brought back functionality from previous builds but now cross-platform

This commit is contained in:
2025-07-07 15:34:34 +03:00
parent 99eafb9443
commit 83bc9b7f16
61 changed files with 1210 additions and 581 deletions

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@@ -2,21 +2,32 @@
#include "c.h"
#include "ld.h"
#include "runner.h"
#include "target.h"
#include "tier1/utlstring.h"
#include "tier1/commandline.h"
void build_shader( const char *szName )
{
IFileSystem2::MakeDirectory(CUtlString("build/funnygame/assets/gfx"));
IFileSystem2::MakeDirectory(CUtlString("build/funnygame/metal/gfx"));
IFileSystem2::MakeDirectory(CUtlString("build/funnygame/vulkan/gfx"));
CUtlVector<CUtlString> slang_args = {
CUtlString("funnyassets/gfx_shaders/%s.slang", szName),
"-g",
"-target",
"spirv",
"-D",
"__SPIRV__=1",
"-o",
CUtlString("build/funnygame/assets/gfx/%s.spv", szName),
CUtlString("build/funnygame/vulkan/gfx/%s.shader", szName),
};
IRunner::Run("slangc", slang_args);
slang_args[3] = "metal";
slang_args[5] = "__METAL__=1";
slang_args[7] = CUtlString("build/funnygame/metal/gfx/%s.shader", szName);
IRunner::Run("slangc", slang_args);
IRunner::Wait();
};
int assets_build()
@@ -29,17 +40,34 @@ int assets_build()
IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/materials");
build_shader("mesh_frag");
build_shader("mesh_vert");
build_shader("agx_comp");
build_shader("mesh_edge_detection_comp");
CUtlVector<CUtlString> python_args = {
"build/tools/makepak64.py",
CUtlString("build/funnygame/assets"),
bStaticBuild ? CUtlString("%s/bin/%s.pak", szOutputDir.GetString(), "rtt") : CUtlString("%s/funnygame/%s.pak", szOutputDir.GetString(), "rtt"),
};
V_printf("%s\n",
bStaticBuild ? CUtlString("%s/bin/%s.pak", szOutputDir.GetString(), "rtt").GetString() : CUtlString("%s/funnygame/%s.pak", szOutputDir.GetString(), "rtt").GetString()
);
IRunner::Run("python3", python_args);
if (Target_t::DefaultTarget().kernel == TARGET_KERNEL_IOS ||Target_t::DefaultTarget().kernel == TARGET_KERNEL_DARWIN)
{
python_args = {
"build/tools/makepak64.py",
CUtlString("build/funnygame/metal"),
bStaticBuild ? CUtlString("%s/bin/%s.pak", szOutputDir.GetString(), "metal") : CUtlString("%s/funnygame/%s.pak", szOutputDir.GetString(), "metal"),
};
IRunner::Run("python3", python_args);
} else {
python_args = {
"build/tools/makepak64.py",
CUtlString("build/funnygame/vulkan"),
bStaticBuild ? CUtlString("%s/bin/%s.pak", szOutputDir.GetString(), "vulkan") : CUtlString("%s/funnygame/%s.pak", szOutputDir.GetString(), "vulkan"),
};
IRunner::Run("python3", python_args);
}
IRunner::Wait();
if (bStaticBuild)
IFileSystem2::CopyFile(CUtlString("%s/bin", szOutputDir.GetString()), "funnyassets/default.cfg");
else
IFileSystem2::CopyFile(szOutputDir.GetString(), "funnyassets/default.cfg");
return 0;
};
DECLARE_BUILD_STAGE(assets, assets_build);

5
funnyassets/default.cfg Normal file
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@@ -0,0 +1,5 @@
bind esc exit;
bind a +left;
bind d +right;
bind w +forward;
bind s +back;

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@@ -0,0 +1,34 @@
#include <metal_stdlib>
using namespace metal;
struct VertexOut {
float4 position [[position]];
float2 texCoord;
};
vertex VertexOut vertex_main(uint vertexID [[vertex_id]]) {
float2 pos[] = {
{-1.0, -1.0},
{ 1.0, -1.0},
{-1.0, 1.0},
{ 1.0, 1.0},
};
float2 uv[] = {
{0.0, 1.0},
{1.0, 1.0},
{0.0, 0.0},
{1.0, 0.0},
};
VertexOut out;
out.position = float4(pos[vertexID], 0.0, 1.0);
out.texCoord = uv[vertexID];
return out;
}
fragment float4 fragment_main(VertexOut in [[stage_in]],
texture2d<float> tex [[texture(0)]]) {
constexpr sampler s(filter::linear);
return pow(tex.sample(s, in.texCoord), 0.45f);
}

