Files
NX2navi/tools/make_kit.py
chrg6 0131b1b263 Stop a launcher release and a build kit on an nx2navi_dlssg.dll that lacks an export runtime/dlssg/nx2_sl.h declares, before they download anything.
The review found that nothing on the release path ran the new export check: tools/make_launcher.py build_app and
tools/make_kit.py copied whatever --dlssg DLL they were given, and the release script still named the DLL of 0.8.0,
which lacks nx2sl_reflex2. Shipped that way, Reflex would never hold the frame limit while players still got this
branch's other changes. make_launcher.py check_dlssg and make_kit.py main now run build_dlssg.check on the --dlssg DLL
beside the translator's check, before anything is resolved, downloaded or deleted; build_dlssg.check also stops on a
missing file and on a file that is no DLL, with a message instead of a traceback. tests/dlssg_exports_check.py adds a
DLL with every declared export (it passes), the two-export DLL, a missing file and two files that are no DLL (they
stop, naming why), make_launcher.check_dlssg on both DLLs, and that both scripts' main makes the check before
streamline_pin.resolve and shutil.rmtree; it fails when the call is taken out of make_launcher.py main. The DLL built
from this branch passes make_launcher.check_dlssg; the DLL of 0.8.0 is refused, naming nx2sl_reflex2.
docs/launcher.md and docs/building.md "Checks" say so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 20:12:49 -05:00

149 lines
9.2 KiB
Python

"""Assemble the build kit: what a player needs to build Ocarina of Time on their own PC with tools/make_game.py.
python tools/make_kit.py --xlate <dir with nx2navi_xlate.exe and .id> [--ffx amd_fidelityfx_vk.dll]
[--ffx4 FOLDER]
[--dlss nvngx_dlss.dll | --no-dlss] [--dlssg nx2navi_dlssg.dll [--streamline SDK]]
[--prompt-art FOLDER [FOLDER ...]] [--out build/kit] [--zip]
The kit holds this repository's runtime/ with its shaders compiled (tools/build_shaders.py builds the SPIR-V headers
here, so a player's PC needs no shader compiler; their sources go along), recomp/, the build tools, the shader
translator built from tools/xlate,
NVIDIA's DLSS library with its notice (tools/dlss_pin.py: downloaded from NVIDIA's DLSS SDK repository and checked,
or --dlss; not with --no-dlss), DLSS Frame Generation in bin/dlssg/ with --dlssg (nx2navi_dlssg.dll from
tools/build_dlssg.py beside NVIDIA Streamline's runtime, tools/streamline_pin.py: downloaded from NVIDIA's Streamline
SDK release and checked, or --streamline), AMD's FSR 3.1 library with --ffx, its two FSR 4 libraries with --ffx4, the
button art with --prompt-art, and README-BuildKit.md; no game code, data or anything generated from the game.
check_content runs over the folder before it is zipped. The --xlate folder must hold a translator built from this
checkout's sources (tools/build_xlate.py check_built), and the --dlssg DLL must export every function
runtime/dlssg/nx2_sl.h declares (tools/build_dlssg.py check); the script stops first if not.
--prompt-art names folders that hold XGamepad, P5Gamepad and Keyboard_Mouse, or those three folders themselves: the
pictures tools/pad_prompts.py reads go into the kit's prompt-art folder (tools/prompt_art.py art_files), and
make_game.py draws the Xbox, PlayStation, Steam Deck and keyboard and mouse prompts from them. Without it the kit builds the game
with the game's own prompts only.
