mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-26 19:24:54 +01:00
220 lines
6.8 KiB
C++
220 lines
6.8 KiB
C++
#include "stdafx.h"
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#include "../gl/glsl_common.h"
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#include "rendering/common/shadersource.h"
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#include "utilities/Globals.h"
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#include "utilities/Logs.h"
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#include <algorithm>
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#include <iostream>
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#include <fstream>
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#include <cstdlib>
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#include <filesystem>
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#include <vector>
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_global Global;
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namespace
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{
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std::string const ogl46_dir{"../shaders/ogl46/"};
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std::string const vk14_dir{"../shaders/vk14/"};
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// the vulkan environment glslang is asked for: 1.4 where it knows it
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std::string vulkan_env{"vulkan1.4"};
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char const *stage_name(gfx::shader_stage const Stage)
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{
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switch (Stage)
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{
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case gfx::shader_stage::vertex:
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return "vert";
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case gfx::shader_stage::fragment:
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return "frag";
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case gfx::shader_stage::geometry:
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return "geom";
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case gfx::shader_stage::compute:
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return "comp";
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}
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return "vert";
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}
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// Mode: the options of glslangValidator (empty: glsl of opengl, compiled from the source as the game does)
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bool check_text(gfx::shader_source const &Source, std::string const &Mode)
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{
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if (ErrorLogged)
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{
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ErrorLogged = false;
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return false;
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}
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std::ofstream file("/tmp/shader");
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file << Source.text;
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file.close();
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// the output only when it fails (glslangValidator names the file it compiled to spir-v)
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auto const command{"glslangValidator " + Mode + " -S " + stage_name(Source.stage) + " /tmp/shader" + (Mode.empty() ? "" : " -o /tmp/shader.spv") + " > /tmp/shader.log 2>&1"};
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int ret = system(command.c_str());
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if (ret != 0)
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{
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std::ifstream log("/tmp/shader.log");
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std::cerr << std::endl << log.rdbuf();
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std::cerr << "(source strings:";
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for (std::size_t i = 0; i < Source.files.size(); ++i)
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std::cerr << " " << i << ": " << Source.files[i];
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std::cerr << ")" << std::endl;
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}
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return ret == 0;
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}
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void set_features(bool const Enabled)
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{
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Global.gfx_shadowmap_enabled = Enabled;
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Global.gfx_envmap_enabled = Enabled;
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Global.gfx_postfx_motionblur_enabled = Enabled;
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Global.gfx_skippipeline = !Enabled;
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Global.gfx_extraeffects = Enabled;
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Global.gfx_shadergamma = Enabled;
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}
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// a shader of the opengl renderer: compiled from the source as the game does it (with the features on and off, and the variant
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// of the multi draws), and compiled to SPIR-V for opengl from the file as it is, as glslc makes the binaries of shaders/ogl46bin
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bool check_ogl46(std::string const &Name)
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{
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bool suc = true;
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auto const stage{gfx::shader_stage_of(Name)};
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auto const source = [&](std::string const &Defines, std::string const &Preamble) { return gfx::preprocess_shader(gfx::shader_api::opengl46, Name, Defines, Preamble, false, ogl46_dir); };
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std::cout << "features on..." << std::flush;
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set_features(true);
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if (!check_text(source({}, gl::glsl_common + gl::glsl_settings_defines()), {}))
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suc = false;
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std::cout << "done, features off..." << std::flush;
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set_features(false);
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if (!check_text(source({}, gl::glsl_common + gl::glsl_settings_defines()), {}))
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suc = false;
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// the variant of the vertex and fragment stages the multi draws of the instances use (model blocks by gl_DrawID)
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bool const variants{(stage == gfx::shader_stage::vertex) || (stage == gfx::shader_stage::fragment)};
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if (variants)
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{
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std::cout << "done, model draws..." << std::flush;
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set_features(true);
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if (!check_text(source("#define MODEL_DRAWS 1\n", gl::glsl_common + gl::glsl_settings_defines()), {}))
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suc = false;
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}
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std::cout << "done, spir-v..." << std::flush;
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if (!check_text(source({}, {}), "-G"))
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suc = false;
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if (variants && !check_text(source("#define MODEL_DRAWS 1\n", {}), "-G"))
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suc = false;
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std::cout << "done" << std::flush;
