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runtime/vk_fg4.cpp makes the frame generation swapchain and context with the libraries FSR 4 comes with (amd_fidelityfx_loader_vk.dll and amd_fidelityfx_framegeneration_vk.dll beside the executable). vk_fg.cpp takes that path only with fsr4_fg = 1 while FSR 4 is the upscaler; the default stays the FSR 3.1 library. The loader picks the version for the card: the machine-learned FSR Frame Generation 4 on Radeon RX 9000 cards with Windows 11, which is untested, and 3.1.6 elsewhere. On an RX 7900 XT (driver 26.10.1) it lists frame generation 3.1.6 and the swapchains 4.0.0, which the driver brings and the loader chooses, and 3.1.7. The swapchain in place is wanted only while its library is the one to use, so a change of the setting or of the upscaler, or a failure of this path, takes it down as switching frame generation off does and the next present makes it with the other library. The preparation gives this library the camera's position and axes, which FSR Frame Generation 4 requires, and a scene scale of one metre a unit: with the 0.01 the FSR 3.1 path uses, version 3.1.6 drew grey translucent shapes into the sky of its frames while the camera turned (160 captures of the screen during a camera sweep; clean with 1). Both paths now generate a frame only when the picture without the HUD is there for it: generated from the presented picture alone, the HUD would be warped with the scene behind it. In four configurations (21:9 with either library, a 16:9 picture in a 21:9 window, a 1080 picture without HDR) every generated frame had it, and the log counts the frames without. On screen, of the 6,404 pixels of the HUD's item button that stayed fixed through a camera sweep with the FSR 3.1 library, 6,162 stayed fixed with this one. Standing in Hyrule Field at 3440x1440 with FSR 4 Quality the game draws 43.0 frames a second with this path and 42.2 with the FSR 3.1 library, each shown twice over. One run changed the present mode, HDR, fullscreen, frame generation, FSR 4, this setting and the upscaler in turn: 216 screenshots without a bad frame, and no failure. The SDK's frame generation headers join runtime/third_party/ffx_sdk, unmodified. tools/make_kit.py and tools/make_launcher.py take the third library from the --ffx4 folder when it is there, and tools/make_game.py copies it beside the game. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
1939 lines
99 KiB
Python
1939 lines
99 KiB
Python
"""Build Ocarina of Time (Switch 2, game 1.1.1) natively for Windows or Linux from the player's own game files.
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python -I tools/make_game.py --nup "C:\\path\\game.nup" --out "C:\\Games\\Ocarina"
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python -I tools/make_game.py --exefs "C:\\path\\exefs" --romfs "C:\\path\\romfs" --out "C:\\Games\\Ocarina"
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python -I tools/make_game.py --nup "C:\\path\\game.nup" --check # only checks the game's version
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python -I tools/make_game.py --rebuild --out "C:\\Games\\Ocarina" # a newer kit, the files of the last build
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Steps, each skipped when a run before finished it for the same inputs (state in <out>/build-cache/state.json):
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1. check the title (0400486024DEC000) and main's build id (game 1.1.1)
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2. exefs the five ExeFS files, every module's segments unpacked (ZBIC through the player's own `zbic` package)
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and stored plainly, as the runtime's loader reads them -> <out>/exefs
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3. romfs every RomFS file, checked against the container's sha256, into one image -> <out>/romfs/romfs.bin and
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index.json (16-byte aligned, in the byte order of the paths). When the lift and the compile follow, it
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runs on a thread of its own beside them: only the RomFS index and romfs.c wait for the image
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4. lift recomp/gen.py with recomp/patches-v111.txt -> <out>/build-cache/lift, plus the two SDK bring-up fixes
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5. compile the lifted C and runtime/ with MSYS2's clang, linked into <out>/ocarina.exe; the MSYS2 DLLs it loads,
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the shader translator and romfs-index.bin beside it
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6. shaders every shader in the game files (tools/prepare_shaders.py, default bind state) translated, and each one's
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GPU driver build done once into the driver's own cache, so play stops for them far less often
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(`ocarina.exe --prepare-shaders`); variants met in play with another bind state are still translated
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then, and the driver cache is per executable and is lost when the driver clears it
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7. prompts only with button art in the kit (<kit>/prompt-art, tools/make_launcher.py and make_kit.py
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--prompt-art): tools/pad_prompts.py draws the Xbox, PlayStation, Steam Deck and keyboard and mouse button prompts
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from it into <out>/romfs-patches-* (the Controls menu's Button prompts loads them), the keys as the
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bind_ lines of <out>/nx2navi.ini give them. Its key names everything it reads (the RomFS, the art, the
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tools, those lines), so it runs again only when one of them changed or a folder is gone, and running
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it makes no other step run again. A failure here leaves the game and its shaders complete.
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8. scan tools/romfs_check.py decompresses every file of the game data once, writes <out>/romfs-check.json and
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makes stand-ins for damaged textures in <out>/mods. Its key names the game files and the tool, and it
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is last: nothing of it runs while the game does.
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Without art the step is skipped and the game shows its own prompts, as before
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The exefs and romfs steps depend only on the game files; lift and compile depend on this kit's code too. A newer kit
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therefore lifts and compiles again but keeps the unpacked game files, and --rebuild needs no game files at all. The
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compile step keeps every object with the dependency list clang wrote for it (build-cache/obj/objects.json) and
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compiles a file again only when it, a header it includes, the flags or the compiler changed; the kit's own folder
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is not part of that key, so a kit in another folder (the launcher keeps each version in its own) reuses the objects.
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A kit with lib/libnx2navirt.a built by --make-runtime-lib for the same runtime/ and the same compiler links the
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runtime from it and compiles only the runtime files that include headers written per install. The new ocarina.exe
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replaces the old one only once it links (with lld when the toolchain has it), so a failed build leaves the last good
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one in place. Compiles run on every logical processor, the largest files first. The lifted code is built for this
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PC's x86-64 level (cpu_level), with MSYS2 CLANG64's clang when it sits beside the UCRT64 folder and reports the same
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version (fast_clang: the same objects, about a fifth faster).
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python tools/make_game.py --make-runtime-lib <kit>/lib --msys <ucrt64> # the release's prebuilt runtime
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On Linux the same steps make <out>/ocarina with the clang, clang++ and lld on PATH and the system's libraries
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(Vulkan, SDL3, Opus, libvpx, dav1d, zstd; libstdc++ static, rpath $ORIGIN), as tools/build_game.py's Linux
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build does: the runtime's *_sdl.* and platform/linux.c take the place of its *_win.*, platform/win32.c and
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nx2navi.rc, and --msys is not used. VMA_INCLUDE can name the directory holding vk_mem_alloc.h; otherwise the
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system header or the pinned download is used. README-BuildKit.md, "Linux", lists the packages.
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Game content is written only to --out; a downloaded VMA header is cached in toolchain/vma, and --make-runtime-lib
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writes DIR. The game folder holds only what this PC built from the player's files: never
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share it. Needs Python 3.10+ with numpy, lz4, zstandard and zbic (pip), with fonttools and pillow too when the kit has
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button art, and MSYS2 UCRT64's clang and libraries (README-BuildKit.md lists the commands). Delete <out>/build-cache
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afterwards to free about 5 GB; the next build then compiles everything again.
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--events adds one machine-readable line per step and progress change to stdout, each starting with "@@" and followed
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by a JSON object (launcher/build.py reads them): {"ev": "step", "step": ..., "state": "start" | "done" | "skip"},
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{"ev": "progress", "step": ..., "done": n, "total": n, "unit": ...}, {"ev": "phase", ...}, {"ev": "error", "message":
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...} and {"ev": "end", ...}.
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"""
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import argparse
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import concurrent.futures
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import hashlib
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import json
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import os
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import re
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import shutil
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import struct
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import subprocess
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import sys
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import tempfile
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import threading
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import time
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from pathlib import Path
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KIT = Path(__file__).resolve().parents[1]
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sys.path.insert(0, str(KIT / 'tools'))
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import nup # noqa: E402
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import prompt_art # noqa: E402
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TITLE_ID = 0x0400486024DEC000
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MAIN_BUILD_ID = 'e0f3ccfaf50065ae4ea01eb5aeb13b1a' # main of game 1.1.1
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EXEFS_FILES = ('main', 'main.npdm', 'sdk', 'subsdk0', 'rtld')
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MODULES = ('main', 'sdk', 'subsdk0', 'rtld')
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ALIGN = 16
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STATE_VERSION = 2
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STEPS = ('exefs', 'romfs', 'lift', 'compile', 'shaders', 'prompts', 'scan')
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# Steps whose key names every input they read rather than the step before them: a step before them that runs does
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# not make them run again, and they make no step after them run again.
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OWN_KEY_STEPS = ('prompts', 'scan')
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# The Python packages tools/pad_prompts.py imports (pip name: import name), checked before a build with button art.
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PROMPT_PACKAGES = {'zstandard': 'zstandard', 'fonttools': 'fontTools', 'pillow': 'PIL'}
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# The line tools/pad_prompts.py prints for each overlay folder it wrote.
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PROMPTS_WRITTEN = re.compile(r'^.+: \d+ files, the font grew by -?\d+ bytes$')
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SCAN_CHECKED = re.compile(r'^checked (\d+) of (\d+)$') # tools/romfs_check.py's progress lines
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# Bring-up fixes in the lifted SDK, each anchored on exact generated text that must occur once.
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LIFT_FIXES = [
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# nn::oe::SetupGpuErrorHandler (sdk+0x59a430) registers a system worker the host does not provide: GPU error
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# reporting is not needed, so it returns at once.
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('sdk', 'void f_700579a430(Cpu *c) {\n FN_ENTER(0x700579a430ull);\n',
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'void f_700579a430(Cpu *c) {\n c->x[0] = 0; return; /* bring-up: GpuErrorHandler (make_game.py) */\n'
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' FN_ENTER(0x700579a430ull);\n'),
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# The thread-start path loads TPIDR_EL0 from TLR+0x1F0 before the SDK stored its TLS there for a host-created
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# thread: a zero slot keeps the TLS pointer the host seeded.
