着色器编译脚本

This commit is contained in:
Nanako 2025-02-06 21:02:11 +08:00
parent ba993e294c
commit 90500291f0
13 changed files with 59 additions and 29 deletions

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@ -3,14 +3,18 @@ find_program(PYTHON_EXECUTABLE python)
find_program(GLSLANG_VALIDATOR glslangValidator)
find_program(SLANG_COMPILER slangc)
set(SHADER_PATH_FILE ${CMAKE_CURRENT_SOURCE_DIR}/scripts/shader_paths.txt)
#
file(REMOVE ${SHADER_PATH_FILE})
function(shader_compile_target INPUT_DIR)
#
list(APPEND SHADER_SOURCE_DIRS ${INPUT_DIR})
# scripts/shader_paths.txt
file(WRITE ${SHADER_PATH_FILE} ${INPUT_DIR})
endfunction()
# , , scripts/compile_shaders.py
add_custom_target(compile_aorii_shaders
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/scripts/compile_shaders.py --input-dir ${SHADER_SOURCE_DIRS} --output-dir ${SHADER_OUTPUT_DIR}
COMMENT "Compiling shaders"
add_custom_target(aorii_compile_shaders
COMMAND ${PYTHON_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/scripts/compile_shaders.py --output-dir ${SHADER_OUTPUT_DIR}
COMMENT "Compiling shaders"
VERBATIM
)

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@ -10,15 +10,27 @@ def find_shader_files(input_dir, extensions):
if any(file.endswith(ext) for ext in extensions):
yield os.path.join(root, file)
def has_glsl_main(input_file):
try:
with open(input_file, 'r', encoding='utf-8') as f:
content = f.read()
return "void main" in content
except Exception as e:
print(f"Error parsing {input_file}: {str(e)}")
return False
def compile_glsl(input_file, output_dir, glslang_validator):
try:
if not has_glsl_main(input_file):
print(f"Skipping {input_file}: No main function found")
return True
base = os.path.splitext(os.path.basename(input_file))[0]
ext = os.path.splitext(input_file)[1][1:]
relative_path = os.path.relpath(os.path.dirname(input_file), args.input_dir)
output_subdir = os.path.join(output_dir, relative_path)
output_file = os.path.join(output_subdir, f"{base}.{ext}.spv")
abs_path = os.path.abspath(output_dir)
output_file = os.path.join(abs_path, f"{base}.{ext}.spv")
os.makedirs(output_subdir, exist_ok=True)
os.makedirs(abs_path, exist_ok=True)
cmd = [glslang_validator, "-V", input_file, "-o", output_file]
result = subprocess.run(cmd, check=True, capture_output=True, text=True)
@ -34,7 +46,7 @@ def compile_glsl(input_file, output_dir, glslang_validator):
def find_slang_entries(input_file):
try:
with open(input_file, 'r') as f:
with open(input_file, 'r', encoding='utf-8') as f:
content = f.read()
pattern = r'\[shader\(\s*"(?:\w+)"\s*\)\]\s*\n\s*\w+\s+(\w+)\s*\('
return list(set(re.findall(pattern, content)))
@ -46,17 +58,18 @@ def compile_slang(input_file, output_dir, slangc):
try:
entries = find_slang_entries(input_file)
if not entries:
print(f"No entries found in {input_file}")
return False
print(f"Skipping {input_file}: No shader entries found")
return True
base = os.path.splitext(os.path.basename(input_file))[0]
relative_path = os.path.relpath(os.path.dirname(input_file), args.input_dir)
output_subdir = os.path.join(output_dir, relative_path)
os.makedirs(output_subdir, exist_ok=True)
abs_path = os.path.abspath(output_dir)
os.makedirs(abs_path, exist_ok=True)
success = True
for entry in entries:
output_file = os.path.join(output_subdir, f"{base}_{entry}.spv")
output_file = os.path.join(abs_path, f"{base}_{entry}.spv")
cmd = [slangc, input_file, "-entry", entry, "-o", output_file, "-target", "spirv"]
try:
subprocess.run(cmd, check=True, capture_output=True, text=True)
@ -72,26 +85,32 @@ def compile_slang(input_file, output_dir, slangc):
def main():
parser = argparse.ArgumentParser(description="Compile shaders to SPIR-V")
parser.add_argument("--input-dir", required=True, help="Input directory containing shaders")
parser.add_argument("--output-dir", required=True, help="Output directory for SPIR-V files")
parser.add_argument("--output-dir", help="Output directory for SPIR-V files")
parser.add_argument("--glslang", default="glslangValidator", help="Path to glslangValidator")
parser.add_argument("--slangc", default="slangc", help="Path to slangc")
args = parser.parse_args()
output_dir = args.output_dir or "shaders"
# 读取当前同级目录下的shader_paths.txt
with open("shader_paths.txt", 'r') as f:
shader_paths = f.readlines()
glsl_ext = [".vert", ".frag", ".comp", ".geom", ".tesc", ".tese", ".glsl"]
slang_ext = [".slang"]
all_success = True
# Compile GLSL
for file in find_shader_files(args.input_dir, glsl_ext):
if not compile_glsl(file, args.output_dir, args.glang):
all_success = False
for shader_path in shader_paths:
# Compile GLSL
for file in find_shader_files(shader_path, glsl_ext):
if not compile_glsl(file, output_dir, args.glslang):
all_success = False
# Compile Slang
for file in find_shader_files(args.input_dir, slang_ext):
if not compile_slang(file, args.output_dir, args.slangc):
all_success = False
# Compile Slang
for file in find_shader_files(shader_path, slang_ext):
if not compile_slang(file, output_dir, args.slangc):
all_success = False
if not all_success:
sys.exit(1)

