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775 lines
21 KiB
775 lines
21 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// vmpi_bareshell.cpp : Defines the entry point for the console application.
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//
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#include <windows.h>
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#include <conio.h>
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#include <process.h>
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#include "vmpi.h"
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#include "filesystem.h"
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#include "vmpi_filesystem.h"
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#include "vmpi_distribute_work.h"
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#include "vmpi_tools_shared.h"
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#include "cmdlib.h"
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#include "tier1/utlvector.h"
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#include "tier1/utlbuffer.h"
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#include "tier1/utllinkedlist.h"
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#include "tier1/utlstringmap.h"
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#include "tier0/icommandline.h"
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#include "tier1/strtools.h"
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#include "threads.h"
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#include "tier0/dbg.h"
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#include "interface.h"
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#include "ilaunchabledll.h"
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#include <direct.h>
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#include "io.h"
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#include <sys/types.h>
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#include <sys/stat.h>
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#define STARTWORK_PACKETID 5
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#define WORKUNIT_PACKETID 6
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#define ERRMSG_PACKETID 7
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#define TEXTUREHADERROR_PACKETID 8
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#define MACHINE_NAME 9
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#define TEXTURES_PER_WORKUNIT 1
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#ifdef _DEBUG
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//#define DEBUGFP
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#endif
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const char *g_pGameDir = NULL;
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const char *g_pTextureOutputDir = NULL;
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char g_WorkerTempPath[MAX_PATH];
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char g_ExeDir[MAX_PATH];
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CUtlVector<char *> g_CompileCommands;
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int g_nTexturesPerWorkUnit = 0;
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#ifdef DEBUGFP
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FILE *g_WorkerDebugFp = NULL;
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#endif
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bool g_bGotStartWorkPacket = false;
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double g_flStartTime;
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bool g_bVerbose = false;
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struct TextureInfo_t
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{
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};
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void Texture_ParseTextureInfoFromCompileCommands( int nCompileCommandID, TextureInfo_t &shaderInfo );
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void Worker_GetSourceFiles( int iWorkUnit );
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void Worker_GetLocalCopyOfTextureSource( const char *pVtfName );
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// g_ByteCode["shadername"][shadercombo][bytecodeoffset]
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//typedef CUtlVector<CUtlBuffer> VectorOfBuffers_t;
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//CUtlStringMap<TextureInfo_t> g_TextureToTextureInfo;
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typedef CUtlVector<char> CharVector_t;
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struct SourceTargetPair_t
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{
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char *pSrcName;
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char *pTargetName;
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};
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CUtlVector<SourceTargetPair_t> g_SourceTargetPairs;
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CUtlStringMap<bool> g_Master_TextureHadError;
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CDispatchReg g_DistributeWorkReg( WORKUNIT_PACKETID, DistributeWorkDispatch );
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unsigned long VMPI_Stats_GetJobWorkerID( void )
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{
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return 0;
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}
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bool StartWorkDispatch( MessageBuffer *pBuf, int iSource, int iPacketID )
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{
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g_bGotStartWorkPacket = true;
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return true;
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}
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CDispatchReg g_StartWorkReg( STARTWORK_PACKETID, StartWorkDispatch );
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bool ErrMsgDispatch( MessageBuffer *pBuf, int iSource, int iPacketID )
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{
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static CUtlStringMap<bool> errorMessages;
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if( !errorMessages.Defined( pBuf->data + 1 ) )
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{
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errorMessages[pBuf->data + 1] = true;
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fprintf( stderr, "ERROR: %s\n", pBuf->data + 1 );
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}
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return true;
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}
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CDispatchReg g_ErrMsgReg( ERRMSG_PACKETID, ErrMsgDispatch );
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bool TextureHadErrorDispatch( MessageBuffer *pBuf, int iSource, int iPacketID )
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{
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g_Master_TextureHadError[pBuf->data+1] = true;
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return true;
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}
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CDispatchReg g_TextureHadErrorReg( TEXTUREHADERROR_PACKETID, TextureHadErrorDispatch );
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void DebugOut( const char *pMsg, ... )
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{
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char msg[2048];
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va_list marker;
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va_start( marker, pMsg );
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_vsnprintf( msg, sizeof( msg ), pMsg, marker );
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va_end( marker );
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if (g_bVerbose)
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{
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Msg( "%s", msg );
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}
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#ifdef DEBUGFP
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fprintf( g_WorkerDebugFp, "%s", msg );
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fflush( g_WorkerDebugFp );
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#endif
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}
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// Worker should implement this so it will quit nicely when the master disconnects.