"""
import argparse
import shutil
import sys
import zipfile
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
NAME = 'NX2navi-BuildKit'
TOOLS = ('make_game.py', 'nup.py', 'romfs_index.py', 'check_content.py', 'hostmem.py', 'prepare_shaders.py',
'shader_census.py', 'shader_list.py', 'pipeline_list.py', 'zstd_compat.py', 'pad_prompts.py', 'prompt_art.py', 'button_icons.py', 'romfs_check.py',
'build_game.py', 'check_isa.py', 'build_shaders.py', 'make_dlaa_mask.py', 'make_mvobj_fs.py',
'pack_shader_cache.py', 'vulkan_pin.py', 'mod_files.py', 'cheats.py', 'exefs_patches.py')
# make_game.py imports build_game's vma_include and vulkan_include on Linux for the VMA header and for Vulkan headers
# newer than the system's (which build_game takes from vulkan_pin), and build_game.py imports check_isa and
# build_shaders, which reads the two make_ scripts' shaders; the lift runs cheats.py and exefs_patches.py for the mods'
# code, and both import mod_files.py
TOP = ('LICENSE', 'LICENSE-ADDITIONS', 'THIRD_PARTY_NOTICES.md', 'VERSION', 'nx2navi.ini.example')
SKIP_DIRS = {'__pycache__', '.pytest_cache'}
SKIP_SUFFIXES = {'.o', '.obj', '.pyc', '.exe', '.dll', '.a', '.lib'}
def copy_tree(src, dst):
for p in sorted(src.rglob('*')):
rel = p.relative_to(src)
if any(part in SKIP_DIRS for part in rel.parts) or p.is_dir() or p.suffix.lower() in SKIP_SUFFIXES:
continue
(dst / rel).parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(p, dst / rel)
def main():
ap = argparse.ArgumentParser(description=__doc__.splitlines()[0])
ap.add_argument('--xlate', type=Path, required=True, help='folder with nx2navi_xlate.exe and nx2navi_xlate.id')
ap.add_argument('--ffx', type=Path, help="AMD's signed amd_fidelityfx_vk.dll (FidelityFX SDK 1.1.4, MIT) for FSR 3.1")
ap.add_argument('--ffx4', type=Path, help="the folder with AMD's signed amd_fidelityfx_loader_vk.dll and "
'amd_fidelityfx_upscaler_vk.dll (FSR SDK 2.4.0, MIT) for FSR 4, and its '
'amd_fidelityfx_framegeneration_vk.dll when it is there')
ap.add_argument('--dlss', type=Path, help="NVIDIA's nvngx_dlss.dll from disk instead of downloading it from "
"NVIDIA's DLSS SDK repository")
ap.add_argument('--no-dlss', action='store_true', help='leave NVIDIA DLSS out of the kit')
ap.add_argument('--dlssg', type=Path, metavar='DLL',
help='nx2navi_dlssg.dll (tools/build_dlssg.py) for DLSS Frame Generation')
ap.add_argument('--streamline', type=Path, metavar='SDK',
help='the Streamline SDK folder instead of downloading the SDK release with --dlssg')
ap.add_argument('--prompt-art', type=Path, nargs='+', metavar='FOLDER',
help='the button art: folders holding XGamepad, P5Gamepad and Keyboard_Mouse, or those folders')
ap.add_argument('--pipeline-list', type=Path, metavar='FILE',
help='the shared pipeline list to carry (tools/pipeline_list.py merge writes it; it is derived from game data and stays out of the repository)')
ap.add_argument('--out', type=Path, default=ROOT / 'build' / 'kit')
ap.add_argument('--zip', action='store_true')
a = ap.parse_args()
sys.path.insert(0, str(ROOT / 'tools'))
import build_dlssg
import build_shaders
import build_xlate
import dlss_pin
import prompt_art
import streamline_pin
if a.streamline and not a.dlssg:
sys.exit('--streamline goes with --dlssg')
reason = build_xlate.check_built(a.xlate, 'nx2navi_xlate.exe') # the translator of this checkout's sources