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@ -115,7 +115,7 @@ float3 get_subpixel_to_edge_distances(VSOutput input)
return distances * distance_multiplier;
}
// ---- Vertex Shader ----
[shader("vertex")]
VSOutput vertex_main(VSInput input)
{
VSOutput output;
@ -131,7 +131,7 @@ VSOutput vertex_main(VSInput input)
return output;
}
// ---- Pixel Shader ----
[shader("pixel")]
PSOutput pixel_main(VSOutput input)
{
PSOutput output;

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@ -11,6 +11,7 @@ struct PSInput {
float4 color : COLOR; // 颜色
};
[shader("vertex")]
PSInput vertex_main(VSInput input)
{
PSInput output;
@ -19,6 +20,7 @@ PSInput vertex_main(VSInput input)
return output;
}
[shader("pixel")]
float4 pixel_main(PSInput input) : SV_TARGET
{
return input.color;

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@ -23,6 +23,7 @@ struct Constants {
};
ParameterBlock<Constants> param_buffer : register(b0);
[shader("vertex")]
PSInput vertex_main(VSInput input) {
float2 altas_uv = input.param_a.xy;
float2 char_size = input.param_b.xy;
@ -41,6 +42,7 @@ PSInput vertex_main(VSInput input) {
Texture2DArray atlas_texture : register(t0);
SamplerState sampler_state : register(s0);
[shader("pixel")]
float4 pixel_main(PSInput input) : SV_Target {
float2 uv = input.altas_uv + input.char_size * input.uv;
float distance = atlas_texture.Sample(sampler_state, float3(uv, input.altas_index)).r;

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@ -14,6 +14,7 @@ cbuffer segment_buffer : register(b0) {
float thickness; // 线段的宽度
};
[shader("vertex")]
PSInput vertex_main(VSInput input) {
PSInput output;
output.position = mul(float4(input.position, 0.0, 1.0), transform);
@ -30,7 +31,7 @@ float sdf_line(float2 p, float2 a, float2 b) {
return length(pa - ba * h);
}
// 片段着色器
[shader("pixel")]
float4 pixel_main(PSInput input) : SV_TARGET {
// 将屏幕空间坐标转化为归一化设备坐标 (NDC)
float2 p = input.position.xy; // 归一化设备坐标 (NDC)

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@ -15,6 +15,7 @@ struct PSInput {
Texture2D<float4> texture;
SamplerState sampler;
[shader("vertex")]
PSInput vertex_main(VSInput input)
{
PSInput output;
@ -24,6 +25,7 @@ PSInput vertex_main(VSInput input)
return output;
}
[shader("pixel")]
float4 pixel_main(PSInput input) : SV_TARGET
{
return input.color * texture.Sample(sampler, input.uv);