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void MyDisconnectHandler( int procID, const char *pReason )
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{
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// If we're a worker, then it's a fatal error if we lose the connection to the master.
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if ( !g_bMPIMaster )
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{
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Msg( "Master disconnected.\n ");
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DebugOut( "Master disconnected.\n" );
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TerminateProcess( GetCurrentProcess(), 1 );
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}
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}
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// pBuf is ready to read the results written to the buffer in ProcessWorkUnitFn.
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// work is done. .master gets it back this way.
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// compiled code in pBuf
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void Master_ReceiveWorkUnitFn( uint64 iWorkUnit, MessageBuffer *pBuf, int iWorker )
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{
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DebugOut( "Master_ReceiveWorkUnitFn\n" );
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int textureStart = iWorkUnit * g_nTexturesPerWorkUnit;
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int textureEnd = textureStart + g_nTexturesPerWorkUnit;
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textureEnd = min( g_CompileCommands.Count(), textureEnd );
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int i;
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for( i = textureStart; i < textureEnd; i++ )
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{
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int len;
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pBuf->read( &len, sizeof( len ) );
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if( len == 0 )
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{
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continue;
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}
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CUtlBuffer fileData;
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fileData.EnsureCapacity( len );
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pBuf->read( fileData.Base(), len );
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Warning( "%s\n", g_CompileCommands[i] );
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FILE *fp;
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fp = fopen( g_CompileCommands[i], "wb" );
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if ( !fp )
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Error( "Can't open %s for writing.\n", g_CompileCommands[i] );
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fwrite( fileData.Base(), 1, len, fp );
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fclose( fp );
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}
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}
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// same as "system", but doesn't pop up a window
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void MySystem( char *pCommand )
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{
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FILE *batFp = fopen( "temp.bat", "w" );
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fprintf( batFp, "%s\n", pCommand );
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fclose( batFp );
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STARTUPINFO si;
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PROCESS_INFORMATION pi;
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ZeroMemory( &si, sizeof(si) );
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si.cb = sizeof(si);
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ZeroMemory( &pi, sizeof(pi) );
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// Start the child process.
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if( !CreateProcess( NULL, // No module name (use command line).
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"temp.bat", // Command line.
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NULL, // Process handle not inheritable.
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NULL, // Thread handle not inheritable.
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FALSE, // Set handle inheritance to FALSE.
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IDLE_PRIORITY_CLASS | CREATE_NO_WINDOW, // No creation flags.
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NULL, // Use parent's environment block.
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g_WorkerTempPath, // Use parent's starting directory.
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&si, // Pointer to STARTUPINFO structure.
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&pi ) // Pointer to PROCESS_INFORMATION structure.
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)
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{
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Error( "CreateProcess failed." );
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Assert( 0 );
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}
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// Wait until child process exits.
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WaitForSingleObject( pi.hProcess, INFINITE );
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// Close process and thread handles.
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CloseHandle( pi.hProcess );
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CloseHandle( pi.hThread );
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}
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void VTFNameToTGAName( const char *pSrcName, char *pDstName )
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{
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pDstName[0] = '\0';
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const char *pMaterials = Q_stristr( pSrcName, "materials" );
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Assert( pMaterials );
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if( pMaterials )
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{
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Q_strncpy( pDstName, pSrcName, pMaterials - pSrcName + 1 );
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}
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Q_strcat( pDstName, "materialsrc", MAX_PATH );
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Q_strcat( pDstName, pMaterials + strlen( "materials" ), MAX_PATH );
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Q_StripExtension( pDstName, pDstName, strlen( pDstName ) );
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Q_strcat( pDstName, ".tga", MAX_PATH );
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}
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// You must append data to pBuf with the work unit results.