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('sdk', ' { uint64_t ea = c->x[19] + 0x1b8ull; ST64(ea, x8); }\n x8 = (uint64_t)(c->tpidrro);\n'
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' { uint64_t ea = x8 + 0x1f0ull; uint64_t v = LD64(ea); x8 = (uint64_t)(v); }\n c->tpidr = x8;\n',
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' { uint64_t ea = c->x[19] + 0x1b8ull; ST64(ea, x8); }\n x8 = (uint64_t)(c->tpidrro);\n'
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' { uint64_t ea = x8 + 0x1f0ull; uint64_t v = LD64(ea); x8 = (uint64_t)(v); }\n'
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' if (x8) c->tpidr = x8; /* zero slot: keep the host\'s TLS (make_game.py) */\n'),
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]
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WIN = os.name == 'nt'
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if WIN:
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LINK_LIBS = ['-lvulkan-1', '-lSDL3', '-lopus', '-lvpx', '-l:libdav1d.a', '-lzstd', '-l:libatomic.a', '-lbcrypt',
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'-limm32', '-luuid', '-lole32', '-luser32', '-lshell32', '-lgdi32', '-ladvapi32', '-lwinmm']
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else: # tools/build_game.py's Linux libraries, plus dav1d (the AV1 movies) and libatomic
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LINK_LIBS = ['-lvulkan', '-lSDL3', '-lopus', '-lvpx', '-ldav1d', '-lzstd', '-l:libstdc++.a', '-latomic',
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'-lm', '-lpthread', '-ldl']
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SYSTEM_DLLS_SKIP = {'vulkan-1.dll'} # the graphics driver's loader, never a copy
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EXE_NAME = 'ocarina.exe' if WIN else 'ocarina'
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XLATE_NAME = 'nx2navi_xlate.exe' if WIN else 'nx2navi_xlate'
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# Headers this build writes per install (gen.py, romfs_index.py): a runtime source that includes one, directly or
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# through a runtime header, is compiled on the player's PC; every other runtime source can come prebuilt.
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GENERATED_HEADERS = ('layout.h', 'patches.h', 'romfs_config.h')
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RUNTIME_LIB = 'libnx2navirt.a'
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FFX4_DLLS = ('amd_fidelityfx_loader_vk.dll', 'amd_fidelityfx_upscaler_vk.dll') # AMD's FSR SDK 2.4, for FSR 4
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FFX4_FG_DLL = 'amd_fidelityfx_framegeneration_vk.dll' # ... and its frame generation, with the two above
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RUNTIME_PATTERNS = ('*.c', '*.cpp', 'platform/*.c', 'ui/*.cpp', 'third_party/imgui/*.cpp',
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'third_party/imgui/backends/*.cpp')
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INCLUDE = re.compile(r'^[ \t]*#[ \t]*include[ \t]+"([^"]+)"', re.M)
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# Runs a script the way `python script.py` does, with the script's folder first on sys.path. The launcher's
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# embeddable Python leaves the script folder off sys.path (its ._pth file), so every script this build starts goes
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# through this.
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RUN_SCRIPT = ('import os, runpy, sys; s = sys.argv[1]; sys.argv = sys.argv[1:]; '
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'sys.path.insert(0, os.path.dirname(os.path.abspath(s))); runpy.run_path(s, run_name="__main__")')
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EVENTS = False
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OUT_LOCK = threading.Lock() # the RomFS step prints from its own thread (main)
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def say(msg):
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with OUT_LOCK:
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print(msg, flush=True)
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def emit(ev, **fields):
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"""One "@@{json}" line for the launcher (--events); nothing otherwise."""
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if EVENTS:
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line = '@@' + json.dumps({'ev': ev, **fields}, ensure_ascii=False)
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with OUT_LOCK:
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print(line, flush=True)
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def fail(msg):
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emit('error', message=msg)
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with OUT_LOCK:
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print(f'\nerror: {msg}', file=sys.stderr, flush=True)
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sys.exit(1)
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class Background:
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"""One step on a thread of its own. join() waits for it and raises its failure (fail's SystemExit included) in
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the caller; failed() tells the caller early, so it can stop work that would be thrown away."""
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def __init__(self, fn):
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self.exc = None
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self.thread = threading.Thread(target=self._run, args=(fn,), name='romfs', daemon=True)
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self.thread.start()
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def _run(self, fn):
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try:
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fn()
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except BaseException as e: # noqa: B036 - handed to join()
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self.exc = e
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def failed(self):
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return self.exc is not None
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def join(self):
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self.thread.join()
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if self.exc is not None:
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raise self.exc
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def py_cmd(script, *args):
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"""The command line that runs a Python script of this kit with this interpreter (see RUN_SCRIPT)."""
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flags = ['-I'] if sys.flags.isolated else []
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return [sys.executable, *flags, '-c', RUN_SCRIPT, str(script), *map(str, args)]
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def sha256_bytes(data):
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return hashlib.sha256(data).hexdigest()
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def sha256_file(path):
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h = hashlib.sha256()
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with open(path, 'rb') as f:
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while b := f.read(8 << 20):
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h.update(b)
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return h.hexdigest()
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def tree_digest(root, patterns):
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"""sha256 over the relative names and contents of the files under root matching the glob patterns."""
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h = hashlib.sha256()
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files = sorted({p for pat in patterns for p in Path(root).glob(pat) if p.is_file() and '__pycache__' not in p.parts})
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for p in files:
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h.update(p.relative_to(root).as_posix().encode() + b'\0')
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h.update(p.read_bytes())
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h.update(b'\0')
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return h.hexdigest()
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# ---------------------------------------------------------------- input
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class Source:
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"""The game files, from a .nup container or from extracted exefs/romfs folders."""
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def __init__(self, a):
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self.n = None
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if a.nup:
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try:
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self.n = nup.Nup(a.nup)
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except (OSError, nup.NupError) as e:
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fail(f'cannot read {a.nup}: {e}')
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# The base title and its update (title id + 0x800), the update first and the newest of each kind first.
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# A module comes from the first of them that holds it whole: an update's ExeFS may leave a module out or
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# hold something else under its name.
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pkgs = [p for p in self.n.packages if p['title_id'] in (TITLE_ID, TITLE_ID | 0x800)]
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if not pkgs:
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ids = ', '.join(f"{p['title_id']:016X}" for p in self.n.packages)
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fail(f'this .nup holds {ids}, not Ocarina of Time (0400486024DEC000)')
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pkgs.sort(key=lambda p: (p['kind'] != 1, -p['version']))
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self.exefs = {}
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for name in EXEFS_FILES:
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for p in pkgs:
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fi = dict(self.n.tree(p['exefs'])).get(name) if p['exefs'] < self.n.ndir else None
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magic = b'META' if name.endswith('.npdm') else b'NSO0'
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if fi is not None and self.n.size(fi) >= 0x100 and next(self.n.chunks(fi))[:4] == magic:
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self.exefs[name] = fi
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break
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self.romfs = []
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for p in pkgs:
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if p['romfs'] < self.n.ndir:
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self.romfs = list(self.n.tree(p['romfs']))
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if self.romfs:
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break
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st = os.stat(a.nup)
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self.identity = f'nup {os.path.abspath(a.nup)} {st.st_size} {int(st.st_mtime)}'
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else:
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self.exefs_dir, self.romfs_dir = Path(a.exefs), Path(a.romfs)
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for d in (self.exefs_dir, self.romfs_dir):
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if not d.is_dir():
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fail(f'{d} is not a folder')
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self.exefs = {name: self.exefs_dir / name for name in EXEFS_FILES if (self.exefs_dir / name).is_file()}
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self.romfs = [(p.relative_to(self.romfs_dir).as_posix(), p) for p in self.romfs_dir.rglob('*') if p.is_file()]
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# every file's size and modification time, not only their count: a RomFS extracted again (or edited)
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# with the same number of files, or a replaced sdk, kept the old unpacked files ("done before")
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h = hashlib.sha256()
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for rel, f in sorted([(n, self.exefs[n]) for n in self.exefs] + self.romfs):
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st = f.stat()
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h.update(f'{rel}\0{st.st_size}\0{st.st_mtime_ns}\n'.encode('utf-8', 'surrogateescape'))
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self.identity = (f'folders {self.exefs_dir.resolve()} {self.romfs_dir.resolve()} {len(self.romfs)} '
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f'{h.hexdigest()[:32]}')
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missing = [x for x in EXEFS_FILES if x not in self.exefs]
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if missing:
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fail(f'the ExeFS lacks {", ".join(missing)} (or holds something else under that name)')
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if not self.romfs:
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fail('the RomFS is empty')
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def read_exefs(self, name):
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return self.n.read(self.exefs[name]) if self.n else self.exefs[name].read_bytes()
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def romfs_size(self, ref):
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return self.n.size(ref) if self.n else ref.stat().st_size
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def romfs_chunks(self, ref):
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if self.n:
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yield from self.n.chunks(ref)
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return
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with open(ref, 'rb') as f:
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while b := f.read(nup.CHUNK):
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yield b
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class BuiltSource:
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"""--rebuild: the ExeFS and RomFS an earlier run unpacked into the game folder, under that run's input identity.
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The ExeFS modules are stored plainly there but keep their headers, so check() reads the same build id."""
