bin/updateshaders.pl | 305 | ||||
| -rw-r--r-- | sp/src/devtools/bin/vsh_prep.pl | 1106 | ||||
| -rw-r--r-- | sp/src/devtools/gendbg.sh | 44 | ||||
| -rw-r--r-- | sp/src/devtools/makefile_base_posix.mak | 494 | ||||
| -rw-r--r-- | sp/src/devtools/sourcesdk_def.mak | 3 | ||||
| -rw-r--r-- | sp/src/devtools/version_script.linux.txt | 14 |
11 files changed, 3248 insertions, 0 deletions
diff --git a/sp/src/devtools/bin/fxc_prep.pl b/sp/src/devtools/bin/fxc_prep.pl new file mode 100644 index 00000000..adc51ad8 --- /dev/null +++ b/sp/src/devtools/bin/fxc_prep.pl @@ -0,0 +1,949 @@ +BEGIN {use File::Basename; push @INC, dirname($0); }
+require "valve_perl_helpers.pl";
+
+sub ReadInputFile
+{
+ local( $filename ) = shift;
+ local( *INPUT );
+ local( @output );
+ open INPUT, "<$filename" || die;
+
+ local( $line );
+ local( $linenum ) = 1;
+ while( $line = <INPUT> )
+ {
+# print "LINE: $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, &ReadInputFile( $1 );
+ }
+ else
+ {
+# push @output, $line . $postfix;
+ push @output, $line;
+ }
+ $linenum++;
+ }
+
+ close INPUT;
+# print "-----------------\n";
+# print @output;
+# print "-----------------\n";
+ return @output;
+}
+
+$dynamic_compile = defined $ENV{"dynamic_shaders"} && $ENV{"dynamic_shaders"} != 0;
+$generateListingFile = 0;
+$spewCombos = 0;
+
+@startTimes = times;
+$startTime = time;
+
+$g_produceCppClasses = 1;
+$g_produceCompiledVcs = 1;
+
+while( 1 )
+{
+ $fxc_filename = shift;
+ if( $fxc_filename =~ m/-source/ )
+ {
+ shift;
+ }
+ elsif( $fxc_filename =~ m/-nv3x/i )
+ {
+ $nvidia = 1;
+ }
+ elsif( $fxc_filename =~ m/-ps20a/i )
+ {
+ $ps2a = 1;
+ }
+ elsif( $fxc_filename =~ m/-x360/i )
+ {
+ # enable x360
+ $g_x360 = 1;
+ }
+ elsif( $fxc_filename =~ m/-novcs/i )
+ {
+ $g_produceCompiledVcs = 0;
+ }
+ elsif( $fxc_filename =~ m/-nocpp/i )
+ {
+ $g_produceCppClasses = 0;
+ }
+ else
+ {
+ last;
+ }
+}
+
+$argstring = $fxc_filename;
+$fxc_basename = $fxc_filename;
+$fxc_basename =~ s/^.*-----//;
+$fxc_filename =~ s/-----.*$//;
+
+$debug = 0;
+$forcehalf = 0;
+
+sub ToUpper
+{
+ local( $in ) = shift;
+ $in =~ tr/a-z/A-Z/;
+ return $in;
+}
+
+sub CreateCCodeToSpewDynamicCombo
+{
+ local( $out ) = "";
+
+ $out .= "\t\tOutputDebugString( \"src:$fxc_filename vcs:$fxc_basename dynamic index\" );\n";
+ $out .= "\t\tchar tmp[128];\n";
+ $out .= "\t\tint shaderID = ";
+ local( $scale ) = 1;
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
+ {
+ local( $name ) = @dynamicDefineNames[$i];
+ local( $varname ) = "m_n" . $name;
+ $out .= "( $scale * $varname ) + ";
+ $scale *= $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1;
+ }
+ $out .= "0;\n";
+ if( scalar( @dynamicDefineNames ) + scalar( @staticDefineNames ) > 0 )
+ {
+ $out .= "\t\tint nCombo = shaderID;\n";
+ }
+
+ my $type = GetShaderType( $fxc_filename );
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
+ {
+ $out .= "\t\tint n$dynamicDefineNames[$i] = nCombo % ";
+ $out .= ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) + $dynamicDefineMin[$i];
+ $out .= ";\n";
+
+ $out .= "\t\tsprintf( tmp, \"\%d\", n$dynamicDefineNames[$i] );\n";
+ $out .= "\t\tOutputDebugString( \" $dynamicDefineNames[$i]";
+ $out .= "=\" );\n";
+ $out .= "\t\tOutputDebugString( tmp );\n";
+
+ $out .= "\t\tnCombo = nCombo / " . ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) . ";\n";
+ $out .= "\n";
+ }
+ $out .= "\t\tOutputDebugString( \"\\n\" );\n";
+ return $out;
+}
+
+sub CreateCCodeToSpewStaticCombo
+{
+ local( $out ) = "";
+
+ $out .= "\t\tOutputDebugString( \"src:$fxc_filename vcs:$fxc_basename static index\" );\n";
+ $out .= "\t\tchar tmp[128];\n";
+ $out .= "\t\tint shaderID = ";
+
+ 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;
+ $out .= "( $scale * $varname ) + ";
+ $scale *= $staticDefineMax[$i] - $staticDefineMin[$i] + 1;
+ }
+ $out .= "0;\n";
+
+# $out .= "\t\tsprintf( tmp, \"\%d\\n\", shaderID );\n";
+# $out .= "\t\tOutputDebugString( tmp );\n\n";
+ if( scalar( @staticDefineNames ) + scalar( @staticDefineNames ) > 0 )
+ {
+ $out .= "\t\tint nCombo = shaderID;\n";
+ }
+
+ my $type = GetShaderType( $fxc_filename );
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
+ {
+ $out .= "\t\tnCombo = nCombo / " . ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) . ";\n";
+ }
+ for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
+ {
+ $out .= "\t\tint n$staticDefineNames[$i] = nCombo % ";
+ $out .= ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) + $staticDefineMin[$i];
+ $out .= ";\n";
+
+ $out .= "\t\tsprintf( tmp, \"\%d\", n$staticDefineNames[$i] );\n";
+ $out .= "\t\tOutputDebugString( \" $staticDefineNames[$i]";
+ $out .= "=\" );\n";
+ $out .= "\t\tOutputDebugString( tmp );\n";
+
+ $out .= "\t\tnCombo = nCombo / " . ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) . ";\n";
+ $out .= "\n";
+ }
+ $out .= "\t\tOutputDebugString( \"\\n\" );\n";
+ return $out;
+}
+
+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";
+ 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";
+# 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_basename;
+ $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, $max );
+ }
+ push @outputHeader, "public:\n";
+# push @outputHeader, "void SetPixelShaderIndex( IShaderAPI *pShaderAPI ) { pShaderAPI->SetPixelShaderIndex( GetIndex() ); }\n";
+ push @outputHeader, "\t$classname()\n";
+ push @outputHeader, "\t{\n";
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
+ {
+ local( $name ) = @dynamicDefineNames[$i];
+ local( $boolname ) = "m_b" . $name;
+ local( $varname ) = "m_n" . $name;
+ push @outputHeader, "#ifdef _DEBUG\n";
+ push @outputHeader, "\t\t$boolname = false;\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)
+ {
+ # can't do this static and dynamic can see each other.