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void Worker_ProcessWorkUnitFn( int iThread, uint64 iWorkUnit, MessageBuffer *pBuf )
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{
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DebugOut( "Worker_ProcessWorkUnitFn textures/workunit=%d\n", g_nTexturesPerWorkUnit );
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Worker_GetSourceFiles( iWorkUnit );
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int textureStart = iWorkUnit * g_nTexturesPerWorkUnit;
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int textureEnd = textureStart + g_nTexturesPerWorkUnit;
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textureEnd = min( g_CompileCommands.Count(), textureEnd );
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int i;
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for( i = textureStart; i < textureEnd; i++ )
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{
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DebugOut( "texture to compile: \"%s\"\n", g_CompileCommands[i] );
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char cmdline[1024];
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char tganame[1024];
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VTFNameToTGAName( g_CompileCommands[i], tganame );
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sprintf( cmdline, "vtex -allowdebug -vproject \"%s%s\" -mkdir -nopause \"%s%s\"", g_WorkerTempPath, g_pGameDir + 3, g_WorkerTempPath, tganame + 3 ); // hack hack
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DebugOut( cmdline );
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DebugOut( "\n" );
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// MySystem( cmdline );
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system( cmdline );
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char localVTFName[1024];
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sprintf( localVTFName, "%s%s", g_WorkerTempPath, g_CompileCommands[i] + 3 );
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DebugOut( "local: \"%s\"\n", localVTFName );
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FILE *fp = fopen( localVTFName, "rb" );
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if( fp )
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{
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// Send the compiled shader to the master
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fseek( fp, 0, SEEK_END );
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int len = ftell( fp );
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fseek( fp, 0, SEEK_SET );
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CUtlBuffer buf;
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buf.EnsureCapacity( len );
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int nBytesRead = fread( buf.Base(), 1, len, fp );
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fclose( fp );
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buf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
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pBuf->write( &len, sizeof( len ) );
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pBuf->write( buf.Base(), len );
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}
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else
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{
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// static CUtlStringMap<bool> m_FileAlreadyFailed;
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//
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// if( !m_FileAlreadyFailed.Defined( g_CompileCommands[i] ) )
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// {
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// m_FileAlreadyFailed[g_CompileCommands[i]] = true;
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// CUtlVector<char> fileNameBuf;
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// fileNameBuf.AddToTail( ( char )TEXTUREHADERROR_PACKETID );
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// int len = strlen( g_CompileCommands[i] );
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// fileNameBuf.AddMultipleToTail( len + 1, g_CompileCommands[i] );
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// VMPI_SendData( fileNameBuf.Base(), fileNameBuf.Count(), VMPI_MASTER_ID );
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// }
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// Write zero to signify that we didn't do anything here.
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int len = 0;
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pBuf->write( &len, sizeof( len ) );
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}
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VMPI_HandleSocketErrors();
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}
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}
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void MakeDirHier( const char *pPath )
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{
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char temp[1024];
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Q_strncpy( temp, pPath, 1024 );
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int i;
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for( i = 0; i < strlen( temp ); i++ )
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{
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if( temp[i] == '/' || temp[i] == '\\' )
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{
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temp[i] = '\0';
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// DebugOut( "mkdir( %s )\n", temp );
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mkdir( temp );
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temp[i] = '\\';
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}
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}
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// DebugOut( "mkdir( %s )\n", temp );
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mkdir( temp );
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}
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void Worker_ReadFilesToCopy( void )
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{
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// Create virtual files for all of the stuff that we need to compile the shader
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// make sure and prefix the file name so that it doesn't find it locally.