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def __init__(self, out, state):
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self.out = out
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if state.get('version') != STATE_VERSION or not state.get('input'):
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fail(f'{out} holds no finished build of this kit to rebuild from: give --nup, or --exefs and --romfs')
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for step in ('exefs', 'romfs'):
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if step not in state.get('steps', {}):
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fail(f'the last build in {out} did not finish its {step} step: give the game files again')
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missing = [n for n in EXEFS_FILES if not (out / 'exefs' / n).is_file()]
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missing += [f'romfs/{n}' for n in ('romfs.bin', 'index.json') if not (out / 'romfs' / n).is_file()]
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if missing:
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fail(f'{out} lacks {", ".join(missing)}: give the game files again')
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self.identity = state['input']
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def read_exefs(self, name):
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return (self.out / 'exefs' / name).read_bytes()
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def check(src):
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main = src.read_exefs('main')
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if main[:4] != b'NSO0':
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fail('main is not an NSO module')
|
||
build = main[0x40:0x50].hex()
|
||
if build != MAIN_BUILD_ID:
|
||
fail(f'this is not game version 1.1.1: main has build {build[:8]}, the recomp supports build {MAIN_BUILD_ID[:8]}. '
|
||
'Install the 1.1.1 update and dump the game again.')
|
||
return main
|
||
|
||
|
||
# ---------------------------------------------------------------- exefs
|
||
|
||
def flat_nso(raw, name):
|
||
"""An NSO with its segments stored uncompressed (the runtime's loader reads only those); segment hashes kept."""
|
||
flags = struct.unpack_from('<I', raw, 0xC)[0]
|
||
out = bytearray(raw[:0x100])
|
||
for i, seg in enumerate(('text', 'ro', 'data')):
|
||
file_off, mem_off, size = struct.unpack_from('<III', raw, 0x10 + i * 0x10)
|
||
stored = struct.unpack_from('<I', raw, 0x60 + i * 4)[0]
|
||
data = raw[file_off:file_off + (stored if flags >> i & 1 else size)]
|
||
if flags >> i & 1:
|
||
if flags & 0x80:
|
||
try:
|
||
import zbic
|
||
except ImportError:
|
||
fail('the game\'s modules need the zbic package: pip install zbic')
|
||
data = zbic.decompress(data)
|
||
else:
|
||
import lz4.block
|
||
data = lz4.block.decompress(data, uncompressed_size=size)
|
||
if len(data) != size:
|
||
fail(f'{name}: {seg} unpacks to {len(data):#x} bytes, its header says {size:#x}')
|
||
if flags >> (3 + i) & 1 and hashlib.sha256(data).digest() != raw[0xA0 + 0x20 * i:0xC0 + 0x20 * i]:
|
||
fail(f'{name}: the {seg} segment is damaged (sha256 mismatch)')
|
||
struct.pack_into('<III', out, 0x10 + i * 0x10, len(out), mem_off, size)
|
||
struct.pack_into('<I', out, 0x60 + i * 4, size)
|
||
out += data
|
||
struct.pack_into('<I', out, 0xC, flags & ~0x87) # segments stored plainly, no ZBIC
|
||
return bytes(out)
|
||
|
||
|
||
def step_exefs(src, out):
|
||
dst = out / 'exefs'
|
||
dst.mkdir(parents=True, exist_ok=True)
|
||
for i, name in enumerate(EXEFS_FILES):
|
||
raw = src.read_exefs(name)
|
||
data = flat_nso(raw, name) if name in MODULES else raw
|
||
(dst / name).write_bytes(data)
|
||
say(f' {name:9} {len(raw) / 1e6:6.1f} MB -> {len(data) / 1e6:6.1f} MB')
|
||
emit('progress', step='exefs', done=i + 1, total=len(EXEFS_FILES), unit='files')
|
||
|
||
|
||
def exefs_digest(out):
|
||
return tree_digest(out / 'exefs', EXEFS_FILES)
|
||
|
||
|
||
# ---------------------------------------------------------------- romfs
|
||
|
||
ROMFS_READ_AHEAD = 64 << 20 # total file bytes requested from workers in one group
|
||
|
||
|
||
def romfs_read_groups(files):
|
||
group, buffered = [], 0
|
||
for entry in files:
|
||
size = entry[2]
|
||
ahead = size if size <= ROMFS_READ_AHEAD else 0 # the writer streams larger files
|
||
if buffered + ahead > ROMFS_READ_AHEAD or len(group) == 256:
|
||
yield group
|
||
group, buffered = [], 0
|
||
group.append(entry)
|
||
buffered += ahead
|
||
if group:
|
||
yield group
|
||
|
||
|
||
def step_romfs(src, out, jobs):
|
||
dst = out / 'romfs'
|
||
dst.mkdir(parents=True, exist_ok=True)
|
||
files = sorted(((rel, ref, src.romfs_size(ref)) for rel, ref in src.romfs), key=lambda e: e[0].encode())
|
||
total = sum(size for _, _, size in files)
|
||
free = shutil.disk_usage(dst).free
|
||
if free < total + (1 << 30):
|
||
fail(f'{dst} needs {total / 1e9:.1f} GB free for the RomFS image, it has {free / 1e9:.1f} GB')
|
||
say(f' {len(files)} files, {total / 1e9:.1f} GB')
|
||
entries, h, pos, done, t0 = [], hashlib.sha256(), 0, 0, time.time()
|
||
part = dst / 'romfs.bin.part'
|
||
emit('progress', step='romfs', done=0, total=total, unit='bytes')
|
||
|
||
def load(e): # small files are read whole on a worker; big ones are streamed by the writer
|
||
_, ref, size = e
|
||
return None if size > ROMFS_READ_AHEAD else b''.join(src.romfs_chunks(ref))
|
||
|
||
with open(part, 'wb', buffering=16 << 20) as img, concurrent.futures.ThreadPoolExecutor(jobs) as ex:
|
||
for batch, group in enumerate(romfs_read_groups(files)):
|
||
for (rel, ref, size), data in zip(group, ex.map(load, group)):
|
||
pad = -pos % ALIGN
|
||
if pad:
|
||
img.write(b'\0' * pad)
|
||
h.update(b'\0' * pad)
|
||
pos += pad
|
||
offset = pos
|
||
for chunk in ((data,) if data is not None else src.romfs_chunks(ref)):
|
||
img.write(chunk)
|
||
h.update(chunk)
|
||
pos += len(chunk)
|
||
if pos - offset != size:
|
||
fail(f'{rel} changed size while packing the RomFS: expected {size} bytes, read {pos - offset}')
|
||
entries.append({'path': rel, 'offset': offset, 'size': size})
|
||
done += size
|
||
emit('progress', step='romfs', done=done, total=total, unit='bytes')
|
||
if batch % 40 == 0:
|
||
say(f' RomFS {done / 1e9:5.1f} of {total / 1e9:.1f} GB, {time.time() - t0:.0f} s')
|
||
part.replace(dst / 'romfs.bin')
|
||
index = {'status': 'pass', 'romfs_size': pos, 'romfs_sha256': h.hexdigest(), 'files': entries}
|
||
(dst / 'index.json').write_text(json.dumps(index), encoding='utf-8')
|
||
say(f' RomFS image {pos / 1e9:.2f} GB in {time.time() - t0:.0f} s')
|
||
|
||
|
||
# ---------------------------------------------------------------- lift
|
||
|
||
EMITTED = re.compile(r'emitted (\d+)/(\d+) chunks')
|
||
|
||
|
||
def lift_digest():
|
||
"""The lifter's code, the patch table and the bring-up fixes: what the lifted C depends on besides the ExeFS."""
|
||
h = hashlib.sha256(tree_digest(KIT / 'recomp', ('*.py', 'patches-v111.txt')).encode())
|
||
h.update(repr(LIFT_FIXES).encode())
|
||
return h.hexdigest()
|
||
|
||
|
||
def step_lift(out, cache):
|
||
"""gen.py into build-cache/lift. The folder is kept: gen.py rewrites only the chunks whose text changed and
|
||
removes the ones it no longer writes."""
|
||
lift = cache / 'lift'
|
||
cmd = py_cmd(KIT / 'recomp' / 'gen.py', '--exefs', out / 'exefs', '--out', lift,
|
||
'--patches', KIT / 'recomp' / 'patches-v111.txt')
|
||
p = subprocess.Popen(cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True, encoding='utf-8',
|
||
errors='replace', bufsize=1)
|
||
for line in p.stdout:
|
||
line = line.rstrip('\n')
|
||
say(f' {line}')
|
||
m = EMITTED.search(line)
|
||
if m:
|
||
emit('progress', step='lift', done=int(m.group(1)), total=int(m.group(2)), unit='chunks')
|
||
if p.wait():
|
||
fail('the code generator failed (see above)')
|
||
for mod, old, new in LIFT_FIXES:
|
||
hits = [p for p in sorted((lift / mod).glob('*.c')) if old in p.read_text(encoding='utf-8')]
|
||
if len(hits) != 1 or hits[0].read_text(encoding='utf-8').count(old) != 1:
|
||
fail(f'a bring-up fix found its anchor {len(hits)} times in the lifted {mod}, not once')
|
||
p = hits[0]
|
||
p.write_text(p.read_text(encoding='utf-8').replace(old, new), encoding='utf-8', newline='\n')
|
||
|
||
|
||
# ---------------------------------------------------------------- compile
|
||
|
||
def modules_c(lift, out, gen):
|
||
layout = json.loads((lift / 'layout.json').read_text(encoding='utf-8'))
|
||
L = ['#include "dispatch.h"', '#include "host.h"', '#include "layout.h"', '']
|
||
for m in layout:
|
||
n = m['name']
|
||
L += [f'extern const uint64_t {n}_fn_addrs[];', f'extern const GuestFn {n}_fn_ptrs[];',
|
||
f'extern const uint64_t {n}_fn_count;']
|
||
L += ['', 'const RtLayoutEntry rt_layout[] = {']
|
||
L += [f' {{"{m["name"]}", MOD_{m["name"].upper()}_BASE, MOD_{m["name"].upper()}_SIZE}},' for m in layout]
|
||
L += ['};', f'const int rt_layout_count = {len(layout)};', '', 'int rt_linked_modules(RtModule *out, int max) {',
|
||
' int n = 0;']
|
||
for m in layout:
|
||
n, u = m['name'], m['name'].upper()
|
||
L.append(f' if (n < max) out[n++] = (RtModule){{"{n}", MOD_{u}_BASE, MOD_{u}_SIZE, {n}_fn_addrs, {n}_fn_ptrs, '
|
||
f'{n}_fn_count}};')
|
||
L += [' return n;', '}', '', 'const RtFileHash rt_exefs_sha256[] = {']
|
||
L += [f' {{"{name}", "{sha256_file(out / "exefs" / name)}"}},' for name in EXEFS_FILES]
|
||
L += ['};', f'const int rt_exefs_sha256_count = {len(EXEFS_FILES)};', '',
|
||
f'const char rt_default_exefs[] = {json.dumps(str(out / "exefs"))};',
|
||
f'const char rt_default_romfs[] = {json.dumps(str(out / "romfs"))};',
|
||
f'const char rt_default_profile[] = {json.dumps(str(out / "profile"))};',
|
||
'const int rt_game_version = 111;',
|
||
'const unsigned long long rt_app_pool_bytes = 9809ull << 20; /* the Switch 2 application pool */',
|
||
'const int rt_nvn_api_version[2] = {231, 40}; /* NVN2: main asks for major 231, minor 40 or later */',
|
||
f'const char rt_port_version[] = {json.dumps(kit_version())};']
|
||
p = gen / 'modules.c'
|
||
write_if_changed(p, '\n'.join(L) + '\n')
|
||
if WIN: # on Linux ui/menu_sdl.cpp defines it
|
||
write_if_changed(gen / 'shim.c', '/* Defined by the SDL window path only; this build uses the Win32 one. */\n'
|
||
'void menu_sdl_event(void *e) { (void)e; }\n')
|
||
return p
|
||
|
||
|
||
def write_if_changed(path, text):
|
||
if not path.is_file() or path.read_text(encoding='utf-8') != text:
|
||
path.write_text(text, encoding='utf-8')
|
||
|
||
|
||
def kit_version():
|
||
v = KIT / 'VERSION'
|
||
return v.read_text(encoding='utf-8').strip() if v.is_file() else '0.0.1-ocarina'
|
||
|
||
|
||
def pe_imports(path):
|
||
"""The DLL names a PE file imports (its import directory), lower case."""