+# $skip =~ s/\$/m_n/g;
+# $skip =~ s/defined//g;
+# push @outputHeader, "\t\tAssert( !( $skip ) );\n";
+# print "\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";
+ push @outputHeader, "\#define shaderDynamicTest_" . $basename . " ";
+ my $prefix;
+ my $shaderType = &GetShaderType( $fxc_filename );
+ if( $shaderType =~ m/^vs/i )
+ {
+ $prefix = "vsh_";
+ }
+ else
+ {
+ $prefix = "psh_";
+ }
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
+ {
+ local( $name ) = @dynamicDefineNames[$i];
+ push @outputHeader, $prefix . "forgot_to_set_dynamic_" . $name . " + ";
+ }
+ push @outputHeader, "0\n";
+}
+
+sub WriteStaticHelperClasses
+{
+ local( $basename ) = $fxc_basename;
+ $basename =~ tr/A-Z/a-z/;
+ local( $classname ) = $basename . "_Static_Index";
+ push @outputHeader, "#include \"shaderlib/cshader.h\"\n";
+ 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, $max );
+ }
+ push @outputHeader, "public:\n";
+# push @outputHeader, "void SetShaderIndex( IShaderShadow *pShaderShadow ) { pShaderShadow->SetPixelShaderIndex( GetIndex() ); }\n";
+ push @outputHeader, "\t$classname( )\n";
+ push @outputHeader, "\t{\n";
+ for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
+ {
+ local( $name ) = @staticDefineNames[$i];
+ local( $boolname ) = "m_b" . $name;
+ local( $varname ) = "m_n" . $name;
+ if ( length( $staticDefineInit{$name} ) )
+ {
+ push @outputHeader, "#ifdef _DEBUG\n";
+ push @outputHeader, "\t\t$boolname = true;\n";
+ push @outputHeader, "#endif // _DEBUG\n";
+ push @outputHeader, "\t\t$varname = $staticDefineInit{$name};\n";
+ }
+ else
+ {
+ push @outputHeader, "#ifdef _DEBUG\n";
+ push @outputHeader, "\t\t$boolname = false;\n";
+ push @outputHeader, "#endif // _DEBUG\n";
+ push @outputHeader, "\t\t$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";
+ push @outputHeader, "\#define shaderStaticTest_" . $basename . " ";
+ my $prefix;
+ my $shaderType = &GetShaderType( $fxc_filename );
+ if( $shaderType =~ m/^vs/i )
+ {
+ $prefix = "vsh_";
+ }
+ else
+ {
+ $prefix = "psh_";
+ }
+ for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
+ {
+ local( $name ) = @staticDefineNames[$i];
+ push @outputHeader, $prefix . "forgot_to_set_static_" . $name . " + " unless (length($staticDefineInit{$name} ));
+ }
+ push @outputHeader, "0\n";
+}
+
+sub GetNewMainName
+{
+ local( $shadername ) = shift;
+ local( $combo ) = shift;
+ local( $i );
+ $shadername =~ s/\./_/g;
+ local( $name ) = $shadername;
+ for( $i = 0; $i < scalar( @defineNames ); $i++ )
+ {
+ local( $val ) = ( $combo % ( $defineMax[$i] - $defineMin[$i] + 1 ) ) + $defineMin[$i];
+ $name .= "_" . $defineNames[$i] . "_" . $val;
+ $combo = $combo / ( $defineMax[$i] - $defineMin[$i] + 1 );
+ }
+# return $name;
+ return "main";
+}
+
+sub RenameMain
+{
+ local( $shadername ) = shift;
+ local( $combo ) = shift;
+ local( $name ) = &GetNewMainName( $shadername, $combo );
+ return "/Dmain=$name /E$name ";
+}
+
+sub GetShaderType
+{
+ local( $shadername ) = shift; # hack - use global variables
+ $shadername = $fxc_basename;
+ if( $shadername =~ m/ps30/i )
+ {
+ if( $debug )
+ {
+ return "ps_3_sw";
+ }
+ else
+ {
+ return "ps_3_0";
+ }
+ }
+ elsif( $shadername =~ m/ps20b/i )
+ {
+ return "ps_2_b";
+ }
+ elsif( $shadername =~ m/ps20/i )
+ {
+ if( $debug )
+ {
+ return "ps_2_sw";
+ }
+ else
+ {
+ if( $ps2a )
+ {
+ return "ps_2_a";
+ }
+ else
+ {
+ return "ps_2_0";
+ }
+ }
+ }
+ elsif( $shadername =~ m/ps14/i )
+ {
+ return "ps_1_4";
+ }
+ elsif( $shadername =~ m/ps11/i )
+ {
+ return "ps_1_1";
+ }
+ elsif( $shadername =~ m/vs30/i )
+ {
+ if( $debug )
+ {
+ return "vs_3_sw";
+ }
+ else
+ {
+ return "vs_3_0";
+ }
+ }
+ elsif( $shadername =~ m/vs20/i )
+ {
+ if( $debug )
+ {
+ return "vs_2_sw";
+ }
+ else
+ {
+ return "vs_2_0";
+ }
+ }
+ elsif( $shadername =~ m/vs14/i )
+ {
+ return "vs_1_1";
+ }
+ elsif( $shadername =~ m/vs11/i )
+ {
+ return "vs_1_1";
+ }
+ else
+ {
+ die "\n\nSHADERNAME = $shadername\n\n";
+ }
+}
+
+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;
+}
+
+sub CreateCFuncToCreateCompileCommandLine
+{
+ local( $out ) = "";
+
+ $out .= "\t\tOutputDebugString( \"compiling src:$fxc_filename vcs:$fxc_basename \" );\n";
+ $out .= "\t\tchar tmp[128];\n";
+ $out .= "\t\tsprintf( tmp, \"\%d\\n\", shaderID );\n";
+ $out .= "\t\tOutputDebugString( tmp );\n";
+ $out .= "\t\tstatic PrecompiledShaderByteCode_t byteCode;\n";
+ if( scalar( @dynamicDefineNames ) + scalar( @staticDefineNames ) > 0 )
+ {
+ $out .= "\t\tint nCombo = shaderID;\n";
+ }
+
+# $out .= "\tvoid BuildCompileCommandLine( int nCombo, char *pResult, int maxLength )\n";
+# $out .= "\t{\n";
+ $out .= "\t\tD3DXMACRO ";
+ $out .= "defineMacros";
+ $out .= "[";
+ $out .= scalar( @dynamicDefineNames ) + scalar( @staticDefineNames ) + 1; # add 1 for null termination
+ $out .= "];\n";
+ if( scalar( @dynamicDefineNames ) + scalar( @staticDefineNames ) > 0 )
+ {
+ $out .= "\t\tchar tmpStringBuf[1024];\n";
+ $out .= "\t\tchar *pTmpString = tmpStringBuf;\n\n";
+ }
+
+ local( $i );
+ my $type = GetShaderType( $fxc_filename );
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
+ {
+ $out .= "\t\tsprintf( pTmpString, \"%d\", nCombo % ";
+ $out .= ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) + $dynamicDefineMin[$i];
+ $out .= " );\n";
+ $out .= "\t\tdefineMacros";
+ $out .= "[";
+ $out .= $i;
+ $out .= "]";
+ $out .= "\.Name = ";
+ $out .= "\"$dynamicDefineNames[$i]\";\n";
+
+ $out .= "\t\tint n$dynamicDefineNames[$i] = nCombo % ";
+ $out .= ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) + $dynamicDefineMin[$i];
+ $out .= ";\n";
+ $out .= "\t\tUNUSED( n$dynamicDefineNames[$i] );\n";
+
+ $out .= "\t\tdefineMacros";
+ $out .= "[";
+ $out .= $i;
+ $out .= "]";
+ $out .= "\.Definition = ";
+ $out .= "pTmpString;\n";
+ $out .= "\t\tpTmpString += strlen( pTmpString ) + 1;\n";
+
+ $out .= "\t\tsprintf( tmp, \"\%d\", n$dynamicDefineNames[$i] );\n";
+ $out .= "\t\tOutputDebugString( \" $dynamicDefineNames[$i]";
+ $out .= "=\" );\n";
+ $out .= "\t\tOutputDebugString( tmp );\n";
+
+ $out .= "\t\tnCombo = nCombo / " . ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) . ";\n";
+ $out .= "\n";
+ }
+ for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
+ {
+ $out .= "\t\tsprintf( pTmpString, \"%d\", nCombo % ";
+ $out .= ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) + $staticDefineMin[$i];
+ $out .= " );\n";
+ $out .= "\t\tdefineMacros";
+ $out .= "[";
+ $out .= $i + scalar( @dynamicDefineNames );
+ $out .= "]";
+ $out .= "\.Name = ";
+ $out .= "\"$staticDefineNames[$i]\";\n";
+
+ $out .= "\t\tint n$staticDefineNames[$i] = nCombo % ";
+ $out .= ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) + $staticDefineMin[$i];
+ $out .= ";\n";
+ $out .= "\t\tUNUSED( n$staticDefineNames[$i] );\n";