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char filename[1024];
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sprintf( filename, "%s\\filestocopy.txt", g_pGameDir );
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DebugOut( "using \"%s\" as filestocopy\n", filename );
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char buf[1024];
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FileHandle_t fp = g_pFileSystem->Open( filename, "r" );
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if( fp == FILESYSTEM_INVALID_HANDLE )
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{
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fprintf( stderr, "Can't open uniquefilestocopy.txt!\n" );
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exit( -1 );
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}
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while( CmdLib_FGets( buf, sizeof( buf ), fp ) )
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{
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// get rid of the newline if there is one.
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int len = strlen( buf );
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if( buf[len-1] == 0xd || buf[len-1] == 0xa )
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{
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buf[len-1] = '\0';
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}
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// DebugOut( "buf: %s\n", buf );
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char *pStar = Q_stristr( buf, "*" );
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Assert( pStar );
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if( !pStar )
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{
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continue;
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}
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*pStar = '\0';
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char *pVtfName = buf;
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char *pSrcName = pStar + 1;
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SourceTargetPair_t &pair = g_SourceTargetPairs[g_SourceTargetPairs.AddToTail()];
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pair.pSrcName = strdup( pSrcName );
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pair.pTargetName = strdup( pVtfName );
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}
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g_pFileSystem->Close( fp );
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}
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void Worker_GetSourceFiles( int iWorkUnit )
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{
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DebugOut( "Worker_GetSourceFiles( %d )\n", iWorkUnit );
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int textureStart = iWorkUnit * g_nTexturesPerWorkUnit;
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int textureEnd = textureStart + g_nTexturesPerWorkUnit;
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textureEnd = min( g_CompileCommands.Count(), textureEnd );
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int i;
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for( i = textureStart; i < textureEnd; i++ )
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{
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Worker_GetLocalCopyOfTextureSource( g_CompileCommands[i] );
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}
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}
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void Worker_GetFileFromMaster( const char *pFileName )
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{
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DebugOut( "Worker_GetFileFromMaster: \"%s\"\n", pFileName );
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FileHandle_t fp2 = g_pFileSystem->Open( pFileName, "rb" );
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bool bZeroLength = false;
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if( fp2 == FILESYSTEM_INVALID_HANDLE )
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{
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bZeroLength = true;
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Warning( "zero length file: \"%s\"\n", pFileName );
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// make a zero length file hack hack hack
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// continue;
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}
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CUtlVector<char> fileBuf;
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int fileLen = 0;
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if( !bZeroLength )
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{
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// printf( "getting local copy of file: \"%s\"\n", pFileName );
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fileLen = g_pFileSystem->Size( fp2 );
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fileBuf.SetCount( fileLen );
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g_pFileSystem->Read( fileBuf.Base(), fileLen, fp2 );
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g_pFileSystem->Close( fp2 );
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}
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// create the dir that the file needs to go into.
