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generate.py
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generate.py
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# Copyright 2020 Pavlo Penenko
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import abc, argparse, functools, io, os, subprocess, sys
from pathlib import Path
import multiprocessing as mp
from typing import List, NamedTuple
from pygltflib import GLTF2
from metashade.hlsl import dxc
from metashade.util import perf, spirv_cross
from metashade.glsl import glslc
import _impl
class _Shader(abc.ABC):
def __init__(self, file_path):
self._file_path = file_path
@abc.abstractclassmethod
def _get_entry_point_name():
pass
@abc.abstractclassmethod
def _get_hlsl_profile():
pass
@abc.abstractclassmethod
def _get_glsl_stage():
pass
def compile(self, to_glsl : bool) -> str:
log = io.StringIO()
log, sys.stdout = sys.stdout, log
try:
dxc_output_path = Path(self._file_path).with_suffix(
'.hlsl.spv' if to_glsl else '.cso'
)
dxc.compile(
src_path = self._file_path,
entry_point_name = self._get_entry_point_name(),
profile = self._get_hlsl_profile(),
to_spirv = to_glsl,
output_path = dxc_output_path
)
if to_glsl:
glsl_path = Path(self._file_path).with_suffix('.glsl')
spirv_cross.spirv_to_glsl(
spirv_path = dxc_output_path,
glsl_path = glsl_path
)
spv_path = Path(self._file_path).with_suffix('.spv')
# this is the default produced by SPIRV-Cross
glsl_entry_point_name = 'main'
glslc.compile(
src_path = glsl_path,
target_env = 'vulkan1.1',
shader_stage = self._get_glsl_stage(),
entry_point_name = glsl_entry_point_name,
output_path = spv_path
)
except subprocess.CalledProcessError as err:
pass
log, sys.stdout = sys.stdout, log
return log.getvalue()
class _VertexShader(_Shader):
@staticmethod
def _get_entry_point_name():
return _impl.vs_main
@staticmethod
def _get_hlsl_profile():
return 'vs_6_0'
@staticmethod
def _get_glsl_stage():
return 'vertex'
class _PixelShader(_Shader):
@staticmethod
def _get_entry_point_name():
return _impl.ps_main
@staticmethod
def _get_hlsl_profile():
return 'ps_6_0'
@staticmethod
def _get_glsl_stage():
return 'fragment'
class _AssetResult(NamedTuple):
log : io.StringIO
shaders : List[_Shader]
def _process_asset(
gltf_file_path : str,
out_dir : str,
skip_codegen : bool = False
) -> _AssetResult:
log = io.StringIO()
log, sys.stdout = sys.stdout, log
shaders = []
with perf.TimedScope(f'Loading glTF asset {gltf_file_path} '):
gltf_asset = GLTF2().load(gltf_file_path)
for mesh_idx, mesh in enumerate(gltf_asset.meshes):
mesh_name = ( mesh.name if mesh.name is not None
else f'UnnamedMesh{mesh_idx}'
)
for primitive_idx, primitive in enumerate(mesh.primitives):
def _get_file_path(stage : str):
return (
Path(out_dir) / f'{mesh_name}-{primitive_idx}-{stage}.hlsl'
)
file_path = _get_file_path('VS')
if not skip_codegen:
with perf.TimedScope(f'Generating {file_path} ', 'Done'), \
open(file_path, 'w') as vs_file:
#
_impl.generate_vs(vs_file, primitive)
shaders.append(_VertexShader(file_path))
file_path = _get_file_path('PS')
if not skip_codegen:
with perf.TimedScope(f'Generating {file_path} ', 'Done'), \
open(file_path, 'w') as ps_file:
#
_impl.generate_ps(
ps_file,
gltf_asset.materials[primitive.material],
primitive
)
shaders.append(_PixelShader(file_path))
log, sys.stdout = sys.stdout, log
return _AssetResult(log.getvalue(), shaders)
if __name__ == "__main__":
parser = argparse.ArgumentParser(
description = "Generate shaders from glTF materials."
)
parser.add_argument("--gltf-dir", help = "Path to the source glTF assets")
parser.add_argument("--out-dir", help = "Path to the output directory")
parser.add_argument(
"--compile",
action = 'store_true',
help = "Compile the generated shaders with DXC (has to be in PATH)"
)
parser.add_argument(
"--to-glsl",
action = 'store_true',
help = "Cross-compile to GLSL with SPIRV-Cross"
)
parser.add_argument(
"--skip-codegen",
action = 'store_true',
help = "Assume that sources have been generated and proceed to "
"compilation."
)
parser.add_argument(
"--serial",
action = 'store_true',
help = "Disable parallelization to facilitate debugging."
)
args = parser.parse_args()
gltf_dir_path = Path(args.gltf_dir)
if not gltf_dir_path.is_dir():
raise NotADirectoryError(gltf_dir_path)
os.makedirs(args.out_dir, exist_ok = True)
shaders = []
if args.serial:
for gltf_path in gltf_dir_path.glob('**/*.gltf'):
asset_result = _process_asset(
gltf_file_path = gltf_path,
out_dir = args.out_dir,
skip_codegen = args.skip_codegen
)
print(asset_result.log)
shaders += asset_result.shaders
else:
with mp.Pool() as pool:
for asset_result in pool.imap_unordered(
functools.partial(
_process_asset,
out_dir = args.out_dir,
skip_codegen = args.skip_codegen
),
gltf_dir_path.glob('**/*.gltf')
):
print(asset_result.log)
shaders += asset_result.shaders
if args.compile:
print()
dxc.identify()
if args.to_glsl:
spirv_cross.identify()
glslc.identify()
if args.serial:
for shader in shaders:
log = shader.compile(to_glsl = args.to_glsl)
print(log, end = '')
else:
with mp.Pool() as pool:
for log in pool.imap_unordered(
functools.partial(
_Shader.compile,
to_glsl = args.to_glsl
),
shaders
):
print(log, end = '')