+
+ $out .= "\t\tdefineMacros";
+ $out .= "[";
+ $out .= $i + scalar( @dynamicDefineNames );
+ $out .= "]";
+ $out .= "\.Definition = ";
+ $out .= "pTmpString;\n";
+ $out .= "\t\tpTmpString += strlen( pTmpString ) + 1;\n";
+
+ $out .= "\t\tsprintf( tmp, \"\%d\", n$staticDefineNames[$i] );\n";
+ $out .= "\t\tOutputDebugString( \" $staticDefineNames[$i]";
+ $out .= "=\" );\n";
+ $out .= "\t\tOutputDebugString( tmp );\n";
+
+ $out .= "\t\tnCombo = nCombo / " . ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) . ";\n";
+ $out .= "\n";
+ }
+
+ $out .= "\t\tOutputDebugString( \"\\n\" );\n";
+
+ $cskipcode = $perlskipcode;
+ $cskipcode =~ s/\$/n/g;
+ $out .= "\t\tif( $cskipcode )\n\t\t{\n";
+ $out .= "\t\t\tstatic char blah[4] = { 0, 0, 0, 0 };\n";
+ $out .= "\t\t\tbyteCode.m_pRawData = blah;\n";
+ $out .= "\t\t\tbyteCode.m_nSizeInBytes = 4;\n";
+ $out .= "\t\t\treturn byteCode;\n";
+ $out .= "\t\t}\n";
+
+
+
+ $out .= "\t\t// Must null terminate macros.\n";
+ $out .= "\t\tdefineMacros[";
+ $out .= scalar( @dynamicDefineNames ) + scalar( @staticDefineNames );
+ $out .= "]";
+ $out .= ".Name = NULL;\n";
+ $out .= "\t\tdefineMacros[";
+ $out .= scalar( @dynamicDefineNames ) + scalar( @staticDefineNames );
+ $out .= "]";
+ $out .= ".Definition = NULL;\n\n";
+
+
+ $out .= "\t\tLPD3DXBUFFER pShader; // NOTE: THESE LEAK!!!\n";
+ $out .= "\t\tLPD3DXBUFFER pErrorMessages; // NOTE: THESE LEAK!!!\n";
+ $out .= "\t\tHRESULT hr = D3DXCompileShaderFromFile( \"u:\\\\hl2_e3_2004\\\\src_e3_2004\\\\materialsystem\\\\stdshaders\\\\$fxc_filename\",\n\t\t\tdefineMacros,\n\t\t\tNULL, // LPD3DXINCLUDE \n\t\t\t\"main\",\n\t\t\t\"$type\",\n\t\t\t0, // DWORD Flags\n\t\t\t&pShader,\n\t\t\t&pErrorMessages,\n\t\t\tNULL // LPD3DXCONSTANTTABLE *ppConstantTable\n\t\t\t );\n";
+ $out .= "\t\tif( hr != D3D_OK )\n";
+ $out .= "\t\t{\n";
+ $out .= "\t\t\tconst char *pErrorMessageString = ( const char * )pErrorMessages->GetBufferPointer();\n";
+ $out .= "\t\t\tOutputDebugString( pErrorMessageString );\n";
+ $out .= "\t\t\tOutputDebugString( \"\\n\" );\n";
+ $out .= "\t\t\tAssert( 0 );\n";
+ $out .= "\t\t\tstatic char blah[4] = { 0, 0, 0, 0 };\n";
+ $out .= "\t\t\tbyteCode.m_pRawData = blah;\n";
+ $out .= "\t\t\tbyteCode.m_nSizeInBytes = 4;\n";
+ $out .= "\t\t}\n";
+ $out .= "\t\telse\n";
+ $out .= "\t\t{\n";
+ $out .= "\t\t\tbyteCode.m_pRawData = pShader->GetBufferPointer();\n";
+ $out .= "\t\t\tbyteCode.m_nSizeInBytes = pShader->GetBufferSize();\n";
+ $out .= "\t\t}\n";
+ $out .= "\t\treturn byteCode;\n";
+ return $out;
+}
+
+#print "--------\n";
+
+if ( $g_x360 )
+{
+ $fxctmp = "fxctmp9_360_tmp";
+}
+else
+{
+ $fxctmp = "fxctmp9_tmp";
+}
+
+if( !stat $fxctmp )
+{
+ mkdir $fxctmp, 0777 || die $!;
+}
+
+# suck in an input file (using includes)
+#print "$fxc_filename...";
+@fxc = ReadInputFile( $fxc_filename );
+
+# READ THE TOP OF THE FILE TO FIND SHADER COMBOS
+foreach $line ( @fxc )
+{
+ $line="" if ($g_x360 && ($line=~/\[PC\]/)); # line marked as [PC] when building for x360
+ $line="" if (($g_x360 == 0) && ($line=~/\[XBOX\]/)); # line marked as [XBOX] when building for pc
+
+ if ( $fxc_basename =~ m/_ps(\d+\w?)$/i )
+ {
+ my $psver = $1;
+ $line="" if (($line =~/\[ps\d+\w?\]/i) && ($line!~/\[ps$psver\]/i)); # line marked for a version of compiler and not what we build
+ }
+ if ( $fxc_basename =~ m/_vs(\d+\w?)$/i )
+ {
+ my $vsver = $1;
+ $line="" if (($line =~/\[vs\d+\w?\]/i) && ($line!~/\[vs$vsver\]/i)); # line marked for a version of compiler and not what we build
+ }
+
+ my $init_expr;
+
+ $init_expr = $1 if ( $line=~/\[\=([^\]]+)\]/); # parse default init expression for combos
+
+ $line=~s/\[[^\[\]]*\]//; # cut out all occurrences of
+ # square brackets and whatever is
+ # inside all these modifications
+ # to the line are seen later when
+ # processing skips and centroids
+
+ next if( $line =~ m/^\s*$/ );
+
+ if( $line =~ m/^\s*\/\/\s*STATIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
+ {
+ local( $name, $min, $max );
+ $name = $1;
+ $min = $2;
+ $max = $3;
+ # print STDERR "STATIC: \"$name\" \"$min..$max\"\n";
+ push @staticDefineNames, $name;
+ push @staticDefineMin, $min;
+ push @staticDefineMax, $max;
+ $staticDefineInit{$name}=$init_expr;
+ }
+ elsif( $line =~ m/^\s*\/\/\s*DYNAMIC\s*\:\s*\"(.*)\"\s+\"(\d+)\.\.(\d+)\"/ )
+ {
+ local( $name, $min, $max );
+ $name = $1;
+ $min = $2;
+ $max = $3;
+ # print STDERR "DYNAMIC: \"$name\" \"$min..$max\"\n";
+ push @dynamicDefineNames, $name;
+ push @dynamicDefineMin, $min;
+ push @dynamicDefineMax, $max;
+ }
+}
+# READ THE WHOLE FILE AND FIND SKIP STATEMENTS
+foreach $line ( @fxc )
+{
+ if( $line =~ m/^\s*\/\/\s*SKIP\s*\s*\:\s*(.*)$/ )
+ {
+ # print $1 . "\n";
+ $perlskipcode .= "(" . $1 . ")||";
+ push @perlskipcodeindividual, $1;
+ }
+}
+
+if( defined $perlskipcode )
+{
+ $perlskipcode .= "0";
+ $perlskipcode =~ s/\n//g;
+}
+else
+{
+ $perlskipcode = "0";
+}
+
+# READ THE WHOLE FILE AND FIND CENTROID STATEMENTS
+foreach $line ( @fxc )
+{
+ if( $line =~ m/^\s*\/\/\s*CENTROID\s*\:\s*TEXCOORD(\d+)\s*$/ )
+ {
+ $centroidEnable{$1} = 1;
+# print "CENTROID: $1\n";
+ }
+}
+
+if( $spewCombos )
+{
+ push @outputHeader, "#include \"windows.h\"\n";
+}
+
+#push @outputHeader, "\#include \"shaderlib\\baseshader.h\"\n";
+#push @outputHeader, "IShaderDynamicAPI *CBaseShader::s_pShaderAPI;\n";
+
+# Go ahead an compute the mask of samplers that need to be centroid sampled
+$centroidMask = 0;
+foreach $centroidRegNum ( keys( %centroidEnable ) )
+{
+# print "THING: $samplerName $centroidRegNum\n";
+ $centroidMask += 1 << $centroidRegNum;
+}
+
+#printf "0x%x\n", $centroidMask;
+
+$numCombos = &CalcNumCombos();
+#print "$numCombos combos\n";
+
+
+if( $g_produceCompiledVcs && !$dynamic_compile )
+{
+ open FOUT, ">>filelistgen.txt" || die "can't open filelistgen.txt";
+
+ print FOUT "**** generated by fxc_prep.pl ****\n";
+ print FOUT "#BEGIN " . $fxc_basename . "\n";
+ print FOUT "$fxc_filename" . "\n";
+ print FOUT "#DEFINES-D:\n";
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); \$i++ )
+ {
+ print FOUT "$dynamicDefineNames[$i]=";
+ print FOUT $dynamicDefineMin[$i];
+ print FOUT "..";
+ print FOUT $dynamicDefineMax[$i];
+ print FOUT "\n";
+ }
+ print FOUT "#DEFINES-S:\n";
+ for( $i = 0; $i < scalar( @staticDefineNames ); \$i++ )
+ {
+ print FOUT "$staticDefineNames[$i]=";
+ print FOUT $staticDefineMin[$i];
+ print FOUT "..";
+ print FOUT $staticDefineMax[$i];
+ print FOUT "\n";
+ }
+ print FOUT "#SKIP:\n";
+ print FOUT "$perlskipcode\n";
+ print FOUT "#COMMAND:\n";
+ # first line
+ print FOUT "fxc.exe ";
+ print FOUT "/DTOTALSHADERCOMBOS=$numCombos ";
+ print FOUT "/DCENTROIDMASK=$centroidMask ";
+ print FOUT "/DNUMDYNAMICCOMBOS=" . &CalcNumDynamicCombos() . " ";
+ print FOUT "/DFLAGS=0x0 "; # Nothing here for now.