|
||
d = Path(path).read_bytes()
|
||
pe = struct.unpack_from('<I', d, 0x3C)[0]
|
||
nsec, opt = struct.unpack_from('<H', d, pe + 6)[0], struct.unpack_from('<H', d, pe + 20)[0]
|
||
sec = pe + 24 + opt
|
||
rva = struct.unpack_from('<I', d, pe + 24 + 120)[0] # PE32+ data directory 1: imports
|
||
|
||
def off(r):
|
||
for i in range(nsec):
|
||
va, vs, raw = (struct.unpack_from('<I', d, sec + 40 * i + k)[0] for k in (12, 8, 20))
|
||
if va <= r < va + max(vs, 1):
|
||
return r - va + raw
|
||
return None
|
||
|
||
names, at = [], off(rva) if rva else None
|
||
while at is not None:
|
||
name_rva = struct.unpack_from('<I', d, at + 12)[0]
|
||
if not name_rva:
|
||
break
|
||
o = off(name_rva)
|
||
names.append(d[o:d.index(b'\0', o)].decode('ascii').lower())
|
||
at += 20
|
||
return names
|
||
|
||
|
||
def copy_if_changed(src, dst):
|
||
"""Atomically replace dst unless its contents match, even when source modification times are normalized.
|
||
A same-directory temporary copy preserves modes, replaces read-only files on POSIX and leaves dst intact on copy failure."""
|
||
dst = Path(dst)
|
||
s = os.stat(src)
|
||
try:
|
||
d = os.stat(dst)
|
||
if d.st_size == s.st_size and sha256_file(src) == sha256_file(dst):
|
||
return False
|
||
except FileNotFoundError:
|
||
pass
|
||
try:
|
||
with tempfile.TemporaryDirectory(dir=dst.parent, prefix='.nx2navi-copy-') as tmp:
|
||
replacement = Path(tmp) / dst.name
|
||
shutil.copy2(src, replacement)
|
||
os.replace(replacement, dst)
|
||
except PermissionError:
|
||
fail(f'cannot replace {dst}: close the game and check output-directory permissions')
|
||
return True
|
||
|
||
|
||
DLSS_DLL, DLSS_NOTICE = 'nvngx_dlss.dll', 'nvngx_dlss-NOTICE.txt' # tools/dlss_pin.py, in the kit's bin/
|
||
# The Linux library's name ends in the DLSS version (tools/dlss_pin.py): it is found by its prefix, as the runtime
|
||
# finds it beside the game (runtime/resolution.c dlss_dll).
|
||
DLSS_SO_PREFIX, DLSS_SO_NOTICE = 'libnvidia-ngx-dlss.so.', 'libnvidia-ngx-dlss-NOTICE.txt'
|
||
# DLSS Frame Generation (runtime/vk_dlssg.c) loads these from beside the game: nx2navi_dlssg.dll (runtime/dlssg/,
|
||
# tools/build_dlssg.py), NVIDIA Streamline's interposer and the plugins it uses, and NGX's frame generation library.
|
||
# A release carries them with their licence texts in bin/dlssg/ (tools/make_launcher.py --dlssg); without the whole set
|
||
# the game leaves DLSS Frame Generation off.
|
||
DLSSG_DIR = 'dlssg'
|
||
DLSSG_FILES = ('nx2navi_dlssg.dll', 'sl.interposer.dll', 'sl.common.dll', 'sl.dlss_g.dll', 'sl.pcl.dll', 'sl.reflex.dll',
|
||
'nvngx_dlssg.dll')
|
||
|
||
|
||
def notice_sha256(path):
|
||
"""The sha256 line of a DLSS notice: the library a kit placed beside the game."""
|
||
try:
|
||
for line in path.read_text(encoding='utf-8').splitlines():
|
||
if line.startswith('sha256 '):
|
||
return line.split()[1].lower()
|
||
except (OSError, UnicodeDecodeError):
|
||
pass
|
||
return None
|
||
|
||
|
||
def dlss_files(folder, linux):
|
||
"""The DLSS libraries in folder, by name: nvngx_dlss.dll, or on Linux every libnvidia-ngx-dlss.so.<version>."""
|
||
return sorted(p for p in folder.glob(DLSS_SO_PREFIX + '*' if linux else DLSS_DLL) if p.is_file())
|
||
|
||
|
||
def place_dlss(out, linux=False):
|
||
"""NVIDIA's DLSS library from the kit's bin/ beside the game, where NGX loads it (runtime/vk_dlaa.c), with its
|
||
notice. A different library the player put there (another DLSS version) is kept; the one an earlier build placed,
|
||
named by the notice beside it, is replaced. linux: the Linux library, whose name carries the DLSS version, so a
|
||
kit with another version replaces the earlier build's file under its old name. Returns a line for the build's
|
||
log when it kept the player's."""
|
||
note_name = DLSS_SO_NOTICE if linux else DLSS_NOTICE
|
||
srcs, note = dlss_files(KIT / 'bin', linux), KIT / 'bin' / note_name
|
||
if not srcs:
|
||
return None
|
||
src = srcs[-1]
|
||
beside = dlss_files(out, linux)
|
||
for dst in beside:
|
||
s, d = os.stat(src), os.stat(dst)
|
||
if dst.name != src.name or d.st_size != s.st_size or int(d.st_mtime) != int(s.st_mtime):
|
||
have = sha256_file(dst)
|
||
if have != notice_sha256(out / note_name) and have != sha256_file(src):
|
||
return f"{dst.name} kept: the one already beside the game is not the kit's (another DLSS version)"
|
||
copy_if_changed(src, out / src.name)
|
||
for dst in beside:
|
||
if not dst.samefile(out / src.name): # another version's library, placed by an earlier build: replaced
|
||
dst.unlink()
|
||
if note.is_file() and (not (out / note_name).is_file() or (out / note_name).read_bytes() != note.read_bytes()):
|
||
shutil.copy2(note, out / note_name) # by content: two versions' notices can share size and second
|
||
return None
|
||
|
||
|
||
def place_dlssg(out):
|
||
"""DLSS Frame Generation's libraries and their licence texts, the kit's bin/dlssg/, beside the game. Returns how
|
||
many files it holds, 0 when the kit has no complete set (nothing is placed then)."""
|
||
src = KIT / 'bin' / DLSSG_DIR
|
||
if not all((src / n).is_file() for n in DLSSG_FILES):
|
||
return 0
|
||
files = sorted(p for p in src.iterdir() if p.is_file())
|
||
for p in files:
|
||
copy_if_changed(p, out / p.name)
|
||
return len(files)
|
||
|
||
|
||
def copy_dlls(exe, msys_bin, out):
|
||
seen, todo, copied = set(), [exe], []
|
||
while todo:
|
||
for name in pe_imports(todo.pop()):
|
||
src = msys_bin / name
|
||
if name in seen or name in SYSTEM_DLLS_SKIP or not src.is_file():
|
||
continue
|
||
seen.add(name)
|
||
copy_if_changed(src, out / src.name)
|
||
copied.append(src.name)
|
||
todo.append(src)
|
||
return copied
|
||
|
||
|
||
def parse_deps(text):
|
||
"""The prerequisites of a make-style dependency file as clang -MMD writes it (the target dropped)."""
