ADD: shader compile script
This commit is contained in:
@@ -1,9 +1,10 @@
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$COMMON = @("--target-env=vulkan1.3", "-O", "-g", "-Werror", "-I", "shaders")
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param(
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[ValidateSet("Debug", "Release", "RelWithDebInfo")]
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[string]$Config = "RelWithDebInfo",
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[string]$Python = "python"
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)
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Get-ChildItem -Path "shaders" -Include *.frag,*.vert,*.comp,*.geom,*.tesc,*.tese,*.mesh,*.task,*.rgen,*.rint,*.rahit,*.rchit,*.rmiss,*.rcall -Recurse |
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ForEach-Object {
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$extra = @()
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if ($_.Extension -eq ".mesh") { $extra += "-fshader-stage=mesh" }
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elseif ($_.Extension -eq ".task") { $extra += "-fshader-stage=task" }
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glslc $_.FullName @COMMON @extra -o "$($_.FullName).spv"
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}
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$script_dir = Split-Path -Parent $MyInvocation.MyCommand.Path
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$py = Join-Path $script_dir "compile_shaders.py"
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& $Python $py --config $Config
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145
compile_shaders.py
Normal file
145
compile_shaders.py
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@@ -0,0 +1,145 @@
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#!/usr/bin/env python3
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import argparse, os, subprocess, sys
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from pathlib import Path
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from shutil import which
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SHADER_EXTS = {
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".frag", ".vert", ".comp", ".geom", ".tesc", ".tese",
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".mesh", ".task",
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".rgen", ".rint", ".rahit", ".rchit", ".rmiss", ".rcall",
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}
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PROFILE_FLAGS = {
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"Debug": ["-g"],
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"Release": ["-O"],
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# Matches the old `compile_shaders.ps1` defaults (-O + -g).
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"RelWithDebInfo": ["-O", "-g"],
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}
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STAGE_FLAGS_BY_EXT = {
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".mesh": ["-fshader-stage=mesh"],
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".task": ["-fshader-stage=task"],
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}
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def find_glslc(user_path):
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if user_path:
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return user_path
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env_glslc = os.environ.get("GLSLC")
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if env_glslc:
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return env_glslc
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vulkan_sdk = os.environ.get("VULKAN_SDK")
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if vulkan_sdk:
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sdk = Path(vulkan_sdk)
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candidates = [
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sdk / "Bin" / "glslc.exe",
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sdk / "Bin" / "glslc",
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sdk / "bin" / "glslc.exe",
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sdk / "bin" / "glslc",
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]
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for c in candidates:
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if c.exists():
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return str(c)
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for name in ("glslc", "glslc.exe"):
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p = which(name)
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if p:
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return p
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sys.exit(
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"ERROR: `glslc` not found. Install the Vulkan SDK and ensure `glslc` is on PATH,\n"
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" or set `VULKAN_SDK`, `GLSLC`, or pass `--glslc /path/to/glslc`."
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)
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def parse_args():
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p = argparse.ArgumentParser(description="Compile GLSL shaders under shaders/ to .spv next to sources.")
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cfg = p.add_mutually_exclusive_group()
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cfg.add_argument("--debug", action="store_true", help="Debug profile (adds -g, no -O).")
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cfg.add_argument("--release", action="store_true", help="Release profile (adds -O, no -g).")
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p.add_argument(
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"--config",
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choices=list(PROFILE_FLAGS.keys()),
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default="RelWithDebInfo",
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help="Compilation profile (default: RelWithDebInfo).",
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)
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p.add_argument("--shader-dir", default="shaders", help="Shader source directory (default: shaders).")
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p.add_argument("--glslc", default=None, help="Path to glslc (default: auto-detect).")
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p.add_argument("--target-env", default="vulkan1.3", help="Vulkan target env for glslc (default: vulkan1.3).")
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p.add_argument("--no-werror", action="store_true", help="Do not pass -Werror.")
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p.add_argument("--quiet", action="store_true", help="Only print errors.")