+ print FOUT "\n";
+#defines go here
+# second line
+ print FOUT &RenameMain( $fxc_filename, $i );
+ print FOUT "/T" . &GetShaderType( $fxc_filename ) . " ";
+ print FOUT "/DSHADER_MODEL_" . &ToUpper( &GetShaderType( $fxc_filename ) ) . "=1 ";
+ if( $nvidia )
+ {
+ print FOUT "/DNV3X=1 "; # enable NV3X codepath
+ }
+ if ( $g_x360 )
+ {
+ print FOUT "/D_X360=1 "; # shaders can identify X360 centric code
+ # print FOUT "/Xbe:2- "; # use the less-broken old back end
+ }
+ if( $debug )
+ {
+ print FOUT "/Od "; # disable optimizations
+ print FOUT "/Zi "; # enable debug info
+ }
+# print FOUT "/Zi "; # enable debug info
+ print FOUT "/nologo ";
+# print FOUT "/Fhtmpshader.h ";
+ print FOUT "/Foshader.o ";
+ print FOUT "$fxc_filename";
+ print FOUT ">output.txt 2>&1";
+ print FOUT "\n";
+ #end of command line
+ print FOUT "#END\n";
+ print FOUT "**** end ****\n";
+
+ close FOUT;
+}
+
+if ( $g_produceCppClasses )
+{
+ # Write out the C++ helper class for picking shader combos
+ &WriteStaticHelperClasses();
+ &WriteDynamicHelperClasses();
+ my $incfilename = "$fxctmp\\$fxc_basename" . ".inc";
+ &WriteFile( $incfilename, join( "", @outputHeader ) );
+}
+
+
+
+if( $generateListingFile )
+{
+ my $listFileName = "$fxctmp/$fxc_basename" . ".lst";
+ print "writing $listFileName\n";
+ if( !open FILE, ">$listFileName" )
+ {
+ die;
+ }
+ print FILE @listingOutput;
+ close FILE;
+}
+
+
+@endTimes = times;
+
+$endTime = time;
+
+#printf "Elapsed user time: %.2f seconds!\n", $endTimes[0] - $startTimes[0];
+#printf "Elapsed system time: %.2f seconds!\n", $endTimes[1] - $startTimes[1];
+#printf "Elapsed child user time: %.2f seconds!\n", $endTimes[2] - $startTimes[2];
+#printf "Elapsed child system time: %.2f seconds!\n", $endTimes[3] - $startTimes[3];
+
+#printf "Elapsed total time: %.2f seconds!\n", $endTime - $startTime;
+
diff --git a/sp/src/devtools/bin/linux/ccache b/sp/src/devtools/bin/linux/ccache Binary files differnew file mode 100644 index 00000000..9846e22d --- /dev/null +++ b/sp/src/devtools/bin/linux/ccache diff --git a/sp/src/devtools/bin/osx32/ccache b/sp/src/devtools/bin/osx32/ccache Binary files differnew file mode 100644 index 00000000..36a7081d --- /dev/null +++ b/sp/src/devtools/bin/osx32/ccache diff --git a/sp/src/devtools/bin/osx32/protoc b/sp/src/devtools/bin/osx32/protoc Binary files differnew file mode 100644 index 00000000..9f535f44 --- /dev/null +++ b/sp/src/devtools/bin/osx32/protoc diff --git a/sp/src/devtools/bin/psh_prep.pl b/sp/src/devtools/bin/psh_prep.pl new file mode 100644 index 00000000..5aa49c11 --- /dev/null +++ b/sp/src/devtools/bin/psh_prep.pl @@ -0,0 +1,333 @@ +use String::CRC32;
+BEGIN {use File::Basename; push @INC, dirname($0); }
+require "valve_perl_helpers.pl";
+
+sub BuildDefineOptions
+{
+ local( $output );
+ local( $combo ) = shift;
+ local( $i );
+ for( $i = 0; $i < scalar( @dynamicDefineNames ); $i++ )
+ {
+ local( $val ) = ( $combo % ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 ) ) + $dynamicDefineMin[$i];
+ $output .= "/D$dynamicDefineNames[$i]=$val ";
+ $combo = $combo / ( $dynamicDefineMax[$i] - $dynamicDefineMin[$i] + 1 );
+ }
+ for( $i = 0; $i < scalar( @staticDefineNames ); $i++ )
+ {
+ local( $val ) = ( $combo % ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 ) ) + $staticDefineMin[$i];
+ $output .= "/D$staticDefineNames[$i]=$val ";
+ $combo = $combo / ( $staticDefineMax[$i] - $staticDefineMin[$i] + 1 );
+ }
+ return $output;
+}
+
+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 $numCombos;
+}
+
+$g_dx9 = 1;
+
+while( 1 )
+{
+ $psh_filename = shift;
+
+ if( $psh_filename =~ m/-source/ )
+ {
+ $g_SourceDir = shift;
+ }
+ elsif( $psh_filename =~ m/-x360/ )
+ {
+ $g_x360 = 1;
+ }
+ else
+ {
+ last;
+ }
+}
+
+$psh_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 = <FILE> )
+{
+ if( $line =~ m/^\#define\s+SHADER_VCS_VERSION_NUMBER\s+(\d+)\s*$/ )
+ {
+ $shaderVersion = $1;
+ last;
+ }
+}
+if( !defined $shaderVersion )
+{
+ die "couldn't get shader version from shader_vcs_version.h";
+}
+close FILE;
+
+
+
+local( @staticDefineNames );
+local( @staticDefineMin );
+local( @staticDefineMax );
+local( @dynamicDefineNames );
+local( @dynamicDefineMin );
+local( @dynamicDefineMax );
+
+# Parse the combos.
+open PSH, "<$psh_filename";
+while( <PSH> )
+{
+ 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 "\"STATIC: $name\" \"$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;
+# print "\"DYNAMIC: $name\" \"$min..$max\"\n";
+ if (/\[(.*)\]/)
+ {
+ $platforms=$1;
+ next if ( ($g_x360) && (!($platforms=~/XBOX/i)) );
+ next if ( (!$g_x360) && (!($platforms=~/PC/i)) );
+ }
+ push @dynamicDefineNames, $name;
+ push @dynamicDefineMin, $min;
+ push @dynamicDefineMax, $max;
+ }
+}
+close PSH;
+
+$numCombos = &CalcNumCombos();
+$numDynamicCombos = &CalcNumDynamicCombos();
+print "$psh_filename\n";
+#print "$numCombos combos\n";
+#print "$numDynamicCombos dynamic combos\n";
+
+if( $g_x360 )
+{
+ $pshtmp = "pshtmp9_360";
+}
+elsif( $g_dx9 )
+{
+ $pshtmp = "pshtmp9";
+}
+else
+{
+ $pshtmp = "pshtmp8";
+}
+$basename = $psh_filename;
+$basename =~ s/\.psh$//i;
+
+for( $shaderCombo = 0; $shaderCombo < $numCombos; $shaderCombo++ )
+{
+ my $tempFilename = "shader$shaderCombo.o";
+ unlink $tempFilename;
+
+ if( $g_x360 )
+ {
+ $cmd = "$g_SourceDir\\x360xdk\\bin\\win32\\psa /D_X360=1 /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
+ }
+ else
+ {
+ $cmd = "$g_SourceDir\\dx9sdk\\utilities\\psa /Foshader$shaderCombo.o /nologo " . &BuildDefineOptions( $shaderCombo ) . "$psh_filename > NIL";
+ }
+
+ if( !stat $pshtmp )
+ {
+ mkdir $pshtmp, 0777 || die $!;
+ }
+
+# print $cmd . "\n";
+ system $cmd || die $!;
+
+ # Make sure a file got generated because sometimes the die above won't happen on compile errors.
+ my $filesize = (stat $tempFilename)[7];
+ if ( !$filesize )
+ {
+ die "Error compiling shader$shaderCombo.o";
+ }
+
+ push @outputHeader, @hdr;
+}
+
+$basename =~ s/\.fxc//gi;
+push @outputHeader, "static PrecompiledShaderByteCode_t " . $basename . "_pixel_shaders[" . $numCombos . "] = \n";
+push @outputHeader, "{\n";
+local( $j );
+for( $j = 0; $j < $numCombos; $j++ )
+{
+ local( $thing ) = "pixelShader_" . $basename . "_" . $j;
+ push @outputHeader, "\t{ " . "$thing, sizeof( $thing ) },\n";
+}
+push @outputHeader, "};\n";
+
+push @outputHeader, "struct $basename" . "PixelShader_t : public PrecompiledShader_t\n";
+push @outputHeader, "{\n";
+push @outputHeader, "\t$basename" . "PixelShader_t()\n";
+push @outputHeader, "\t{\n";
+push @outputHeader, "\t\tm_nFlags = 0;\n";
+push @outputHeader, "\t\tm_pByteCode = " . $basename . "_pixel_shaders;\n";
+push @outputHeader, "\t\tm_nShaderCount = $numCombos;\n";
+#push @outputHeader, "\t\tm_nDynamicCombos = m_nShaderCount;\n";
+push @outputHeader, "\t\t// NOTE!!! psh_prep.pl shaders are always static combos!\n";
+push @outputHeader, "\t\tm_nDynamicCombos = 1;\n";
+push @outputHeader, "\t\tm_pName = \"$basename\";\n";
+if( $basename =~ /vs\d\d/ ) # hack
+{
+ push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_VERTEX_SHADER, this );\n";
+}
+else
+{
+ push @outputHeader, "\t\tGetShaderDLL()->InsertPrecompiledShader( PRECOMPILED_PIXEL_SHADER, this );\n";
+}
+push @outputHeader, "\t}\n";
+push @outputHeader, "\tvirtual const PrecompiledShaderByteCode_t &GetByteCode( int shaderID )\n";
+push @outputHeader, "\t{\n";
+push @outputHeader, "\t\treturn m_pByteCode[shaderID];\n";
+push @outputHeader, "\t}\n";
+push @outputHeader, "};\n";
+
+push @outputHeader, "static $basename" . "PixelShader_t $basename" . "_PixelShaderInstance;\n";
+
+
+&MakeDirHier( "shaders/psh" );
+
+my $vcsName = "";
+if( $g_x360 )
+{
+ $vcsName = $basename . ".360.vcs";
+}
+else
+{
+ $vcsName = $basename . ".vcs";
+}
+
+open COMPILEDSHADER, ">shaders/psh/$vcsName" || die;
+binmode( COMPILEDSHADER );
+
+#
+# Write out the part of the header that we know. . we'll write the rest after writing the object code.
+#
+
+#print $numCombos . "\n";
+
+# Pack arguments
+my $sInt = "i";
+my $uInt = "I";
+if ( $g_x360 )
+{
+ # Change arguments to "big endian long"
+ $sInt = "N";
+ $uInt = "N";
+}
+
+open PSH, "<$psh_filename";
+my $crc = crc32( *PSH );
+close PSH;
+#print STDERR "crc for $psh_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, 0x0; # nothing here for now.