|
||
text = text.replace('\\\r\n', ' ').replace('\\\n', ' ')
|
||
tokens, cur, i = [], '', 0
|
||
while i < len(text):
|
||
c = text[i]
|
||
if c == '\\' and i + 1 < len(text) and text[i + 1] in ' #':
|
||
cur += text[i + 1]
|
||
i += 2
|
||
continue
|
||
if c == '$' and text[i + 1:i + 2] == '$':
|
||
cur += '$'
|
||
i += 2
|
||
continue
|
||
if c.isspace():
|
||
if cur:
|
||
tokens.append(cur)
|
||
cur = ''
|
||
else:
|
||
cur += c
|
||
i += 1
|
||
if cur:
|
||
tokens.append(cur)
|
||
for k, t in enumerate(tokens): # the target ends with ':' (a drive letter's colon is followed by a separator)
|
||
if t.endswith(':'):
|
||
return tokens[k + 1:]
|
||
return tokens
|
||
|
||
|
||
class ObjectCache:
|
||
"""Which objects are current: per object the key of its command and source, and the sha256 (with size and
|
||
modification time, to skip hashing an untouched file) of every file its dependency list names
|
||
(build-cache/obj/objects.json). Paths under a root are kept relative to it ({'<kit>': KIT}), so the same files
|
||
in a kit at another place still count as the same."""
|
||
|
||
def __init__(self, path, roots=None):
|
||
self.path = path
|
||
self.roots = {k: os.path.normcase(os.path.abspath(v)) for k, v in (roots or {}).items()}
|
||
try:
|
||
self.entries = json.loads(path.read_text(encoding='utf-8')) if path.is_file() else {}
|
||
except (OSError, ValueError):
|
||
self.entries = {}
|
||
self._sha = {}
|
||
|
||
def norm(self, p):
|
||
a = os.path.normcase(os.path.abspath(p))
|
||
for name, root in self.roots.items():
|
||
if a == root or a.startswith(root + os.sep):
|
||
return name + a[len(root):].replace(os.sep, '/')
|
||
return a
|
||
|
||
def real(self, p):
|
||
for name, root in self.roots.items():
|
||
if p.startswith(name):
|
||
return root + p[len(name):].replace('/', os.sep)
|
||
return p
|
||
|
||
def file_sha(self, p):
|
||
p = os.path.normcase(os.path.abspath(p))
|
||
if p not in self._sha:
|
||
try:
|
||
self._sha[p] = sha256_file(p)
|
||
except OSError:
|
||
self._sha[p] = None
|
||
return self._sha[p]
|
||
|
||
def _same(self, p, rec):
|
||
path = self.real(p)
|
||
if isinstance(rec, str): # a cache without sizes and times
|
||
return self.file_sha(path) == rec
|
||
digest, size, mtime = rec
|
||
try:
|
||
st = os.stat(path)
|
||
except OSError:
|
||
return False
|
||
if st.st_size == size and st.st_mtime_ns == mtime:
|
||
return True
|
||
return st.st_size == size and self.file_sha(path) == digest
|
||
|
||
def current(self, obj, key):
|
||
e = self.entries.get(obj.name)
|
||
return (e is not None and e.get('key') == key and obj.is_file()
|
||
and all(self._same(p, rec) for p, rec in e.get('deps', {}).items()))
|
||
|
||
def record(self, obj, key, dep_file, src):
|
||
try:
|
||
deps = parse_deps(Path(dep_file).read_text(encoding='utf-8', errors='replace'))
|
||
except OSError:
|
||
deps = []
|
||
out = {}
|
||
for p in deps or [str(src)]:
|
||
try:
|
||
st = os.stat(p)
|
||
out[self.norm(p)] = [self.file_sha(p), st.st_size, st.st_mtime_ns]
|
||
except OSError:
|
||
out[self.norm(p)] = [None, -1, -1]
|
||
self.entries[obj.name] = {'key': key, 'deps': out}
|
||
|
||
def forget(self, obj):
|
||
self.entries.pop(obj.name, None)
|
||
|
||
def keep_only(self, names):
|
||
"""Drops the entries of objects this build does not make (the runtime objects an earlier version compiled
|
||
here and a later one links prebuilt): they would stay as that version wrote them for good. The number dropped."""
|
||
gone = [n for n in self.entries if n not in names]
|
||
for n in gone:
|
||
del self.entries[n]
|
||
return len(gone)
|
||
|
||
def adopt(self, obj, key, old_keys, old_kits=()):
|
||
"""Records obj under key when its entry has one of old_keys, the keys an earlier version gave the same compile,
|
||
its object is there and every file it was compiled from reads as it did. A file in an earlier kit's folder
|
||
(old_kits, app/<version>) is read at the same place in this kit, as the object must match this kit's headers:
|
||
that folder may be gone. 1 when taken over."""
|
||
e = self.entries.get(obj.name)
|
||
if not e or e.get('key') not in old_keys or not obj.is_file():
|
||
return 0
|
||
kit = self.roots.get('<kit>')
|
||
kits = [os.path.normcase(os.path.abspath(k)) for k in old_kits]
|
||
deps = {}
|
||
for p, rec in e.get('deps', {}).items():
|
||
path = self.real(p)
|
||
a = os.path.normcase(os.path.abspath(path))
|
||
for k in kits:
|
||
if kit and a.startswith(k + os.sep):
|
||
path = kit + a[len(k):]
|
||
break
|
||
digest = rec if isinstance(rec, str) else rec[0]
|
||
if not digest or self.file_sha(path) != digest:
|
||
return 0
|
||
st = os.stat(path)
|
||
deps[self.norm(path)] = [digest, st.st_size, st.st_mtime_ns]
|
||
self.entries[obj.name] = {'key': key, 'deps': deps}
|
||
return 1
|
||
|
||
def save(self):
|
||
tmp = self.path.with_suffix('.tmp')
|
||
tmp.write_text(json.dumps(self.entries), encoding='utf-8')
|
||
tmp.replace(self.path)
|
||
|
||
|
||
def compiler_ids(clang, env):
|
||
"""(id, id up to 0.6.0): what names the compiler in the object cache's keys. The id is its --version text and its
|
||
size. The keys up to 0.6.0 held the file's modification time too, so a tool update that put the same compiler back
|
||
made every object stale, a full compile of the game for nothing; that form is still made, to take those objects
|
||
over (object_alts)."""
|
||
p = subprocess.run([str(clang), '--version'], capture_output=True, text=True, env=env, errors='replace')
|
||
st = os.stat(clang)
|
||
return (sha256_bytes(f'{p.stdout}\n{st.st_size}'.encode()),
|
||
sha256_bytes(f'{p.stdout}\n{st.st_size}\n{int(st.st_mtime)}'.encode()))
|
||
|
||
|
||
def compiler_id(clang, env):
|
||
return compiler_ids(clang, env)[0]
|
||
|
||
|
||
def object_key(cmd, src, dst, cache, salt, sysroot=False):
|
||
"""The cache key of compiling src into dst with cmd: the compiler's id (salt), the command's flags with the cache's
|
||
roots standing for their paths, and the source's sha256. --sysroot is left out: only fast_clang's compiler gets it,
|
||
and its objects are the UCRT64 compiler's byte for byte, so the object of either serves (sysroot=True keeps it: the
|
||
keys up to 0.6.0)."""
|
||
flags = [c for c in cmd[1:] if c not in (str(src), str(dst)) and (sysroot or not c.startswith('--sysroot='))]
|
||
for name, root in cache.roots.items():
|
||
flags = [name + os.path.normcase(f)[len(root):].replace(os.sep, '/') if os.path.normcase(f).startswith(root)
|
||
else f for f in flags]
|
||
return sha256_bytes(json.dumps([salt, [os.path.basename(cmd[0])] + flags, cache.file_sha(src)]).encode())
|
||
|
||
|
||
def legacy_key(src, dst, cache, salt, clang, clangxx, kit, lift, gen, vma):
|
||
"""The key 0.5.0 and earlier gave compiling src into dst: their whole command with its paths as they were, the
|
||
kit's own folder (app/<version>) among them, and the compiler's id up to 0.6.0 (salt)."""
|
||
rt = Path(kit) / 'runtime'
|
||
cpp = src.suffix in ('.cpp', '.cxx')
|
||
guest = dst.name.startswith(('main_', 'sdk_', 'subsdk0_'))
|
||
cmd = [str(clangxx if cpp else clang), '-c', '-std=gnu++17' if cpp else '-std=gnu11', '-O1' if guest else '-O2',
|
||
'-fno-strict-aliasing', '-w', '-I', str(rt), '-I', str(lift), '-I', str(gen),
|
||
'-I', str(rt / 'third_party' / 'imgui'), '-I', str(vma), '-o', str(dst), str(src)]
|
||
flags = [c for c in cmd if c not in (str(src), str(dst))]
|
||
return sha256_bytes(json.dumps([salt, flags, cache.file_sha(src)]).encode())
|
||
|
||
|
||
def earlier_kits():
|
||
"""The folders of the launcher's earlier versions beside this kit's (app/<version>), by path, whether there or not:
|
||
the keys of their objects name them, and the launcher keeps only the previous one (app/previous.txt)."""
|
||
app = KIT.parent
|
||
if app.name != 'app':
|
||
return []
|
||
kits = {p for p in app.iterdir() if p.is_dir() and p != KIT and (p / 'runtime').is_dir()}
|
||
try:
|
||
prev = (app / 'previous.txt').read_text(encoding='utf-8').strip()
|
||
if prev and app / prev != KIT:
|
||
kits.add(app / prev)
|
||
except OSError:
|
||
pass
|
||
return sorted(kits)
|
||
|
||
|
||
def compile_all(srcs, cmd_for, cache, jobs, env, progress=None, salt='', stop=None, alts=None):
|
||
"""Compile each (source, object) whose object is not current in cache. cmd_for(src, dst) -> argv without the
|
||
dependency-file options; salt identifies the compiler. Returns (compiled, reused, failures) with failures as
|
||
(src, stderr tail). The cache's roots stand for their paths in the flags too. The largest sources start first:
|
||
compile time grows with size, and a big file that started last would run on alone after the others finished.
|
||
stop() true makes the compiles not yet started end at once, unrecorded (a step beside this one failed).
|
||
alts(src, dst) -> (keys, kits): the keys earlier versions gave the same compile, and the folders of their kits; an
|
||
object recorded under one of them is taken over (ObjectCache.adopt) instead of compiled again."""