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return p.parse_args()
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def collect_sources(shader_dir: Path):
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return sorted([p for p in shader_dir.rglob("*") if p.is_file() and p.suffix.lower() in SHADER_EXTS])
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def compile_one(glslc: str, src: Path, shader_dir: Path, args) -> int:
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out_path = src.parent / f"{src.name}.spv"
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stage_flags = STAGE_FLAGS_BY_EXT.get(src.suffix.lower(), [])
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cmd = [
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glslc,
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str(src),
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f"--target-env={args.target_env}",
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"-I", str(shader_dir),
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*PROFILE_FLAGS[args.config],
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*stage_flags,
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]
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if not args.no_werror:
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cmd.append("-Werror")
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cmd += ["-o", str(out_path)]
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if not args.quiet:
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print(subprocess.list2cmdline(cmd))
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proc = subprocess.run(cmd, text=True, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
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if proc.stdout and not args.quiet:
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sys.stdout.write(proc.stdout)
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if proc.returncode != 0:
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if proc.stderr:
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sys.stderr.write(proc.stderr)
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elif proc.stderr and not args.quiet:
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sys.stderr.write(proc.stderr)
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return proc.returncode
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def main() -> int:
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args = parse_args()
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if args.debug:
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args.config = "Debug"
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elif args.release:
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args.config = "Release"
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repo_root = Path(__file__).resolve().parent
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shader_dir = (repo_root / args.shader_dir).resolve()
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if not shader_dir.exists():
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sys.stderr.write(f"ERROR: shader dir not found: {shader_dir}\n")
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return 2
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glslc = find_glslc(args.glslc)
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sources = collect_sources(shader_dir)
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if not sources:
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if not args.quiet:
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print(f"No shaders found under {shader_dir}")
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return 0
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failed = 0
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for src in sources:
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rc = compile_one(glslc, src, shader_dir, args)
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if rc != 0:
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failed += 1
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if failed:
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sys.stderr.write(f"ERROR: {failed} shader(s) failed to compile.\n")
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return 1
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return 0
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if __name__ == "__main__":
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raise SystemExit(main())
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@@ -23,7 +23,8 @@
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- Shaders
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- CMake compiles GLSL via `glslangValidator` to SPIR‑V targeting Vulkan 1.2:
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- Files under `shaders/*.vert|*.frag|*.comp` are rebuilt on `cmake --build`.
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- Windows helper: `./compile_shaders.ps1` uses `glslc` with `--target-env=vulkan1.3` and supports additional stages (mesh/task/ray tracing).
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- Helper: `./compile_shaders.py --config Debug|Release` uses `glslc` with `--target-env=vulkan1.3` and supports additional stages (mesh/task/ray tracing).
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- Windows shim: `./compile_shaders.ps1 -Config Debug|Release` (calls the Python script).
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- Ensure `glslangValidator`/`glslc` is on `PATH`. See `docs/SHADERS.md`.
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- Windows SDK note
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@@ -41,4 +42,3 @@
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- Validation Layers
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- Enabled in Debug (`kUseValidationLayers = true` in `src/core/config.h`).
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- Disable by building Release or toggling the flag during local experimentation.
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@@ -5,8 +5,9 @@
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- Build integration
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- CMake invokes `glslangValidator -V` for `*.vert`, `*.frag`, `*.comp` targeting Vulkan 1.2.
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- Windows PowerShell helper `compile_shaders.ps1` uses `glslc` targeting Vulkan 1.3 and supports additional stages:
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- Helper `compile_shaders.py` uses `glslc` targeting Vulkan 1.3 and supports additional stages:
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- `.mesh` (`-fshader-stage=mesh`), `.task`, and ray tracing stages (`.rgen`, `.rmiss`, `.rchit`, `.rahit`, `.rint`, `.rcall`).
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- Windows shim: `compile_shaders.ps1 -Config Debug|Release|RelWithDebInfo`.
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- Keep `glslangValidator`/`glslc` on `PATH` and ensure your Vulkan SDK is installed.
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- Hot reload
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@@ -55,4 +56,3 @@ GLSL Includes
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| `input_structures.glsl` | SceneData UBO, material bindings, light structs |
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| `lighting_common.glsl` | BRDF evaluation, point light helpers |
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| `ibl_common.glsl` | IBL split-sum, SH irradiance |
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