+# centroid mask
+print COMPILEDSHADER pack $uInt, 0;
+# reference size for diffs
+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";
+ 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;
+
+
diff --git a/sp/src/devtools/bin/updateshaders.pl b/sp/src/devtools/bin/updateshaders.pl new file mode 100644 index 00000000..005e96a0 --- /dev/null +++ b/sp/src/devtools/bin/updateshaders.pl @@ -0,0 +1,305 @@ +use String::CRC32;
+BEGIN {use File::Basename; push @INC, dirname($0); }
+require "valve_perl_helpers.pl";
+
+$dynamic_compile = defined $ENV{"dynamic_shaders"} && $ENV{"dynamic_shaders"} != 0;
+
+$depnum = 0;
+$baseSourceDir = ".";
+
+my %dep;
+
+sub GetAsmShaderDependencies_R
+{
+ local( $shadername ) = shift;
+ local( *SHADER );
+
+ open SHADER, "<$shadername";
+ while( <SHADER> )
+ {
+ if( m/^\s*\#\s*include\s+\"(.*)\"/ )
+ {
+ # make sure it isn't in there already.
+ if( !defined( $dep{$1} ) )
+ {
+ $dep{$1} = 1;
+ GetAsmShaderDependencies_R( $1 );
+ }
+ }
+ }
+ close SHADER;
+}
+
+sub GetAsmShaderDependencies
+{
+ local( $shadername ) = shift;
+ undef %dep;
+ GetAsmShaderDependencies_R( $shadername );
+# local( $i );
+# foreach $i ( keys( %dep ) )
+# {
+# print "$shadername depends on $i\n";
+# }
+ return keys( %dep );
+}
+
+sub GetShaderType
+{
+ my $shadername = shift;
+ my $shadertype;
+ if( $shadername =~ m/\.vsh/i )
+ {
+ $shadertype = "vsh";
+ }
+ elsif( $shadername =~ m/\.psh/i )
+ {
+ $shadertype = "psh";
+ }
+ elsif( $shadername =~ m/\.fxc/i )
+ {
+ $shadertype = "fxc";
+ }
+ else
+ {
+ die;
+ }
+ return $shadertype;
+}
+
+sub GetShaderSrc
+{
+ my $shadername = shift;
+ if ( $shadername =~ m/^(.*)-----/i )
+ {
+ return $1;
+ }
+ else
+ {
+ return $shadername;
+ }
+}
+
+sub GetShaderBase
+{
+ my $shadername = shift;
+ if ( $shadername =~ m/-----(.*)$/i )
+ {
+ return $1;
+ }
+ else
+ {
+ my $shadertype = &GetShaderType( $shadername );
+ $shadername =~ s/\.$shadertype//i;
+ return $shadername;
+ }
+}
+
+sub DoAsmShader
+{
+ my $argstring = shift;
+ my $shadername = &GetShaderSrc( $argstring );
+ my $shaderbase = &GetShaderBase( $argstring );
+ my $shadertype = &GetShaderType( $argstring );
+ my $incfile = "";
+ if( $shadertype eq "fxc" || $shadertype eq "vsh" )
+ {
+ $incfile = $shadertype . "tmp9" . $g_tmpfolder . "\\$shaderbase.inc ";
+ }
+
+ my $vcsfile = $shaderbase . $g_vcsext;
+ my $bWillCompileVcs = 1;
+ if( ( $shadertype eq "fxc") && $dynamic_compile )
+ {
+ $bWillCompileVcs = 0;
+ }
+ if( $shadercrcpass{$argstring} )
+ {
+ $bWillCompileVcs = 0;
+ }
+
+ if( $bWillCompileVcs )
+ {
+ &output_makefile_line( $incfile . "shaders\\$shadertype\\$vcsfile: $shadername @dep\n") ;
+ }
+ else
+ {
+ # psh files don't need a rule at this point since they don't have inc files and we aren't compiling a vcs.
+ if( $shadertype eq "fxc" || $shadertype eq "vsh" )
+ {
+ &output_makefile_line( $incfile . ": $shadername @dep\n") ;
+ }
+ }
+
+
+ my $x360switch = "";
+ my $moreswitches = "";
+ if( !$bWillCompileVcs && $shadertype eq "fxc" )
+ {
+ $moreswitches .= "-novcs ";
+ }
+ if( $g_x360 )
+ {
+ $x360switch = "-x360";
+
+ if( $bWillCompileVcs && ( $shaderbase =~ m/_ps20$/i ) )
+ {
+ $moreswitches .= "-novcs ";
+ $bWillCompileVcs = 0;
+ }
+ }
+
+ # if we are psh and we are compiling the vcs, we don't need this rule.
+ if( !( $shadertype eq "psh" && !$bWillCompileVcs ) )
+ {
+ &output_makefile_line( "\tperl $g_SourceDir\\devtools\\bin\\" . $shadertype . "_prep.pl $moreswitches $x360switch -source \"$g_SourceDir\" $argstring\n") ;
+ }
+
+ if( $bWillCompileVcs )
+ {
+ &output_makefile_line( "\techo $shadername>> filestocopy.txt\n") ;
+ my $dep;
+ foreach $dep( @dep )
+ {
+ &output_makefile_line( "\techo $dep>> filestocopy.txt\n") ;
+ }
+ }
+ &output_makefile_line( "\n") ;
+}
+
+if( scalar( @ARGV ) == 0 )
+{
+ die "Usage updateshaders.pl shaderprojectbasename\n\tie: updateshaders.pl stdshaders_dx6\n";
+}
+
+$g_x360 = 0;
+$g_tmpfolder = "_tmp";
+$g_vcsext = ".vcs";
+
+while( 1 )
+{
+ $inputbase = shift;
+
+ if( $inputbase =~ m/-source/ )
+ {
+ $g_SourceDir = shift;
+ }
+ elsif( $inputbase =~ m/-x360/ )
+ {
+ $g_x360 = 1;
+ $g_tmpfolder = "_360_tmp";
+ $g_vcsext = ".360.vcs";
+ }
+ elsif( $inputbase =~ m/-execute/ )
+ {
+ $g_execute = 1;
+ }
+ elsif( $inputbase =~ m/-nv3x/ )
+ {
+ $nv3x = 1;
+ }
+ else
+ {
+ last;
+ }
+}
+
+my @srcfiles = &LoadShaderListFile( $inputbase );
+
+open MAKEFILE, ">makefile\.$inputbase";
+open COPYFILE, ">makefile\.$inputbase\.copy";
+open INCLIST, ">inclist.txt";
+open VCSLIST, ">vcslist.txt";
+
+# make a default dependency that depends on all of the shaders.
+&output_makefile_line( "default: ") ;
+foreach $shader ( @srcfiles )
+{
+ my $shadertype = &GetShaderType( $shader );
+ my $shaderbase = &GetShaderBase( $shader );
+ my $shadersrc = &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";
+ &output_makefile_line( " $incFileName" );
+ &output_inclist_line( "$incFileName\n" );
+ }
+
+ my $vcsfile = $shaderbase . $g_vcsext;
+
+ my $compilevcs = 1;
+ if( $shadertype eq "fxc" && $dynamic_compile )
+ {
+ $compilevcs = 0;
+ }
+ if( $g_x360 && ( $shaderbase =~ m/_ps20$/i ) )
+ {
+ $compilevcs = 0;
+ }
+ if( $compilevcs )
+ {
+ my $vcsFileName = "..\\..\\..\\game\\hl2\\shaders\\$shadertype\\$shaderbase" . $g_vcsext;
+ # We want to check for perforce operations even if the crc matches in the event that a file has been manually reverted and needs to be checked out again.
+ &output_vcslist_line( "$vcsFileName\n" );
+ $shadercrcpass{$shader} = &CheckCRCAgainstTarget( $shadersrc, $vcsFileName, 0 );
+ if( $shadercrcpass{$shader} )
+ {
+ $compilevcs = 0;
+ }
+ }
+ if( $compilevcs )
+ {
+ &output_makefile_line( " shaders\\$shadertype\\$vcsfile" );
+ # emit a list of vcs files to copy to the target since we want to build them.