|
||
todo, keys = [], {}
|
||
adopted = 0
|
||
for src, dst in srcs:
|
||
keys[dst] = object_key(cmd_for(src, dst), src, dst, cache, salt)
|
||
if cache.current(dst, keys[dst]):
|
||
continue
|
||
if alts and cache.adopt(dst, keys[dst], *alts(src, dst)):
|
||
adopted += 1
|
||
continue
|
||
todo.append((src, dst))
|
||
reused = len(srcs) - len(todo)
|
||
if adopted:
|
||
say(f' {adopted} objects an earlier version compiled are kept: the same compile of the same sources')
|
||
todo.sort(key=lambda job: job[0].stat().st_size, reverse=True)
|
||
|
||
def cc(job):
|
||
src, dst = job
|
||
dep = dst.with_suffix('.d')
|
||
if stop and stop():
|
||
return src, dst, dep, None, ''
|
||
cmd = cmd_for(src, dst)
|
||
cmd[1:1] = ['-MMD', '-MF', str(dep)]
|
||
p = subprocess.run(cmd, capture_output=True, text=True, env=env, errors='replace')
|
||
return src, dst, dep, p.returncode, p.stderr[-1500:]
|
||
|
||
done, bad = reused, []
|
||
if progress:
|
||
progress(done, len(srcs))
|
||
with concurrent.futures.ThreadPoolExecutor(max(1, jobs)) as ex:
|
||
for src, dst, dep, rc, err in ex.map(cc, todo):
|
||
done += 1
|
||
if rc is None: # not started (stop)
|
||
continue
|
||
if rc:
|
||
bad.append((src, err))
|
||
cache.forget(dst)
|
||
else:
|
||
cache.record(dst, keys[dst], dep, src)
|
||
if progress:
|
||
progress(done, len(srcs))
|
||
cache.save()
|
||
return len(todo), reused, bad
|
||
|
||
|
||
def runtime_sources():
|
||
"""(source, object name) of every runtime file this OS's build compiles: the Win32 files on Windows, the SDL
|
||
window's (*_sdl.*) and platform/linux.c elsewhere (tools/build_game.py's foreign_os)."""
|
||
rt = KIT / 'runtime'
|
||
out = []
|
||
for pat in RUNTIME_PATTERNS:
|
||
for p in sorted(rt.glob(pat)):
|
||
if (p.stem.endswith('_sdl') or p.name == 'linux.c') if WIN else (p.stem.endswith('_win') or p.name == 'win32.c'):
|
||
continue
|
||
out.append((p, 'rt_' + p.relative_to(rt).as_posix().replace('/', '_').rsplit('.', 1)[0] + '.o'))
|
||
return out
|
||
|
||
|
||
def per_install_names(generated=GENERATED_HEADERS):
|
||
"""The basenames of the generated headers and of every runtime header that includes one, at any depth."""
|
||
rt = KIT / 'runtime'
|
||
headers = {}
|
||
for p in list(rt.rglob('*.h')) + list(rt.rglob('*.inc')):
|
||
headers[p.name] = {os.path.basename(i) for i in INCLUDE.findall(p.read_text(encoding='utf-8', errors='replace'))}
|
||
tainted = set(generated)
|
||
grew = True
|
||
while grew:
|
||
grew = False
|
||
for name, incs in headers.items():
|
||
if name not in tainted and incs & tainted:
|
||
tainted.add(name)
|
||
grew = True
|
||
return tainted
|
||
|
||
|
||
def per_install(src, tainted):
|
||
incs = {os.path.basename(i) for i in INCLUDE.findall(Path(src).read_text(encoding='utf-8', errors='replace'))}
|
||
return bool(incs & tainted)
|
||
|
||
|
||
def clang_version(clang, env):
|
||
p = subprocess.run([str(clang), '--version'], capture_output=True, text=True, env=env, errors='replace')
|
||
return (p.stdout.splitlines() or [''])[0].strip()
|
||
|
||
|
||
def runtime_digest():
|
||
return tree_digest(KIT / 'runtime', ('**/*',))
|
||
|
||
|
||
# The x86-64 levels the lifted code is built and tested for (docs/building.md, "Checks"), as the macros clang defines
|
||
# for a CPU that has them.
|
||
CPU_V2 = {'__SSE3__', '__SSSE3__', '__SSE4_1__', '__SSE4_2__', '__POPCNT__', '__LAHF_SAHF__',
|
||
'__GCC_HAVE_SYNC_COMPARE_AND_SWAP_16'}
|
||
CPU_V3 = CPU_V2 | {'__AVX__', '__AVX2__', '__BMI__', '__BMI2__', '__F16C__', '__FMA__', '__LZCNT__', '__MOVBE__',
|
||
'__XSAVE__'}
|
||
|
||
|
||
def cpu_level(clang, env):
|
||
"""This PC's x86-64 level for the lifted code: 3 (AVX2, FMA, BMI2), 2 (SSE4.2, POPCNT) or 0 when clang cannot
|
||
tell. The game runs on the PC that builds it, so it takes this CPU's level, as tools/build_game.py --cpu does by
|
||
hand. Without one the lifted code would be generic x86-64: every fused multiply-add of the game a call to
|
||
runtime/fma.c's software fma, and a level the differential tests do not cover."""
|
||
# Compiler wrappers can discard -march=native, even for this read-only host probe. Only the probe opts out:
|
||
# the actual compiles keep their environment and use the explicit, supported x86-64 level selected below.
|
||
probe_env = dict(env, NIX_ENFORCE_NO_NATIVE='0')
|
||
for name in env:
|
||
if name.startswith('NIX_ENFORCE_NO_NATIVE_'):
|
||
probe_env[name] = '0'
|
||
p = subprocess.run([str(clang), '-march=native', '-E', '-dM', '-x', 'c', os.devnull], capture_output=True,
|
||
text=True, env=probe_env, errors='replace')
|
||
have = set(re.findall(r'^#define (__\w+) ', p.stdout, re.M)) if p.returncode == 0 else set()
|
||
level = 3 if CPU_V3 <= have else 2 if CPU_V2 <= have else 0
|
||
if level:
|
||
return level
|
||
# Where clang's own detection finds no level (a sandbox or a wrapper that hides the processor from it), Linux
|
||
# still names the processor's features in /proc/cpuinfo (cpu_flags). Only a level every listed feature proves is
|
||
# returned, so the lifted code never uses an instruction this processor lacks.
|
||
flags = cpu_flags()
|
||
have = {macro for flag, macro in CPUINFO_MACROS.items() if flags and flag in flags}
|
||
return 3 if CPU_V3 <= have else 2 if CPU_V2 <= have else 0
|
||
|
||
|
||
def clang_ident(clang, env):
|
||
"""(version, target) a clang reports, or None when it does not run."""
|
||
try:
|
||
p = subprocess.run([str(clang), '--version'], capture_output=True, text=True, env=env, errors='replace')
|
||
except OSError:
|
||
return None
|
||
v, t = re.search(r'clang version (\S+)', p.stdout), re.search(r'^Target: (\S+)', p.stdout, re.M)
|
||
return (v.group(1), t.group(1)) if p.returncode == 0 and v and t else None
|
||
|
||
|
||
def fast_clang(msys, clang, env):
|
||
"""MSYS2's CLANG64 clang beside the UCRT64 one (msys64/clang64, which the launcher installs): the same LLVM release
|
||
built with profile-guided optimisation, about a fifth faster on the lifted code. With UCRT64's headers
|
||
(--sysroot) it writes the same objects as UCRT64's clang, byte for byte but the COFF timestamp; it is used only
|
||
when it reports the same version and target. None otherwise."""
|
||
if not WIN:
|
||
return None
|
||
fast = Path(msys).parent / 'clang64' / 'bin' / 'clang.exe'
|
||
if not fast.is_file():
|
||
return None
|
||
mine = clang_ident(clang, env)
|
||
return fast if mine and clang_ident(fast, env) == mine else None
|
||
|
||
|
||
def runtime_cmd(clang, clangxx, inc, level=0, fast=None, msys=None):
|
||
"""fast: fast_clang's compiler for the lifted code, with msys as its sysroot."""
|
||
def cmd_for(src, dst):
|
||
cpp = src.suffix in ('.cpp', '.cxx')
|
||
# the lifted code at -O1 (its size makes -O2 slow to build), the runtime at -O2; neither may assume strict
|
||
# aliasing: the lifted code reaches guest memory through casts of one address to several types
|
||
# (tools/build_game.py's flags). The lifted code is built for this PC's level (cpu_level); the runtime
|
||
# stays generic, so the prebuilt one serves every PC (its vectors are 16 bytes, passed alike at every level).
|
||
guest = dst.name.startswith(('main_', 'sdk_', 'subsdk0_'))
|
||
march = [f'-march=x86-64-v{level}'] if guest and level else []
|
||
cc = [str(fast), f'--sysroot={msys}'] if guest and fast else [str(clangxx if cpp else clang)]
|
||
# -fdeclspec: third_party/ffx_api/ffx_api.h declares its entry points __declspec(dllexport) unconditionally
|
||
declspec = ['-fdeclspec'] if cpp and not WIN else []
|
||
return [*cc, '-c', '-std=gnu++17' if cpp else '-std=gnu11', '-O1' if guest else '-O2',
|
||
*march, '-fno-strict-aliasing', '-w', *declspec, *inc, '-o', str(dst), str(src)]
|
||
return cmd_for
|
||
|
||
|
||
def make_runtime_lib(dest, msys, jobs, obj=None):
|
||
"""--make-runtime-lib: compile every runtime source that does not include a per-install header into
|
||
<dest>/libnx2navirt.a, with runtime-lib.json naming the runtime/ tree and the compiler it was built from. The
|
||
objects stay in obj (default <dest>/obj), which a release keeps out of what it ships."""
