BEGIN {use File::Basename; push @INC, dirname($0); } require "valve_perl_helpers.pl"; use Cwd; use String::CRC32; sub ReadInputFileWithIncludes { local( $filename ) = shift; local( *INPUT ); local( $output ); open INPUT, "<$filename" || die; local( $line ); local( $linenum ) = 1; while( $line = ) { if( $line =~ m/\#include\s+\"(.*)\"/i ) { $output.= ReadInputFileWithIncludes( $1 ); } else { $output .= $line; } } close INPUT; return $output; } sub PatchCRC { my $filename = shift; my $crc = shift; # print STDERR "*** PatchCRC( $filename, $crc )\n"; local( *FP ); open FP, "+<$filename" || die; binmode( FP ); seek FP, 6 * 4, 0; my $uInt = "I"; if ( ( $filename =~ m/\.ps3\./ ) || ( $filename =~ m/\.360\./ ) ) { # print STDERR "*** PatchCRC found ps3 or 360\n"; $uInt = "N"; } print FP pack $uInt, $crc; close FP; } my $txtfilename = shift; my $arg = shift; my $is360 = 0; my $isPS3 = 0; my $platformextension = ""; if( $arg =~ m/-x360/i ) { $is360 = 1; $platformextension = ".360"; } elsif( $arg =~ m/-ps3/i ) { $isPS3 = 1; $platformextension = ".ps3"; } # Get the changelist number for the Shader Auto Checkout changelist. Will create the changelist if it doesn't exist. my $changelistnumber = `valve_p4_create_changelist.cmd ..\\..\\..\\game\\platform\\shaders \"Shader Auto Checkout VCS\"`; # Get rid of the newline $changelistnumber =~ s/\n//g; my $changelistarg = ""; if( $changelistnumber != 0 ) { $changelistarg = "-c $changelistnumber" } open TXTFILE, "<$txtfilename"; my $src; my $dst; while( $src = ) { # get rid of comments $src =~ s,//.*,,g; # skip blank lines if( $src =~ m/^\s*$/ ) { next; } # Get rid of newlines. $src =~ s/\n//g; # Save off the shader source filename. my $shadersrcfilename = $src; $shadersrcfilename =~ s/-----.*$//; # use only target basename. $src =~ s/^.*-----//; # where the binary vcs file is my $spath = ""; if ( $shadersrcfilename =~ m@\.fxc@i ) { $spath = "shaders\\fxc\\"; } if ( $shadersrcfilename =~ m@\.vsh@i ) { $spath = "shaders\\vsh\\"; } if ( $shadersrcfilename =~ m@\.psh@i ) { $spath = "shaders\\psh\\"; } # make the source have path and extension $src = $spath . $src . $platformextension . ".vcs"; # build the dest filename. $dst = $src; $dst =~ s/shaders\\/..\\..\\..\\game\\platform\\shaders\\/i; # Does the dst exist? my $dstexists = -e $dst; my $srcexists = -e $src; # What are the time stamps for the src and dst? my $srcmodtime = ( stat $src )[9]; my $dstmodtime = ( stat $dst )[9]; # Write $dst to a file so that we can do perforce stuff to it later. local( *VCSLIST ); open VCSLIST, ">>vcslist.txt" || die; print VCSLIST $dst . "\n"; close VCSLIST; # Open for edit or add if different than what is in perforce already. if( !$dstexists || ( $srcmodtime != $dstmodtime ) ) { if ( $srcexists && $shadersrcfilename =~ m@\.fxc@i ) { # Get the CRC for the source file. my $srccode = ReadInputFileWithIncludes( $shadersrcfilename ); my $crc = crc32( $srccode ); # Patch the source VCS file with the CRC32 of the source code used to build that file. PatchCRC( $src, $crc ); } # Make the target vcs writable if it exists if( $dstexists ) { MakeFileWritable( $dst ); } my $dir = $dst; $dir =~ s,([^/\\]*$),,; # rip the filename off the end my $filename = $1; # create the target directory if it doesn't exist if( !$dstexists ) { &MakeDirHier( $dir, 0777 ); } # copy the file to its targets. . . we want to see STDERR here if there is an error. my $cmd = "copy $src $dst > nul"; # print STDERR "$cmd\n"; system $cmd; MakeFileReadOnly( $dst ); } } close TXTFILE;