# # Copyright (c) Contributors to the Open 3D Engine Project. # For complete copyright and license terms please see the LICENSE at the root of this distribution. # # SPDX-License-Identifier: Apache-2.0 OR MIT # # import argparse import os import pathlib import subprocess def error(msg): print(msg) exit(1) def is_windows(): if os.name == 'nt': return True else: return False def get_shader_list(project_path, asset_platform, shader_type, shader_platform, shadergen_path): """ Gets the shader list for a specific platform using ShaderCacheGen. Right now the shader list will always output at /user/Cache/Shaders That will change when this is updated to take a destination path """ shadergen_path = os.path.join(shadergen_path, 'ShaderCacheGen') if is_windows(): shadergen_path += '.exe' command_args = [ shadergen_path, f'--project-path={str(project_path)}' '--GetShaderList', '--ShadersPlatform={}'.format(shader_type), '--TargetPlatform={}'.format(asset_platform) ] if not os.path.isfile(shadergen_path): error("[ERROR] ShaderCacheGen could not be found at {}".format(shadergen_path)) else: command = ' '.join(command_args) print('[INFO] get_shader_list: Running command - {}'.format(command)) try: subprocess.check_call(command, shell=True) except subprocess.CalledProcessError: error('[ERROR] Failed to get the shader list for {}'.format(shader_type)) parser = argparse.ArgumentParser(description='Gets the shader list for a specific platform from the current shader compiler server') parser.add_argument('-g', '--project-path', type=pathlib.Path, required=True, help="Path to the project") parser.add_argument('asset-platform', type=str, help="The asset cache sub folder to use for shader generation") parser.add_argument('shader-type', type=str, help="The shader type to use") parser.add_argument('-p', '--shader_platform', type=str, required=False, default='', help="The target platform to generate shaders for.") parser.add_argument('-s', '--shadergen_path', type=str, help="Path to where the the ShaderCacheGen executable lives") args = parser.parse_args() print('Getting shader list for {}'.format(args.asset_platform)) get_shader_list(args.project_path, args.asset_platform, args.shader_type, args.shader_platform, args.shadergen_path) print('Finish getting shader list')