+ &output_copyfile_line( GetShaderSrc($shader) . "-----" . GetShaderBase($shader) . "\n" );
+ }
+}
+&output_makefile_line( "\n\n") ;
+
+# Insert all of our vertex shaders and depencencies
+$lastshader = "";
+foreach $shader ( @srcfiles )
+{
+ my $currentshader = &GetShaderSrc( $shader );
+ if ( $lastshader ne $currentshader )
+ {
+ $lastshader = $currentshader;
+ @dep = &GetAsmShaderDependencies( $lastshader );
+ }
+ &DoAsmShader( $shader );
+}
+close VCSLIST;
+close INCLIST;
+close COPYFILE;
+close MAKEFILE;
+
+# nuke the copyfile if it is zero length
+if( ( stat "makefile\.$inputbase\.copy" )[7] == 0 )
+{
+ unlink "makefile\.$inputbase\.copy";
+}
+
+sub output_makefile_line
+{
+ local ($_)=@_;
+ print MAKEFILE $_;
+}
+
+sub output_copyfile_line
+{
+ local ($_)=@_;
+ print COPYFILE $_;
+}
+
+sub output_vcslist_line
+{
+ local ($_)=@_;
+ print VCSLIST $_;
+}
+
+sub output_inclist_line
+{
+ local ($_)=@_;
+ print INCLIST $_;
+}
+
diff --git a/sp/src/devtools/bin/vsh_prep.pl b/sp/src/devtools/bin/vsh_prep.pl new file mode 100644 index 00000000..1ba8b6f1 --- /dev/null +++ b/sp/src/devtools/bin/vsh_prep.pl @@ -0,0 +1,1106 @@ +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 = <INPUT> )
+ {
+ $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 = <INPUT> )
+ {
+ 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 = <FILE>;
+ }
+ 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 = <FILE> )
+{
+ 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 );
+}
+
diff --git a/sp/src/devtools/gendbg.sh b/sp/src/devtools/gendbg.sh new file mode 100644 index 00000000..3bf30781 --- /dev/null +++ b/sp/src/devtools/gendbg.sh @@ -0,0 +1,44 @@ +#!/bin/bash + +OBJCOPY=objcopy + +function usage { + echo "$0 /path/to/input/file [-o /path/to/output/file ]" + echo "" +} + +if [ $# == 0 ]; then + usage + exit 2 +fi + +if [ $(basename $1) == $1 ]; then + INFILEDIR=$PWD +else + INFILEDIR=$(cd ${1%/*} && echo $PWD) +fi +INFILE=$(basename $1) + +OUTFILEDIR=$INFILEDIR +OUTFILE=$INFILE.dbg + +while getopts "o:" opt; do + case $opt in + o) + OUTFILEDIR=$(cd ${OPTARG%/*} && echo $PWD) + OUTFILE=$(basename $OPTARG) + ;; + esac +done + +if [ "$OUTFILEDIR" != "$INFILEDIR" ]; then + INFILE=${INFILEDIR}/${INFILE} + OUTFILE=${OUTFILEDIR}/${OUTFILE} +fi + +pushd "$INFILEDIR" +$OBJCOPY "$INFILE" "$OUTFILE" +$OBJCOPY --add-gnu-debuglink="$OUTFILE" "$INFILE" +popd + + diff --git a/sp/src/devtools/makefile_base_posix.mak b/sp/src/devtools/makefile_base_posix.mak new file mode 100644 index 00000000..c529abdf --- /dev/null +++ b/sp/src/devtools/makefile_base_posix.mak @@ -0,0 +1,494 @@ +# +# Base makefile for Linux and OSX +# +# !!!!! Note to future editors !!!!! +# +# before you make changes, make sure you grok: +# 1. the difference between =, :=, +=, and ?= +# 2. how and when this base makefile gets included in the generated makefile(s) +# ( see http://www.gnu.org/software/make/manual/make.html#Flavors ) +# +# Command line prefixes: +# - errors are ignored +# @ command is not printed to stdout before being executed +# + command is executed even if Make is invoked in "do not exec" mode + +OS := $(shell uname) +HOSTNAME := $(shell hostname) + +-include $(SRCROOT)/devtools/steam_def.mak +-include $(SRCROOT)/devtools/sourcesdk_def.mak + +# To build with clang, set the following in your environment: +# CC = clang +# CXX = clang++ + +ifeq ($(CFG), release) + # With gcc 4.6.3, engine.so went from 7,383,765 to 8,429,109 when building with -O3. + # There also was no speed difference running at 1280x1024. May 2012, mikesart. + # tonyp: The size increase was likely caused by -finline-functions and -fipa-cp-clone getting switched on with -O3. + # -fno-omit-frame-pointer: need this for stack traces with perf. + OptimizerLevel_CompilerSpecific = -O2 -fno-strict-aliasing -ffast-math -fno-omit-frame-pointer -ftree-vectorize -fpredictive-commoning -funswitch-loops +else + OptimizerLevel_CompilerSpecific = -O0 + #-O1 -finline-functions +endif + +# CPPFLAGS == "c/c++ *preprocessor* flags" - not "cee-plus-plus flags" +ARCH_FLAGS = +BUILDING_MULTI_ARCH = 0 +CPPFLAGS = $(DEFINES) $(addprefix -I, $(abspath $(INCLUDEDIRS) )) +CFLAGS = $(ARCH_FLAGS) $(CPPFLAGS) $(WARN_FLAGS) -fvisibility=$(SymbolVisibility) $(OptimizerLevel) -pipe $(GCC_ExtraCompilerFlags) -Usprintf -Ustrncpy -UPROTECTED_THINGS_ENABLE +CXXFLAGS = $(CFLAGS) +DEFINES += -DVPROF_LEVEL=1 -DGNUC -DNO_HOOK_MALLOC -DNO_MALLOC_OVERRIDE +LDFLAGS = $(CFLAGS) $(GCC_ExtraLinkerFlags) $(OptimizerLevel) +GENDEP_CXXFLAGS = -MD -MP -MF $(@:.o=.P) +MAP_FLAGS = + +ifeq ($(STEAM_BRANCH),1) + WARN_FLAGS = -Wall -Wextra -Wshadow -Wno-invalid-offsetof +else + WARN_FLAGS = -Wno-write-strings -Wno-multichar +endif + +WARN_FLAGS += -Wno-unknown-pragmas -Wno-unused-parameter -Wno-unused-value -Wno-missing-field-initializers -Wno-sign-compare -Wno-reorder -Wno-invalid-offsetof -Wno-float-equal -Werror=return-type -fdiagnostics-show-option -Wformat -Wformat-security + + +ifeq ($(OS),Linux) + # We should always specify -Wl,--build-id, as documented at: + # http://linux.die.net/man/1/ld and http://fedoraproject.org/wiki/Releases/FeatureBuildId.http://fedoraproject.org/wiki/Releases/FeatureBuildId + LDFLAGS += -Wl,--build-id + # Set USE_VALVE_BINDIR to build with /Steam/tools/linux in the /valve/bin path. + # Dedicated server uses this. + ifeq ($(USE_VALVE_BINDIR),1) + # dedicated server flags + ifeq ($(TARGET_PLATFORM),linux64) + VALVE_BINDIR = /valve/bin64/ + MARCH_TARGET = nocona + else + VALVE_BINDIR = /valve/bin/ + MARCH_TARGET = pentium4 + endif + STRIP_FLAGS = + else + # linux desktop client flags + VALVE_BINDIR = + # If the steam-runtime is available, use it. We should just default to using it when + # buildbot and everyone has a bit of time to get it installed. + ifneq "$(wildcard /valve/steam-runtime/bin/)" "" + VALVE_BINDIR = /valve/steam-runtime/bin/ + endif + GCC_VER = + MARCH_TARGET = pentium4 + # On dedicated servers, some plugins depend on global variable symbols in addition to functions. + # So symbols like _Z16ClearMultiDamagev should show up when you do "nm server_srv.so" in TF2. + STRIP_FLAGS = -x + endif + + ifeq ($(CXX),clang++) + # Clang does not support -mfpmath=sse because it uses whatever + # instruction set extensions are available by default. + SSE_GEN_FLAGS = -msse2 + else + SSE_GEN_FLAGS = -msse2 -mfpmath=sse + endif + + CCACHE := $(SRCROOT)/devtools/bin/linux/ccache + + ifeq ($(origin GCC_VER), undefined) + GCC_VER=-4.6 + endif + ifeq ($(origin AR), default) + AR = $(VALVE_BINDIR)ar crs + endif + ifeq ($(origin CC),default) + CC = $(CCACHE) $(VALVE_BINDIR)gcc$(GCC_VER) + endif + ifeq ($(origin CXX), default) + CXX = $(CCACHE) $(VALVE_BINDIR)g++$(GCC_VER) + endif + # Support ccache with clang. Add -Qunused-arguments to avoid excessive warnings due to + # a ccache quirk. Could also upgrade ccache. + # http://petereisentraut.blogspot.com/2011/05/ccache-and-clang.html + ifeq ($(CC),clang) + CC = $(CCACHE) $(VALVE_BINDIR)clang -Qunused-arguments + endif + ifeq ($(CXX),clang++) + CXX = $(CCACHE) $(VALVE_BINDIR)clang++ -Qunused-arguments + endif + LINK ?