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@@ -0,0 +1 @@
#include "shader_base.h"

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@@ -1,23 +1,12 @@
#include "mesh_shared.slang"
uint32_t hash32(uint32_t x) {
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = (x >> 16) ^ x;
return x;
}
[[vk::binding(1)]]
uniform Sampler2D textures[];
[shader("fragment")]
float4 main(
float4 _main(
VertexOutput input,
uint triid: SV_PrimitiveID,
uniform PushConstants constants,
) : SV_TARGET
{
return float4(textures[constants.albedoID].Sample(input.uv).xyz, 1);
return float4(SampleTexture(albedoID, input.uv).xyz,1);
}

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@@ -1,4 +1,5 @@
#pragma once
#include "shader_base.h"
struct VertexOutput
{
@@ -6,10 +7,17 @@ struct VertexOutput
float2 uv: TEXCOORD0;
};
struct PushConstants
DECLARE_CONSTANTS()
{
float4x4 modelMatrix;
uint albedoID;
uint roughnessID;
uint metalnessID;
};
DECLARE_CBUFFER(0)
{
float4x4 projection;
};
DECLARE_TEXTURES(1)

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@@ -1,3 +1,4 @@
#include "shader_base.h"
#include "mesh_shared.slang"
struct VertexInput
@@ -6,20 +7,13 @@ struct VertexInput
float2 uv: TEXCOORD0;
};
[[vk::binding(0)]]
cbuffer CameraInfo
{
float4x4 projection;
};
[shader("vertex")]
VertexOutput main(
VertexOutput _main(
VertexInput input,
uniform PushConstants constants,
)
{
VertexOutput output;
output.position = mul(projection, mul(constants.modelMatrix, float4(input.position,1)));
output.position = mul(projection, mul(modelMatrix, float4(input.position,1)));
output.uv = input.uv;
return output;
}

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@@ -0,0 +1,85 @@
#ifndef SHADER_BASE_SLANG
#define SHADER_BASE_SLANG
/*
* I hope you are not looking at these war crimes.
* They are truly horrible crimes.
* Don't even try to understand what the fuck is happening here.
*/
#if defined(__METAL__)
/* We hijack all the argument buffers, which allows to use a bit more textures at cost of buffers */
#define DECLARE_TEXTURES(b) \
struct TextureBinding {Texture2D textures[96];}; \
[[vk::binding(21)]] ParameterBlock<TextureBinding> g_textures0 : register(t21); \
ParameterBlock<TextureBinding> g_textures1 : register(t22); \
ParameterBlock<TextureBinding> g_textures2 : register(t23); \
ParameterBlock<TextureBinding> g_textures3 : register(t24); \
ParameterBlock<TextureBinding> g_textures4 : register(t25); \
ParameterBlock<TextureBinding> g_textures5 : register(t26); \
ParameterBlock<TextureBinding> g_textures6 : register(t27); \
ParameterBlock<TextureBinding> g_textures7 : register(t28);
void _mlGetSampler()
{
__intrinsic_asm R"(
constexpr sampler s(filter::linear, address::repeat);
return s;
)";
}
SamplerState mlGetSampler()
{
_mlGetSampler();
};
float4 SampleTexture(uint32_t binding, float2 uv)
{
SamplerState sampler = mlGetSampler();
uint8_t textureArray = 0;
uint8_t textureSamplerArray = (binding >> 16) & 0xFF;
uint8_t textureSampler = (binding >> 8) & 0xFF;
uint8_t textureIndex = 1;
return g_textures0.textures[1].Sample(sampler, uv);
};
#define DECLARE_CBUFFER(b) \
[[vk::binding(b)]] cbuffer cbuffer_##b : register(t##b)
#define DECLARE_CONSTANTS() \
[[vk::push_constant]] \
cbuffer cbuffer_constants : register(t29)
#elif defined(__SPIRV__)
#define DECLARE_TEXTURES(b) \
[[vk::binding(b)]] \
Sampler2D g_textures[];
float4 SampleTexture(uint32_t binding, float2 uv)
{
return g_textures[binding].Sample(uv);
};
#define DECLARE_CBUFFER(b) \
[[vk::binding(b)]] \
cbuffer cbuffer_##b
#define DECLARE_DATA(b,r) \
[[vk::binding(b)]] \
r
#define DECLARE_CONSTANTS() \
[[vk::push_constant]] \
cbuffer cbuffer_constants
#else
#define DECLARE_TEXTURES()
float4 SampleTexture(uint32_t binding, float2 uv);
#define DECLARE_CBUFFER() cbuffer cbuffer_constats
#define DECLARE_DATA() cbuffer cbuffer_constats
#define DECLARE_CONSTANTS() cbuffer cbuffer_constats
#endif
#endif