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return suc;
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}
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// a shader of the vulkan renderer, compiled to SPIR-V for vulkan as the game does it (and as glslc makes the binaries of
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// shaders/vk14bin)
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bool check_vk14(std::string const &Name)
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{
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std::cout << "spir-v..." << std::flush;
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auto const source{gfx::preprocess_shader(gfx::shader_api::vulkan14, Name, {}, {}, false, vk14_dir)};
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auto suc{check_text(source, "-V --target-env " + vulkan_env)};
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// the variant of the passes without the velocity target, of the shaders which have one
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if (source.text.find("NO_MOTION_OUTPUT") != std::string::npos)
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{
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std::cout << "done, no motion output..." << std::flush;
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if (!check_text(gfx::preprocess_shader(gfx::shader_api::vulkan14, Name, "#define NO_MOTION_OUTPUT 1\n", {}, false, vk14_dir), "-V --target-env " + vulkan_env))
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suc = false;
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}
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std::cout << "done" << std::flush;
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return suc;
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}
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bool is_stage(std::filesystem::path const &Path)
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{
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auto const ext = Path.extension();
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return (ext == ".frag" || ext == ".geom" || ext == ".vert" || ext == ".comp");
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}
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} // namespace
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int main()
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{
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if (system("glslangValidator --version > /dev/null 2>&1") != 0)
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{
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std::cerr << "glslangValidator not found in PATH" << std::endl;
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return 1;
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}
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{
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std::ofstream file("/tmp/shader_env.vert");
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file << "#version 460\nvoid main() { gl_Position = vec4(0.0); }\n";
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}
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if (system("glslangValidator -V --target-env vulkan1.4 /tmp/shader_env.vert -o /tmp/shader_env.spv > /dev/null 2>&1") != 0)
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{
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vulkan_env = "vulkan1.3";
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std::cout << "== glslangValidator doesn't know vulkan 1.4, the vulkan shaders are checked against vulkan 1.3" << std::endl;
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}
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bool suc = true;
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std::vector<std::string> failed;
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// the binaries are compiled with the constants written in common.glsl, the game compiles the sources with its own
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gl::glsl_common_setup();
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std::vector<std::string> differences;
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std::cout << "== constants of shaders/ogl46/common.glsl: " << std::flush;
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if (gl::glsl_common_matches(ogl46_dir, differences))
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{
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std::cout << "the same as in the game" << std::endl;
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}
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else
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{
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std::cout << "not the same as in the game:" << std::endl;
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for (auto const &difference : differences)
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std::cout << " " << difference << std::endl;
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suc = false;
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failed.push_back("common.glsl");
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}
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for (auto const &[directory, api] : {std::pair{ogl46_dir, gfx::shader_api::opengl46}, std::pair{vk14_dir, gfx::shader_api::vulkan14}})
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{
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if (false == std::filesystem::is_directory(directory))
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continue;
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std::vector<std::string> names;
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for (auto &f : std::filesystem::directory_iterator(directory))
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if (f.is_regular_file() && is_stage(f.path()))
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names.push_back(f.path().filename().string());
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std::sort(names.begin(), names.end());
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for (auto const &name : names)
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{
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auto const label{std::string(api == gfx::shader_api::opengl46 ? "ogl46/" : "vk14/") + name};
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std::cout << "== validating shader " << label << ": " << std::flush;
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bool ok{false};
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try
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{
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ok = (api == gfx::shader_api::opengl46 ? check_ogl46(name) : check_vk14(name));
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}
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catch (std::exception const &e)
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{
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std::cerr << e.what() << std::endl;
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}
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std::cout << std::endl;
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if (!ok)
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{
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suc = false;
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failed.push_back(label);
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}
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}
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}
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if (suc)
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std::cout << "==== all checks ok" << std::endl;
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else {
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std::cout << "==== checks failed:";
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for (auto const &name : failed)
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std::cout << " " << name;
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std::cout << std::endl;
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return 1;
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}
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return 0;
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}
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