|
||
dest = Path(dest).resolve()
|
||
dest.mkdir(parents=True, exist_ok=True)
|
||
obj = Path(obj).resolve() if obj else dest / 'obj'
|
||
obj.mkdir(parents=True, exist_ok=True)
|
||
clang, clangxx, env, vma = toolchain(msys)
|
||
rt = KIT / 'runtime'
|
||
tainted = per_install_names()
|
||
srcs = [(p, obj / name) for p, name in runtime_sources() if not per_install(p, tainted)]
|
||
inc = ['-I', str(rt), '-I', str(rt / 'third_party' / 'imgui'), '-I', str(vma)]
|
||
cache = ObjectCache(obj / 'objects.json', {'<kit>': KIT})
|
||
t0 = time.time()
|
||
compiled, reused, bad = compile_all(srcs, runtime_cmd(clang, clangxx, inc), cache, jobs, env,
|
||
lambda d, t: (d % 20 == 0 or d == t) and say(f' {d} of {t}'),
|
||
salt=compiler_id(clang, env))
|
||
if bad:
|
||
for src, err in bad[:3]:
|
||
print(f'--- {src}\n{err}', file=sys.stderr)
|
||
fail(f'{len(bad)} runtime files did not compile')
|
||
lib = dest / RUNTIME_LIB
|
||
lib.unlink(missing_ok=True)
|
||
rsp = dest / 'ar.rsp'
|
||
rsp.write_text('\n'.join('"%s"' % o.as_posix() for _, o in srcs), encoding='utf-8')
|
||
ar = os.environ.get('NX2NAVI_AR') or (str(msys / 'bin' / 'ar.exe') if WIN else shutil.which('ar'))
|
||
if not ar:
|
||
fail('ar is not on PATH: install binutils or set NX2NAVI_AR')
|
||
if subprocess.run([ar, 'rcs', str(lib), '@' + str(rsp)], env=env).returncode:
|
||
fail('the runtime library could not be archived')
|
||
meta = {'runtime': runtime_digest(), 'compiler': clang_version(clang, env),
|
||
'objects': sorted(o.name for _, o in srcs)}
|
||
(dest / 'runtime-lib.json').write_text(json.dumps(meta, indent=1), encoding='utf-8')
|
||
rsp.unlink(missing_ok=True)
|
||
say(f'{lib}: {len(srcs)} runtime files ({compiled} compiled, {reused} kept), {lib.stat().st_size / 1e6:.1f} MB, '
|
||
f'{time.time() - t0:.0f} s')
|
||
|
||
|
||
def prebuilt_runtime(clang, env):
|
||
"""(library, object names it holds) when the kit's lib/ matches this runtime/ and this compiler, else None."""
|
||
lib, meta = KIT / 'lib' / RUNTIME_LIB, KIT / 'lib' / 'runtime-lib.json'
|
||
try:
|
||
m = json.loads(meta.read_text(encoding='utf-8'))
|
||
except (OSError, ValueError):
|
||
return None
|
||
if not lib.is_file() or m.get('runtime') != runtime_digest() or m.get('compiler') != clang_version(clang, env):
|
||
say(' the prebuilt runtime does not match this kit or compiler: compiling runtime/')
|
||
return None
|
||
return lib, set(m.get('objects', []))
|
||
|
||
|
||
def romfs_index(out, gen):
|
||
if subprocess.run(py_cmd(KIT / 'tools' / 'romfs_index.py', '--romfs', out / 'romfs', '--out', gen)).returncode:
|
||
fail('the RomFS index could not be written')
|
||
|
||
|
||
def windres_command(msys, rco):
|
||
"""MSYS2's windres on nx2navi.rc, run with runtime/ as the working directory (compile_resources says why)."""
|
||
pp = ('-E', '-xc', '-DRC_INVOKED') # windres's own preprocessor flags, which --preprocessor replaces
|
||
return [str(msys / 'bin' / 'windres.exe'), '--use-temp-file', f'--preprocessor={msys / "bin" / "gcc.exe"}',
|
||
*(f'--preprocessor-arg={a}' for a in pp), '-O', 'coff', '-i', 'nx2navi.rc', '-o', str(rco)]
|
||
|
||
|
||
RC_LINE = re.compile(r'(\d+)\s+(24|ICON)\s+"([^"]+)"')
|
||
|
||
|
||
def resource_file(rt):
|
||
"""runtime/nx2navi.rc as a .res file (the format Windows' resource compiler writes): the manifest as resource 24,
|
||
the icon's images as RT_ICON 1..n and their directory as RT_GROUP_ICON, US English as windres gives them. lld
|
||
takes a .res among its inputs and builds the exe's resource section from it.
|
||
|
||
Python writes it, so no tool opens a path by the system's ANSI code page: windres does (binutils), and a build
|
||
folder or a user folder whose name holds a character outside that code page (C:\\Users\\Víctor on a Cyrillic or a
|
||
Japanese Windows, D:\\Games\\Zelda:Ocarina) failed with "Invalid argument" or "Cannot create temporary file"."""
|
||
def resource(typ, name, data, flags):
|
||
head = struct.pack('<HHHHIHHII', 0xffff, typ, 0xffff, name, 0, flags, 0x0409, 0, 0)
|
||
return struct.pack('<II', len(data), 8 + len(head)) + head + data + b'\0' * (-len(data) % 4)
|
||
|
||
out = bytearray(struct.pack('<II', 0, 32) + struct.pack('<HHHHIHHII', 0xffff, 0, 0xffff, 0, 0, 0, 0, 0, 0))
|
||
for line in (rt / 'nx2navi.rc').read_text(encoding='utf-8').splitlines():
|
||
m = RC_LINE.fullmatch(line.strip())
|
||
if not m:
|
||
continue
|
||
name, kind, data = int(m.group(1)), m.group(2), (rt / m.group(3)).read_bytes()
|
||
if kind == '24':
|
||
out += resource(24, name, data, 0x1030)
|
||
continue
|
||
reserved, ico_type, n = struct.unpack_from('<HHH', data, 0)
|
||
if reserved or ico_type != 1 or not n:
|
||
fail(f'runtime/{m.group(3)} is not an icon file')
|
||
group = struct.pack('<HHH', 0, 1, n)
|
||
for i in range(n):
|
||
w, h, colors, res0, planes, bits, size, off = struct.unpack_from('<BBBBHHII', data, 6 + 16 * i)
|
||
out += resource(3, i + 1, data[off:off + size], 0x1010)
|
||
group += struct.pack('<BBBBHHIH', w, h, colors, res0, planes, bits, size, i + 1)
|
||
out += resource(14, name, group, 0x1030)
|
||
return bytes(out)
|
||
|
||
|
||
def compile_resources(msys, rt, obj, env, lld=False):
|
||
"""With lld (lld=True) obj/nx2navi.res written by resource_file, which lld links in itself; else windres below.
|
||
|
||
runtime/nx2navi.rc into obj/nx2navi_rc.o: the manifest of the game's exe (per-monitor DPI awareness, so the
|
||
picture keeps the monitor's real size rather than one Windows stretches) and its icon.
|
||
|
||
windres preprocesses the .rc with gcc through one command line it writes itself, quoting each path that holds a
|
||
space. By default it hands that line to cmd.exe /c, which drops the first and the last double quote of a line
|
||
holding more than two: gcc's quoted path loses its opening quote, and under a user folder with a space in its
|
||
name (C:\\Users\\Ali Sayed) cmd.exe stops at that space ("'C:\\Users\\Ali' is not recognized").
|
||
|
||
With --use-temp-file windres starts gcc itself instead, no shell involved: it splits the line into arguments and
|
||
passes each one to gcc intact. Its splitter reads a quoted first word right, but it cuts a quoted -I path at its
|
||
spaces and reads past the end of the line after a quoted last word, so the line holds no path but gcc's, its
|
||
first word: the .rc goes by its bare name from runtime/ as the working directory, where windres also finds the
|
||
manifest and the icon, and there is no -I. windres's temporary files go to a folder of the build cache, deleted
|
||
afterwards (it leaves two of them behind on every run).
|
||
|
||
The object is written under another name and replaces the old one only when its bytes differ, so an unchanged
|
||
resource keeps its time and does not make the link key change (a rebuild with nothing new does not link again)."""
|
||
if lld:
|
||
res = obj / 'nx2navi.res'
|
||
data = resource_file(rt)
|
||
if not res.is_file() or res.read_bytes() != data: # same bytes: keep the time, so the link key holds
|
||
res.write_bytes(data)
|
||
return res
|
||
rco, new = obj / 'nx2navi_rc.o', obj / 'nx2navi_rc.o.new'
|
||
tmp = obj / 'windres-tmp'
|
||
shutil.rmtree(tmp, ignore_errors=True)
|
||
tmp.mkdir()
|
||
try:
|
||
r = subprocess.run(windres_command(msys, new), cwd=rt, env=dict(env, TMP=str(tmp), TEMP=str(tmp)),
|
||
capture_output=True, text=True, errors='replace')
|
||
finally:
|
||
shutil.rmtree(tmp, ignore_errors=True)
|
||
if r.returncode:
|
||
new.unlink(missing_ok=True)
|
||
fail(f'windres failed on runtime/nx2navi.rc: {r.stderr.strip()[:400]}')
|
||
if rco.is_file() and rco.read_bytes() == new.read_bytes():
|
||
new.unlink()
|
||
else:
|
||
os.replace(new, rco)
|
||
return rco
|
||
|
||
|
||
def toolchain(msys):
|
||
"""(clang, clang++, environment, the folder holding vk_mem_alloc.h): MSYS2 UCRT64's on Windows, the ones on PATH
|
||
elsewhere. VMA_INCLUDE overrides tools/build_game.py's VMA lookup (the system's header, else the pinned one
|
||
fetched into toolchain/vma)."""