= $(CC) + + ifeq ($(TARGET_PLATFORM),linux64) + # nocona = pentium4 + 64bit + MMX, SSE, SSE2, SSE3 - no SSSE3 (that's three s's - added in core2) + ARCH_FLAGS += -march=$(MARCH_TARGET) -mtune=core2 + LD_SO = ld-linux-x86_64.so.2 + LIBSTDCXX := $(shell $(CXX) -print-file-name=libstdc++.a) + LIBSTDCXXPIC := $(shell $(CXX) -print-file-name=libstdc++-pic.a) + else + # pentium4 = MMX, SSE, SSE2 - no SSE3 (added in prescott) # -msse3 -mfpmath=sse + ARCH_FLAGS += -m32 -march=$(MARCH_TARGET) -mtune=core2 $(SSE_GEN_FLAGS) + LD_SO = ld-linux.so.2 + LIBSTDCXX := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so) + LIBSTDCXXPIC := $(shell $(CXX) $(ARCH_FLAGS) -print-file-name=libstdc++.so) + LDFLAGS += -m32 + endif + + GEN_SYM ?= $(SRCROOT)/devtools/gendbg.sh + ifeq ($(CFG),release) + STRIP ?= strip $(STRIP_FLAGS) -S + # CFLAGS += -ffunction-sections -fdata-sections + # LDFLAGS += -Wl,--gc-sections -Wl,--print-gc-sections + else + STRIP ?= true + endif + VSIGN ?= true + + LINK_MAP_FLAGS = -Wl,-Map,$(@:.so=).map + + SHLIBLDFLAGS = -shared $(LDFLAGS) -Wl,--no-undefined + + _WRAP := -Xlinker --wrap= + PATHWRAP = $(_WRAP)fopen $(_WRAP)freopen $(_WRAP)open $(_WRAP)creat $(_WRAP)access $(_WRAP)__xstat \ + $(_WRAP)stat $(_WRAP)lstat $(_WRAP)fopen64 $(_WRAP)open64 $(_WRAP)opendir $(_WRAP)__lxstat \ + $(_WRAP)chmod $(_WRAP)chown $(_WRAP)lchown $(_WRAP)symlink $(_WRAP)link $(_WRAP)__lxstat64 \ + $(_WRAP)mknod $(_WRAP)utimes $(_WRAP)unlink $(_WRAP)rename $(_WRAP)utime $(_WRAP)__xstat64 \ + $(_WRAP)mount $(_WRAP)mkfifo $(_WRAP)mkdir $(_WRAP)rmdir $(_WRAP)scandir $(_WRAP)realpath + + LIB_START_EXE = $(PATHWRAP) -static-libgcc -Wl,--start-group + LIB_END_EXE = -Wl,--end-group -lm -ldl $(LIBSTDCXX) -lpthread + + LIB_START_SHLIB = $(PATHWRAP) -static-libgcc -Wl,--start-group + LIB_END_SHLIB = -Wl,--end-group -lm -ldl $(LIBSTDCXXPIC) -lpthread -l:$(LD_SO) -Wl,--version-script=$(SRCROOT)/devtools/version_script.linux.txt + +endif + +ifeq ($(OS),Darwin) + OSXVER := $(shell sw_vers -productVersion) + CCACHE := $(SRCROOT)/devtools/bin/osx32/ccache + DEVELOPER_DIR := $(shell /usr/bin/xcode-select -print-path) + + ifeq (,$(findstring 10.7, $(OSXVER))) + BUILDING_ON_LION := 0 + COMPILER_BIN_DIR := $(DEVELOPER_DIR)/usr/bin + SDK_DIR := $(DEVELOPER_DIR)/SDKs + else + BUILDING_ON_LION := 1 + # Need to figure out which version of XCode you have installed + # See if you have the clang compiler in $(DEVELOPER_DIR)/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang + ifeq ($(wildcard $(DEVELOPER_DIR)/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang),) + # no clang, you're running older Xcode + COMPILER_BIN_DIR := $(DEVELOPER_DIR)/usr/bin + SDK_DIR := $(DEVELOPER_DIR)/SDKs + else + # clang is in the new Toolchain, use it + COMPILER_BIN_DIR := $(DEVELOPER_DIR)/Toolchains/XcodeDefault.xctoolchain/usr/bin + SDK_DIR := $(DEVELOPER_DIR)/Platforms/MacOSX.platform/Developer/SDKs + endif + endif + + #test to see if you have a compiler in the right place, if you don't abort with an error + + ifeq ($(wildcard $(COMPILER_BIN_DIR)/clang),) + $(error Unable to find compiler, install and configure XCode) + endif + + ifeq ($(wildcard $(COMPILER_BIN_DIR)/clang++),) + $(error Unable to find compiler, install and configure XCode) + endif + + + SDKROOT ?= $(SDK_DIR)/MacOSX10.6.sdk + + ifeq ($(origin AR), default) + AR = libtool -static -o + endif + ifeq ($(origin CC), default) + CC = $(CCACHE) $(COMPILER_BIN_DIR)/clang -Qunused-arguments + endif + ifeq ($(origin CXX), default) + CXX = $(CCACHE) $(COMPILER_BIN_DIR)/clang++ -Qunused-arguments + endif + LINK ?= $(CXX) + + ifeq (($TARGET_PLATFORM),osx64) + ARCH_FLAGS += -arch x86_64 -m64 -march=core2 + else ifeq (,$(findstring -arch x86_64,$(GCC_ExtraCompilerFlags))) + ARCH_FLAGS += -arch i386 -m32 -march=prescott -momit-leaf-frame-pointer -mtune=core2 + else + # dirty hack to build a universal binary - don't specify the architecture + ARCH_FLAGS += -arch i386 -Xarch_i386 -march=prescott -Xarch_i386 -mtune=core2 -Xarch_i386 -momit-leaf-frame-pointer -Xarch_x86_64 -march=core2 + endif + + #FIXME: NOTE:Full path specified because the xcode 4.0 preview has a terribly broken dsymutil, so ref the 3.2 one + GEN_SYM ?= $(DEVELOPER_DIR)/usr/bin/dsymutil + ifeq ($(CFG),release) + STRIP ?= strip -S + else + STRIP ?= true + endif + ifeq ($(SOURCE_SDK), 1) + VSIGN ?= true + else + VSIGN ?= $(SRCROOT)/devtools/bin/vsign + endif + + + CPPFLAGS += -I$(SDKROOT)/usr/include/malloc + CFLAGS += -isysroot $(SDKROOT) -mmacosx-version-min=10.5 -fasm-blocks + + LIB_START_EXE = -lm -ldl -lpthread + LIB_END_EXE = + + LIB_START_SHLIB = + LIB_END_SHLIB = + + SHLIBLDFLAGS = $(LDFLAGS) -bundle -flat_namespace -undefined suppress -Wl,-dead_strip -Wl,-no_dead_strip_inits_and_terms + + ifeq (lib,$(findstring lib,$(GAMEOUTPUTFILE))) + SHLIBLDFLAGS = $(LDFLAGS) -dynamiclib -current_version 1.0 -compatibility_version 1.0 -install_name @rpath/$(basename $(notdir $(GAMEOUTPUTFILE))).dylib $(SystemLibraries) -Wl,-dead_strip -Wl,-no_dead_strip_inits_and_terms + endif + +endif + +# +# Profile-directed optimizations. +# Note: Last time these were tested 3/5/08, it actually slowed down the server benchmark by 5%! +# +# First, uncomment these, build, and test. It will generate .gcda and .gcno files where the .o files are. +# PROFILE_LINKER_FLAG=-fprofile-arcs +# PROFILE_COMPILER_FLAG=-fprofile-arcs +# +# Then, comment the above flags out again and rebuild with this flag uncommented: +# PROFILE_COMPILER_FLAG=-fprofile-use +# + +############################################################################# +# The compiler command lne for each src code file to compile +############################################################################# + +OBJ_DIR = ./obj_$(NAME)_$(TARGET_PLATFORM)$(TARGET_PLATFORM_EXT)/$(CFG) +CPP_TO_OBJ = $(CPPFILES:.cpp=.o) +CXX_TO_OBJ = $(CPP_TO_OBJ:.cxx=.o) +CC_TO_OBJ = $(CXX_TO_OBJ:.cc=.o) +MM_TO_OBJ = $(CC_TO_OBJ:.mm=.o) +C_TO_OBJ = $(MM_TO_OBJ:.c=.o) +OBJS = $(addprefix $(OBJ_DIR)/, $(notdir $(C_TO_OBJ))) + +ifeq ($(MAKE_VERBOSE),1) + QUIET_PREFIX = + QUIET_ECHO_POSTFIX = +else + QUIET_PREFIX = @ + QUIET_ECHO_POSTFIX = > /dev/null +endif + +ifeq ($(MAKE_CC_VERBOSE),1) +CC += -v +endif + +ifeq ($(CONFTYPE),lib) + LIB_File = $(OUTPUTFILE) +endif + +ifeq ($(CONFTYPE),dll) + SO_File = $(OUTPUTFILE) +endif + +ifeq ($(CONFTYPE),exe) + EXE_File = $(OUTPUTFILE) +endif + +# we generate dependencies as a side-effect of compilation now +GEN_DEP_FILE= + +PRE_COMPILE_FILE = + +POST_COMPILE_FILE = + +ifeq ($(BUILDING_MULTI_ARCH),1) + SINGLE_ARCH_CXXFLAGS=$(subst -arch x86_64,,$(CXXFLAGS)) + COMPILE_FILE = \ + $(QUIET_PREFIX) \ + echo "---- $(lastword $(subst /, ,$<)) as MULTIARCH----";\ + mkdir -p $(OBJ_DIR) && \ + $(CXX) $(SINGLE_ARCH_CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $< && \ + $(CXX) $(CXXFLAGS) -o $@ -c $< +else + COMPILE_FILE = \ + $(QUIET_PREFIX) \ + echo "---- $(lastword $(subst /, ,$<)) ----";\ + mkdir -p $(OBJ_DIR) && \ + $(CXX) $(CXXFLAGS) $(GENDEP_CXXFLAGS) -o $@ -c $< +endif + +ifneq "$(origin VALVE_NO_AUTO_P4)" "undefined" + P4_EDIT_START = chmod -R +w + P4_EDIT_END = || true + P4_REVERT_START = true + P4_REVERT_END = +else + ifndef P4_EDIT_CHANGELIST + # You can use an environment variable to specify what changelist to check the Linux Binaries out into. Normally the default + # setting is best, but here is an alternate example: + # export P4_EDIT_CHANGELIST_CMD="echo 1424335" + # ?= means that if P4_EDIT_CHANGELIST_CMD is already set it won't be changed. + P4_EDIT_CHANGELIST_CMD ?