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char path[1024];
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char filename[1024];
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sprintf( path, "%s%s", g_WorkerTempPath, pFileName + 3 ); // dear lord . .skip the u:\ BUG BUG BUG
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// printf( "creating \"%s\"\n", path );
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Q_StripFilename( path );
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MakeDirHier( path );
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sprintf( filename, "%s%s", g_WorkerTempPath, pFileName + 3 ); // dear lord . .skip the u:\ BUG BUG BUG
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// printf( "creating \"%s\"\n", pFileName );
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FILE *fp3 = fopen( filename, "wb" );
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if( !fp3 )
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{
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Error( "Couldn't open \"%s\"\n", filename );
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}
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if( !bZeroLength )
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{
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fwrite( fileBuf.Base(), 1, fileLen, fp3 );
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}
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fclose( fp3 );
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}
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void Worker_GetLocalCopyOfTextureSource( const char *pVtfName )
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{
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int i;
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for( i = 0; i < g_SourceTargetPairs.Count(); i++ )
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{
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// DebugOut( "comparing: \"%s\" \"%s\"\n", pVtfName, g_SourceTargetPairs[i].pTargetName );
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if( Q_stricmp( pVtfName, g_SourceTargetPairs[i].pTargetName ) == 0 )
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{
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// DebugOut( "MATCH!\n" );
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Worker_GetFileFromMaster( g_SourceTargetPairs[i].pSrcName );
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}
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}
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}
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void Worker_GetLocalCopyOfBinary( const char *pFilename )
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{
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CUtlBuffer fileBuf;
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char tmpFilename[MAX_PATH];
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sprintf( tmpFilename, "%s\\%s", g_ExeDir, pFilename );
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printf( "trying to open: %s\n", tmpFilename );
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FILE *fp = fopen( tmpFilename, "rb" );
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if( !fp )
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{
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Assert( 0 );
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fprintf( stderr, "Can't open %s!\n", pFilename );
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exit( -1 );
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}
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fseek( fp, 0, SEEK_END );
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int fileLen = ftell( fp );
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fseek( fp, 0, SEEK_SET );
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fileBuf.EnsureCapacity( fileLen );
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int nBytesRead = fread( fileBuf.Base(), 1, fileLen, fp );
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fclose( fp );
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fileBuf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
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char newFilename[MAX_PATH];
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sprintf( newFilename, "%s%s", g_WorkerTempPath, pFilename );
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DebugOut( "this is fucked \"%s\"\n", newFilename );
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FILE *fp2 = fopen( newFilename, "wb" );
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if( !fp2 )
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{
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Assert( 0 );
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fprintf( stderr, "Can't open %s!\n", newFilename );
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exit( -1 );
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}
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fwrite( fileBuf.Base(), 1, fileLen, fp2 );
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fclose( fp2 );
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}
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void Worker_GetLocalCopyOfBinaries( void )
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{
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Worker_GetLocalCopyOfBinary( "vtex.exe" );
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Worker_GetLocalCopyOfBinary( "vtex_dll.dll" );
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Worker_GetLocalCopyOfBinary( "vstdlib.dll" );
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Worker_GetLocalCopyOfBinary( "tier0.dll" );
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}
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void Shared_ParseListOfCompileCommands( void )
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{
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char buf[1024];
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char fileListFileName[1024];
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sprintf( fileListFileName, "%s\\texturelist.txt", g_pGameDir );
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FileHandle_t fp = g_pFileSystem->Open( fileListFileName, "r" );
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if( fp == FILESYSTEM_INVALID_HANDLE )
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{
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DebugOut( "Can't open %s!\n", fileListFileName );
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fprintf( stderr, "Can't open %s!\n", fileListFileName );
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exit( -1 );
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}
|
|
while( CmdLib_FGets( buf, 1023, fp ) )
|
|
{
|
|
char *pNewString = new char[ strlen( buf ) + 1 ];
|
|
strcpy( pNewString, buf );
|
|
pNewString[strlen( pNewString ) - 2] = '\0'; // This is some hacky shit right here.