if reason:
sys.exit(reason)
if a.dlssg: # a DLL older than runtime/dlssg/nx2_sl.h would leave features out at run time without an error
build_dlssg.check(a.dlssg)
if a.prompt_art:
prompt_art.art_files(a.prompt_art) # the art is all there before anything is downloaded
dlss = None if a.no_dlss else dlss_pin.resolve(a.dlss, ROOT / 'build' / 'dl')
sdk = streamline_pin.resolve(a.streamline, ROOT / 'build' / 'dl') if a.dlssg else None
kit = a.out / NAME
if kit.exists():
shutil.rmtree(kit)
kit.mkdir(parents=True)
build_shaders.build(ROOT / 'runtime') # the kit carries the shader headers: build the missing and the stale ones
for d in ('runtime', 'recomp'):
copy_tree(ROOT / d, kit / d)
(kit / 'tools').mkdir()
for t in TOOLS:
shutil.copy2(ROOT / 'tools' / t, kit / 'tools' / t)
for t in TOP:
if (ROOT / t).is_file():
shutil.copy2(ROOT / t, kit / t)
shutil.copy2(ROOT / 'docs' / 'README-BuildKit.md', kit / 'README-BuildKit.md')
(kit / 'bin').mkdir()
for n in ('nx2navi_xlate.exe', 'nx2navi_xlate.id'):
shutil.copy2(a.xlate / n, kit / 'bin' / n)
if a.ffx: # FSR 3.1 loads it from beside the game (runtime/vk_ffx.cpp); its licence is runtime/third_party/ffx_api
shutil.copy2(a.ffx, kit / 'bin' / 'amd_fidelityfx_vk.dll')
if a.ffx4: # FSR 4 loads them from beside the game (runtime/vk_ffx4.cpp); their licence is runtime/third_party/ffx_sdk
for n in ('amd_fidelityfx_loader_vk.dll', 'amd_fidelityfx_upscaler_vk.dll'):
shutil.copy2(a.ffx4 / n, kit / 'bin' / n)
if (a.ffx4 / 'amd_fidelityfx_framegeneration_vk.dll').is_file(): # its frame generation (runtime/vk_fg4.cpp)
shutil.copy2(a.ffx4 / 'amd_fidelityfx_framegeneration_vk.dll', kit / 'bin' / 'amd_fidelityfx_framegeneration_vk.dll')
if dlss: # DLSS: NGX loads it from beside the game (runtime/vk_dlaa.c); make_game.py copies it there
dlss_pin.place(dlss, kit / 'bin')
if sdk: # DLSS Frame Generation (runtime/vk_dlssg.c): make_game.py place_dlssg copies it beside the game
streamline_pin.place(a.dlssg, sdk, kit / 'bin' / 'dlssg')
if a.prompt_art: # make_game.py draws the button prompts from it (its prompts step)
n, size = prompt_art.copy_art(a.prompt_art, kit / prompt_art.FOLDER)
print(f'button art: {n} pictures, {size / 1e6:.1f} MB')
if a.pipeline_list: # prepare_shaders.py reads it there (BUNDLED_PIPELINES)
import pipeline_list
if pipeline_list.unpack(a.pipeline_list.read_bytes()) is None:
sys.exit(f'{a.pipeline_list} is not a pipeline list (tools/pipeline_list.py merge writes one)')
(kit / 'tools' / 'data').mkdir(exist_ok=True)
shutil.copy2(a.pipeline_list, kit / 'tools' / 'data' / 'pipeline_list.bin')
import check_content
bad = [f'{p.relative_to(kit)}: {m}' for p in sorted(kit.rglob('*')) if p.is_file()
for m in check_content.problems_for(p, allow_large=p.suffix in ('.exe', '.dll'))] # the translator, the DLLs
if bad:
sys.exit('check_content refuses these kit files, not zipped:\n ' + '\n '.join(bad[:20]))
size = sum(p.stat().st_size for p in kit.rglob('*') if p.is_file())
print(f'{kit}: {size / 1e6:.1f} MB')
if a.zip:
z = a.out / f'{NAME}.zip'
with zipfile.ZipFile(z, 'w', zipfile.ZIP_DEFLATED, compresslevel=9) as zf:
for p in sorted(kit.rglob('*')):
if p.is_file():
zf.write(p, Path(NAME) / p.relative_to(kit))
print(f'{z}: {z.stat().st_size / 1e6:.1f} MB')
if __name__ == '__main__':
main()