= p4 changes -c `p4 client -o | grep ^Client | cut -f 2` -s pending | fgrep 'POSIX Auto Checkout' | cut -d' ' -f 2 | tail -n 1 + P4_EDIT_CHANGELIST := $(shell $(P4_EDIT_CHANGELIST_CMD)) + endif + ifeq ($(P4_EDIT_CHANGELIST),) + # If we haven't found a changelist to check out to then create one. The name must match the one from a few + # lines above or else a new changelist will be created each time. + # Warning: the behavior of 'echo' is not consistent. In bash you need the "-e" option in order for \n to be + # interpreted as a line-feed, but in dash you do not, and if "-e" is passed along then it is printed, which + # confuses p4. So, if you run this command from the bash shell don't forget to add "-e" to the echo command. + P4_EDIT_CHANGELIST = $(shell echo "Change: new\nDescription: POSIX Auto Checkout" | p4 change -i | cut -f 2 -d ' ') + endif + + P4_EDIT_START := for f in + P4_EDIT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | p4 -x - edit -c $(P4_EDIT_CHANGELIST); else p4 edit -c $(P4_EDIT_CHANGELIST) $$f; fi; fi; done $(QUIET_ECHO_POSTFIX) + P4_REVERT_START := for f in + P4_REVERT_END := ; do if [ -n $$f ]; then if [ -d $$f ]; then find $$f -type f -print | p4 -x - revert; else p4 revert $$f; fi; fi; done $(QUIET_ECHO_POSTFIX) +endif + +ifeq ($(CONFTYPE),dll) +all: $(OTHER_DEPENDENCIES) $(OBJS) $(GAMEOUTPUTFILE) + @echo $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX) +else +all: $(OTHER_DEPENDENCIES) $(OBJS) $(OUTPUTFILE) + @echo $(OUTPUTFILE) $(QUIET_ECHO_POSTFIX) +endif + +.PHONY: clean cleantargets cleanandremove rebuild relink RemoveOutputFile SingleFile + + +rebuild : + $(MAKE) -f $(firstword $(MAKEFILE_LIST)) cleanandremove + $(MAKE) -f $(firstword $(MAKEFILE_LIST)) + + +# Use the relink target to force to relink the project. +relink: RemoveOutputFile all + +RemoveOutputFile: + rm -f $(OUTPUTFILE) + + +# This rule is so you can say "make SingleFile SingleFilename=/home/myname/valve_main/src/engine/language.cpp" and have it only build that file. +# It basically just translates the full filename to create a dependency on the appropriate .o file so it'll build that. +SingleFile : RemoveSingleFile $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o + @echo "" + +RemoveSingleFile: + $(QUIET_PREFIX) rm -f $(OBJ_DIR)/$(basename $(notdir $(SingleFilename))).o + +clean: +ifneq "$(OBJ_DIR)" "" + $(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)" + $(QUIET_PREFIX) rm -rf $(OBJ_DIR) +endif +ifneq "$(OUTPUTFILE)" "" + $(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \ + echo "p4 revert $(OUTPUTFILE)"; \ + $(P4_REVERT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END); \ + fi; +endif +ifneq "$(OTHER_DEPENDENCIES)" "" + $(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)" + $(QUIET_PREFIX) rm -f $(OTHER_DEPENDENCIES) +endif +ifneq "$(GAMEOUTPUTFILE)" "" + $(QUIET_PREFIX) echo "p4 revert $(GAMEOUTPUTFILE)" + $(QUIET_PREFIX) $(P4_REVERT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_REVERT_END) +endif + + +# Do the above cleaning, except with p4 edit and rm. Reason being ar crs adds and replaces obj files to the +# archive. However if you've renamed or deleted a source file, $(AR) won't remove it. This can leave +# us with archive files that have extra unused symbols, and also potentially cause compilation errors +# when you rename a file and have many duplicate symbols. +cleanandremove: +ifneq "$(OBJ_DIR)" "" + $(QUIET_PREFIX) echo "rm -rf $(OBJ_DIR)" + $(QUIET_PREFIX) -rm -rf $(OBJ_DIR) +endif +ifneq "$(OUTPUTFILE)" "" + $(QUIET_PREFIX) if [ -e $(OUTPUTFILE) ]; then \ + echo "p4 edit and rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT)"; \ + $(P4_EDIT_START) $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END); \ + fi; + $(QUIET_PREFIX) -rm -f $(OUTPUTFILE) $(OUTPUTFILE)$(SYM_EXT); +endif +ifneq "$(OTHER_DEPENDENCIES)" "" + $(QUIET_PREFIX) echo "rm -f $(OTHER_DEPENDENCIES)" + $(QUIET_PREFIX) -rm -f $(OTHER_DEPENDENCIES) +endif +ifneq "$(GAMEOUTPUTFILE)" "" + $(QUIET_PREFIX) echo "p4 edit and rm -f $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT)" + $(QUIET_PREFIX) $(P4_EDIT_START) $(GAMEOUTPUTFILE) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END) + $(QUIET_PREFIX) -rm -f $(GAMEOUTPUTFILE) +endif + + +# This just deletes the final targets so it'll do a relink next time we build. +cleantargets: + $(QUIET_PREFIX) rm -f $(OUTPUTFILE) $(GAMEOUTPUTFILE) + + +$(LIB_File): $(OTHER_DEPENDENCIES) $(OBJS) + $(QUIET_PREFIX) -$(P4_EDIT_START) $(LIB_File) $(P4_EDIT_END); + $(QUIET_PREFIX) $(AR) $(LIB_File) $(OBJS) $(LIBFILES); + +SO_GameOutputFile = $(GAMEOUTPUTFILE) + +# Remove the target before installing a file over it; this prevents existing +# instances of the game from crashing due to the overwrite. +$(SO_GameOutputFile): $(SO_File) + $(QUIET_PREFIX) \ + $(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END) && \ + echo "----" $(QUIET_ECHO_POSTFIX);\ + echo "---- COPYING TO $@ [$(CFG)] ----";\ + echo "----" $(QUIET_ECHO_POSTFIX); + $(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE) $(P4_EDIT_END); + $(QUIET_PREFIX) -mkdir -p `dirname $(GAMEOUTPUTFILE)` > /dev/null; + $(QUIET_PREFIX) rm -f $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX); + $(QUIET_PREFIX) cp -v $(OUTPUTFILE) $(GAMEOUTPUTFILE) $(QUIET_ECHO_POSTFIX); + $(QUIET_PREFIX) -$(P4_EDIT_START) $(GAMEOUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END); + $(QUIET_PREFIX) $(GEN_SYM) $(GAMEOUTPUTFILE); + $(QUIET_PREFIX) -$(STRIP) $(GAMEOUTPUTFILE); + $(QUIET_PREFIX) $(VSIGN) -signvalve $(GAMEOUTPUTFILE); + $(QUIET_PREFIX) if [ "$(IMPORTLIBRARY)" != "" ]; then\ + echo "----" $(QUIET_ECHO_POSTFIX);\ + echo "---- COPYING TO IMPORT LIBRARY $(IMPORTLIBRARY) ----";\ + echo "----" $(QUIET_ECHO_POSTFIX);\ + $(P4_EDIT_START) $(IMPORTLIBRARY) $(P4_EDIT_END) && \ + mkdir -p `dirname $(IMPORTLIBRARY)` > /dev/null && \ + cp -v $(OUTPUTFILE) $(IMPORTLIBRARY); \ + fi; + + +$(SO_File): $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES) + $(QUIET_PREFIX) \ + echo "----" $(QUIET_ECHO_POSTFIX);\ + echo "---- LINKING $@ [$(CFG)] ----";\ + echo "----" $(QUIET_ECHO_POSTFIX);\ + \ + $(LINK) $(LINK_MAP_FLAGS) $(SHLIBLDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_SHLIB) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_SHLIB); + $(VSIGN) -signvalve $(OUTPUTFILE); + + +$(EXE_File) : $(OTHER_DEPENDENCIES) $(OBJS) $(LIBFILENAMES) + $(QUIET_PREFIX) \ + echo "----" $(QUIET_ECHO_POSTFIX);\ + echo "---- LINKING EXE $@ [$(CFG)] ----";\ + echo "----" $(QUIET_ECHO_POSTFIX);\ + \ + $(P4_EDIT_START) $(OUTPUTFILE) $(P4_EDIT_END);\ + $(LINK) $(LINK_MAP_FLAGS) $(LDFLAGS) $(PROFILE_LINKER_FLAG) -o $(OUTPUTFILE) $(LIB_START_EXE) $(OBJS) $(LIBFILES) $(SystemLibraries) $(LIB_END_EXE); + $(QUIET_PREFIX) -$(P4_EDIT_START) $(OUTPUTFILE)$(SYM_EXT) $(P4_EDIT_END); + $(QUIET_PREFIX) $(GEN_SYM) $(OUTPUTFILE); + $(QUIET_PREFIX) -$(STRIP) $(OUTPUTFILE); + $(QUIET_PREFIX) $(VSIGN) -signvalve $(OUTPUTFILE); + + +tags: + etags -a -C -o $(SRCROOT)/TAGS *.cpp *.cxx *.h *.hxx diff --git a/sp/src/devtools/sourcesdk_def.mak b/sp/src/devtools/sourcesdk_def.mak new file mode 100644 index 00000000..7912e08b --- /dev/null +++ b/sp/src/devtools/sourcesdk_def.mak @@ -0,0 +1,3 @@ +#defines these macros so that we skip VSIGN and P4 steps in the SDK
+SOURCE_SDK=1
+VALVE_NO_AUTO_P4=1
diff --git a/sp/src/devtools/version_script.linux.txt b/sp/src/devtools/version_script.linux.txt new file mode 100644 index 00000000..c68a5ac1 --- /dev/null +++ b/sp/src/devtools/version_script.linux.txt @@ -0,0 +1,14 @@ +{
+ global: *;
+ local:
+ extern "C++" {
+ *std::*;
+ __cxxabi*;
+ __gcc*;
+ __gxx*;
+ __gnu_cxx*;
+ __cxa*;
+ operator*;
+ __dynamic_cast
+ };
+};
|