|
|
int newID = g_CompileCommands.AddToTail();
|
|
g_CompileCommands[newID] = pNewString;
|
|
}
|
|
g_pFileSystem->Close( fp );
|
|
|
|
// printf( "%d compiles\n", g_CompileCommands.Count() );
|
|
DebugOut( "%d compiles\n", g_CompileCommands.Count() );
|
|
}
|
|
|
|
void SetupPaths( int argc, char **argv )
|
|
{
|
|
GetTempPath( sizeof( g_WorkerTempPath ), g_WorkerTempPath );
|
|
strcat( g_WorkerTempPath, "texturecompiletemp\\" );
|
|
char tmp[MAX_PATH];
|
|
sprintf( tmp, "rd /s /q \"%s\"", g_WorkerTempPath );
|
|
system( tmp );
|
|
_mkdir( g_WorkerTempPath );
|
|
// printf( "g_WorkerTempPath: \"%s\"\n", g_WorkerTempPath );
|
|
|
|
CommandLine()->CreateCmdLine( argc, argv );
|
|
g_pGameDir = CommandLine()->ParmValue( "-gamedir", "" );
|
|
strcpy( g_ExeDir, argv[0] );
|
|
Q_StripFilename( g_ExeDir );
|
|
Q_FixSlashes( g_ExeDir );
|
|
// printf( "exedir: \"%s\"\n", g_ExeDir );
|
|
|
|
g_pTextureOutputDir = CommandLine()->ParmValue( "-textureoutputdir", "" );
|
|
// printf( "shaderoutputdir: \"%s\"\n", g_pShaderOutputDir );
|
|
|
|
g_bVerbose = CommandLine()->FindParm("-verbose") != 0;
|
|
}
|
|
|
|
void SetupDebugFile( void )
|
|
{
|
|
#ifdef DEBUGFP
|
|
const char *pComputerName = getenv( "COMPUTERNAME" );
|
|
char filename[MAX_PATH];
|
|
sprintf( filename, "\\\\fileserver\\user\\gary\\debug\\%s.txt", pComputerName );
|
|
g_WorkerDebugFp = fopen( filename, "w" );
|
|
Assert( g_WorkerDebugFp );
|
|
DebugOut( "opened debug file\n" );
|
|
#endif
|
|
}
|
|
|
|
void WriteTexture( const char *pTextureName )
|
|
{
|
|
#if 0
|
|
CUtlVector<CUtlBuffer> &byteCodeArray = g_ByteCode[pShaderName];
|
|
const ShaderInfo_t &shaderInfo = g_ShaderToShaderInfo[pShaderName];
|
|
// printf( "%s : %d combos centroid mask: 0x%x numDynamicCombos: %d flags: 0x%x\n",
|
|
// pShaderName, shaderInfo.m_nTotalShaderCombos,
|
|
// shaderInfo.m_CentroidMask, shaderInfo.m_nDynamicCombos, shaderInfo.m_Flags );
|
|
CUtlBuffer header;
|
|
CUtlBuffer body;
|
|
header.PutInt( SHADER_VCS_VERSION_NUMBER ); // version
|
|
header.PutInt( shaderInfo.m_nTotalShaderCombos );
|
|
header.PutInt( shaderInfo.m_nDynamicCombos );
|
|
header.PutUnsignedInt( shaderInfo.m_Flags );
|
|
header.PutUnsignedInt( shaderInfo.m_CentroidMask );
|
|
|
|
int headerSize = sizeof( int ) * 5;
|
|
int directorySize = sizeof( int ) * 2 * shaderInfo.m_nTotalShaderCombos;
|
|
int bodyOffset = headerSize + directorySize;
|
|
int nCombo;
|
|
for( nCombo = 0; nCombo < shaderInfo.m_nTotalShaderCombos; nCombo++ )
|
|
{
|
|
CUtlBuffer &byteCode = byteCodeArray[nCombo];
|
|
if( byteCode.TellPut() == 0 )
|
|
{
|
|
// This is a skipped combo.
|
|
header.PutInt( -1 );
|
|
header.PutInt( 0 );
|
|
}
|
|
else
|
|
{
|
|
header.PutInt( body.TellPut() + bodyOffset );
|
|
header.PutInt( byteCode.TellPut() );
|
|
body.Put( byteCode.Base(), byteCode.TellPut() );
|
|
}
|
|
}
|
|
|
|
char filename[MAX_PATH];
|
|
char filename2[MAX_PATH];
|
|
// strcpy( filename2, g_pShaderOutputDir );
|
|
strcpy( filename2, g_pShaderPath );
|
|
strcat( filename2, "\\shaders\\fxc" );
|
|
|
|
struct _stat buf;
|
|
if( _stat( filename2, &buf ) == -1 )
|
|
{
|
|
printf( "mkdir %s\n", filename2 );
|
|
// doh. . need to make the directory that the vcs file is going to go into.
|
|
_mkdir( filename2 );
|
|
}
|
|
|
|
strcat( filename2, "\\" );
|
|
strcpy( filename, pShaderName );
|
|
char *dot = strstr( filename, "." );
|
|
if( dot )
|
|
{
|
|
*dot = '\0';
|
|
}
|
|
strcat( filename, ".vcs" );
|
|
strcat( filename2, filename );
|
|
if( _stat( filename2, &buf ) != -1 )
|
|
{
|
|
// The file exists, let's see if it's writable.
|
|
if( !( buf.st_mode & _S_IWRITE ) )
|
|
{
|
|
// It isn't writable. . we'd better change it's permissions (or check it out possibly).
|
|
printf( "Warning: making %s writable!\n", filename2 );
|
|
_chmod( filename2, _S_IREAD | _S_IWRITE );
|
|
}
|
|
}
|
|
FILE *fp = fopen( filename2, "wb" );
|
|
if( !fp )
|
|
{
|
|
printf( "Can't open %s\n", filename2 );
|
|
return;
|
|
}
|
|
printf( "writing %s\n", filename );
|
|
fwrite( header.Base(), 1, headerSize + directorySize, fp );
|
|
fwrite( body.Base(), 1, body.TellPut(), fp );
|
|
fclose( fp );
|
|
#endif
|
|
}
|
|
|
|
void TouchFile( const char *path )
|
|
{
|
|
Warning( "TouchFile: %s\n", path );
|
|
char dir[MAX_PATH];
|
|
Q_strcpy( dir, path );
|
|
Q_StripFilename( dir );
|
|
MakeDirHier( dir );
|
|
FILE *fp = fopen( path, "wb" );
|
|
fclose( fp );
|
|
}
|
|
|
|
int TextureCompile_Main( int argc, char* argv[] )
|
|
{
|
|
InstallSpewFunction();
|
|
g_bSuppressPrintfOutput = false;
|
|
g_flStartTime = Plat_FloatTime();
|
|
|
|
SetupDebugFile();
|
|
numthreads = 1; // holy shit batman!
|
|
SetupPaths( argc, argv );
|
|
|
|
// Master, start accepting connections.
|
|
// Worker, make a connection.
|
|
DebugOut( "Before VMPI_Init\n" );
|
|
g_bSuppressPrintfOutput = true;
|
|
VMPIRunMode mode = VMPI_RUN_NETWORKED;
|
|
if ( !VMPI_Init( argc, argv, "dependency_info_texturecompile.txt", MyDisconnectHandler, mode ) )
|
|
{
|
|
g_bSuppressPrintfOutput = false;
|
|
DebugOut( "MPI_Init failed.\n" );
|
|
Error( "MPI_Init failed." );
|
|
}
|
|
g_bSuppressPrintfOutput = false;
|
|
|
|
DebugOut( "After VMPI_Init\n" );
|
|
|
|
int maxFileSystemMemoryUsageBytes = 50000000;
|
|
CmdLib_InitFileSystem( ".", maxFileSystemMemoryUsageBytes );
|
|
|
|
DebugOut( "After VMPI_FileSystem_Init\n" );
|
|
Shared_ParseListOfCompileCommands();
|
|
DebugOut( "After Shared_ParseListOfCompileCommands\n" );
|
|
|
|
// 4-ish work units per machine
|
|
g_nTexturesPerWorkUnit = TEXTURES_PER_WORKUNIT;
|
|
int nWorkUnits = g_CompileCommands.Count() / g_nTexturesPerWorkUnit + 1;
|
|
|
|
// printf( "nWorkUnits: %d\n", nWorkUnits );
|
|
// printf( "g_nShadersPerWorkUnit: %d\n", g_nShadersPerWorkUnit );
|
|
|
|
DebugOut( "Before conditional\n" );
|
|
if ( g_bMPIMaster )
|
|
{
|
|
// Send all of the workers the complete list of work to do.
|
|
DebugOut( "Before STARTWORK_PACKETID\n" );
|
|
|
|
char packetID = STARTWORK_PACKETID;
|
|
VMPI_SendData( &packetID, sizeof( packetID ), VMPI_PERSISTENT );
|
|
|
|
// nWorkUnits is how many work units. . .1000 is good.
|
|
// The work unit number impies which combo to do.
|
|
DebugOut( "Before DistributeWork\n" );
|
|
DistributeWork( nWorkUnits, WORKUNIT_PACKETID, NULL, Master_ReceiveWorkUnitFn );
|
|
}
|
|
else
|
|
{
|
|
// wait until we get a packet from the master to start doing stuff.
|
|
MessageBuffer buf;
|
|
DebugOut( "Before VMPI_DispatchUntil\n" );
|
|
while ( !g_bGotStartWorkPacket )
|
|
{
|
|
VMPI_DispatchNextMessage();
|
|
}
|
|
DebugOut( "after VMPI_DispatchUntil\n" );
|
|
|
|
Worker_ReadFilesToCopy();
|
|
// Worker_GetSourceFiles();
|
|
// DebugOut( "Before Worker_GetLocalCopyOfShaders\n" );
|
|
// Worker_GetLocalCopyOfTextureSource();
|
|
// DebugOut( "Before Worker_GetLocalCopyOfBinaries\n" );
|
|
DebugOut( "Before _chdir\n" );
|
|
_chdir( g_WorkerTempPath );
|
|
|
|
// DIE DIE KILL KILL AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
char path[MAX_PATH];
|
|
sprintf( path, "%s%s\\bin\\server.dll", g_WorkerTempPath, g_pGameDir + 3 ); // hack hack
|
|
TouchFile( path );
|
|
sprintf( path, "%s%s\\bin\\client.dll", g_WorkerTempPath, g_pGameDir + 3 );// hack hack
|
|
TouchFile( path );
|
|
|
|
Worker_GetLocalCopyOfBinaries();
|
|
|
|
// nWorkUnits is how many work units. . .1000 is good.
|
|
// The work unit number impies which combo to do.
|
|
DebugOut( "Before DistributeWork\n" );
|
|
|
|
DistributeWork( nWorkUnits, WORKUNIT_PACKETID, Worker_ProcessWorkUnitFn, NULL );
|
|
}
|
|
|
|
DebugOut( "Before VMPI_Finalize\n" );
|
|
g_bSuppressPrintfOutput = true;
|
|
VMPI_FileSystem_Term();
|
|
VMPI_Finalize();
|
|
g_bSuppressPrintfOutput = false;
|
|
|
|
if( g_bMPIMaster )
|
|
{
|
|
/*
|
|
printf( "\n" );
|
|
int nStrings = g_ByteCode.GetNumStrings();
|
|
int i;
|
|
for( i = 0; i < nStrings; i++ )
|
|
{
|
|
if( g_Master_TextureHadError.Defined( g_ByteCode.String( i ) ) )
|
|
{
|
|
printf( "FAILED: \"%s\"\n", g_ByteCode.String( i ) );
|
|
}
|
|
else
|
|
{
|
|
// printf( "\"%s\" succeeded!\n", g_ByteCode.String( i ) );
|
|
WriteTexture( g_ByteCode.String( i ) );
|
|
}
|
|
}
|
|
|
|
double end = Plat_FloatTime();
|
|
|
|
char str[512];
|
|
GetHourMinuteSecondsString( (int)( end - g_flStartTime ), str, sizeof( str ) );
|
|
Msg( "%s elapsed\n", str );
|
|
*/
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
class CTextureCompileDLL : public ILaunchableDLL
|
|
{
|
|
int main( int argc, char **argv );
|
|
};
|
|
|
|
int CTextureCompileDLL::main( int argc, char **argv )
|
|
{
|
|
return TextureCompile_Main( argc, argv );
|
|
}
|
|
|
|
EXPOSE_SINGLE_INTERFACE( CTextureCompileDLL, ILaunchableDLL, LAUNCHABLE_DLL_INTERFACE_VERSION );
|