|
||
if WIN:
|
||
return (msys / 'bin' / 'clang.exe', msys / 'bin' / 'clang++.exe',
|
||
dict(os.environ, PATH=str(msys / 'bin') + os.pathsep + os.environ.get('PATH', '')), msys / 'include' / 'vma')
|
||
for tool in ('clang', 'clang++', 'ld.lld'):
|
||
if not shutil.which(tool):
|
||
fail(f'{tool} is not on PATH: install the packages README-BuildKit.md lists under "Linux"')
|
||
if os.environ.get('VMA_INCLUDE'):
|
||
vma = Path(os.environ['VMA_INCLUDE'])
|
||
if not (vma / 'vk_mem_alloc.h').is_file():
|
||
fail(f'{vma / "vk_mem_alloc.h"} is missing: correct VMA_INCLUDE')
|
||
else:
|
||
from build_game import vma_include
|
||
vma = vma_include()
|
||
return Path(shutil.which('clang')), Path(shutil.which('clang++')), dict(os.environ), vma
|
||
|
||
|
||
def xlate_source():
|
||
"""The folder of the shader translator to copy beside the game: the kit's bin/, else a source checkout's
|
||
build/xlate/ (tools/build_xlate.py)."""
|
||
for d in (KIT / 'bin', KIT / 'build' / 'xlate'):
|
||
if (d / XLATE_NAME).is_file():
|
||
return d
|
||
fail(f'{XLATE_NAME} is missing: build it with tools/build_xlate.py')
|
||
|
||
|
||
# The x86-64 level the lifted code was compiled for, beside the objects (lifted_level).
|
||
LIFTED_BUILD = 'lifted-build.json'
|
||
LIFTED_OBJECTS = ('main_', 'sdk_', 'subsdk0_') # the objects of the lifted code, by the module their names start with
|
||
|
||
|
||
def lifted_level(obj, now, update):
|
||
"""The x86-64 level to compile the lifted code for. A build from the game files takes this processor's (now). An
|
||
update keeps the level the objects were compiled for, so that it compiles only what changed: the one recorded
|
||
(LIFTED_BUILD), else 0 (generic x86-64) when the lifted objects are those of 0.5.0 or earlier, which compiled for no
|
||
level and whose entries name their files by sha256 alone. Only the lifted objects' entries say that: 0.5.0 also
|
||
compiled the runtime here, and those entries outlive it in a cache whose lifted code a later version compiled for
|
||
this processor. Never above this processor's: a game folder moved to an older PC is compiled again for it."""
|
||
if not update:
|
||
return now
|
||
try:
|
||
rec = json.loads((obj / LIFTED_BUILD).read_text(encoding='utf-8'))
|
||
return min(int(rec['level']), now)
|
||
except (OSError, ValueError, KeyError, TypeError):
|
||
pass
|
||
try:
|
||
entries = json.loads((obj / 'objects.json').read_text(encoding='utf-8'))
|
||
old = any(isinstance(rec, str) for name, e in entries.items() if name.startswith(LIFTED_OBJECTS)
|
||
for rec in e.get('deps', {}).values())
|
||
except (OSError, ValueError, AttributeError):
|
||
old = False
|
||
return 0 if old else now
|
||
|
||
|
||
def retune_due(obj, msys):
|
||
"""Rebuild the Game (--rebuild --retune): whether the lifted code is recorded as compiled for another level than
|
||
this processor's, or for none (LIFTED_BUILD). The compile step then runs although its inputs are unchanged."""
|
||
clang, _, env, _ = toolchain(msys)
|
||
try:
|
||
return int(json.loads((obj / LIFTED_BUILD).read_text(encoding='utf-8'))['level']) != cpu_level(clang, env)
|
||
except (OSError, ValueError, KeyError, TypeError):
|
||
return True
|
||
|
||
|
||
def step_compile(out, cache_dir, msys, jobs, romfs_job=None, update=False):
|
||
"""romfs_job: the RomFS step still running beside this one (a first build). Everything that does not include
|
||
romfs_config.h compiles meanwhile; the RomFS index and the few files that include it follow once it is done.
|
||
update: a rebuild after a kit update (lifted_level)."""
|
||
lift, gen, obj = cache_dir / 'lift', cache_dir / 'gen', cache_dir / 'obj'
|
||
gen.mkdir(parents=True, exist_ok=True)
|
||
obj.mkdir(parents=True, exist_ok=True)
|
||
rt = KIT / 'runtime'
|
||
# The runtime's own shaders are in the repository as source only: from a source checkout their headers are not
|
||
# there until they are built, and every runtime file that includes one would fail to compile. A kit carries them
|
||
# built and does not carry tools/build_shaders.py (nor the compilers it calls), so a kit build skips this step.
|
||
try:
|
||
import build_shaders
|
||
except ModuleNotFoundError:
|
||
build_shaders = None
|
||
stale = build_shaders.stale(rt) if build_shaders else []
|
||
if stale:
|
||
say(f' compiling {len(stale)} of the runtime\'s own shaders (runtime/*_spv.h)')
|
||
build_shaders.build(rt, stale)
|
||
clang, clangxx, env, vma = toolchain(msys)
|
||
if not romfs_job:
|
||
romfs_index(out, gen)
|
||
srcs = [(p, obj / f'{mod}_{p.stem}.o') for mod in ('main', 'sdk', 'subsdk0') for p in sorted((lift / mod).glob('*.c'))]
|
||
prebuilt = prebuilt_runtime(clang, env)
|
||
runtime = [(p, obj / name) for p, name in runtime_sources()]
|
||
if prebuilt:
|
||
runtime = [(p, o) for p, o in runtime if o.name not in prebuilt[1]]
|
||
say(f' the runtime comes prebuilt; {len(runtime)} runtime files are compiled here')
|
||
srcs += runtime
|
||
srcs.append((modules_c(lift, out, gen), obj / 'modules.o'))
|
||
if WIN:
|
||
srcs.append((gen / 'shim.c', obj / 'shim.o'))
|
||
inc = ['-I', str(rt), '-I', str(lift), '-I', str(gen), '-I', str(rt / 'third_party' / 'imgui'), '-I', str(vma)]
|
||
cid, cid_old = compiler_ids(clang, env) # fast_clang's compiler writes the same objects: not part of the key
|
||
now = cpu_level(clang, env)
|
||
level = lifted_level(obj, now, update)
|
||
if level == now:
|
||
say(f' the lifted code is built for x86-64-v{level}, this processor\'s level' if level else
|
||
' the lifted code is built for generic x86-64: the processor\'s level could not be read')
|
||
else:
|
||
say(f' the lifted code is built for {f"x86-64-v{level}" if level else "generic x86-64"}, as the objects kept '
|
||
f'from before this update were (Rebuild the Game compiles it for this processor\'s level)')
|
||
fast = fast_clang(msys, clang, env)
|
||
if fast:
|
||
say(f' the lifted code compiles with {fast}')
|
||
cmd_for = runtime_cmd(clang, clangxx, inc, level, fast, msys)
|
||
# The keys earlier versions gave the same compiles (compile_all alts): 0.6.0's, with the compiler's file time and,
|
||
# with the fast compiler, its id and --sysroot; 0.5.0's and earlier's, with their kit's folder in the paths.
|
||
plain = runtime_cmd(clang, clangxx, inc, level, None, msys)
|
||
fast_old = (cid_old + compiler_ids(fast, env)[1]) if fast else None
|
||
kits = earlier_kits()
|
||
|
||
def alts(src, dst):
|
||
keys = [object_key(plain(src, dst), src, dst, cache, cid_old, sysroot=True)]
|
||
if fast:
|
||
keys.append(object_key(cmd_for(src, dst), src, dst, cache, fast_old, sysroot=True))
|
||
keys += [legacy_key(src, dst, cache, cid_old, clang, clangxx, k, lift, gen, vma) for k in kits]
|
||
return keys, kits
|
||
|
||
t0 = time.time()
|
||
last = [0.0]
|
||
|
||
def progress(done, total):
|
||
now = time.time()
|
||
if done == total or now - last[0] >= 0.25:
|
||
last[0] = now
|
||
emit('progress', step='compile', done=done, total=total, unit='files')
|
||
if done % 50 == 0 or done == total:
|
||
say(f' compiled {done} of {total}, {now - t0:.0f} s')
|
||
|
||
say(f' {len(srcs)} files on {jobs} threads')
|
||
cache = ObjectCache(obj / 'objects.json', {'<kit>': KIT})
|
||
late = []
|
||
if romfs_job: # the lifted chunks include only cpu.h and simd.h: only the runtime and generated files are read
|
||
tainted = per_install_names(('romfs_config.h',))
|
||
late = [(s, o) for s, o in runtime + srcs[-(2 if WIN else 1):] if per_install(s, tainted)]
|
||
say(f' {len(late)} files wait for the RomFS index: {", ".join(s.name for s, _ in late)}')
|
||
early = [j for j in srcs if j not in late]
|
||
compiled, reused, bad = compile_all(early, cmd_for, cache, jobs, env, lambda d, t: progress(d, len(srcs)),
|
||
salt=cid, stop=romfs_job.failed if romfs_job else None, alts=alts)
|
||
if romfs_job:
|
||
if romfs_job.thread.is_alive():
|
||
say(' waiting for the RomFS image')
|
||
romfs_job.join() # raises the RomFS step's failure; a failed compile still keeps the finished image
|
||
if not bad:
|
||
romfs_index(out, gen)
|
||
c2, r2, bad = compile_all(late, cmd_for, cache, jobs, env,
|
||
lambda d, t: progress(len(early) + d, len(srcs)), salt=cid, alts=alts)
|
||
compiled, reused = compiled + c2, reused + r2
|
||
say(f' {compiled} compiled, {reused} unchanged since the last build')
|
||
if bad:
|
||
for src, err in bad[:3]:
|
||
print(f'--- {src}\n{err}', file=sys.stderr)
|
||
fail(f'{len(bad)} files did not compile')
|
||
if cache.keep_only({o.name for _, o in srcs}):
|
||
cache.save()
|
||
(obj / LIFTED_BUILD).write_text(json.dumps({'level': level}), encoding='utf-8') # lifted_level reads it next update
|
||
|
||
objs = [o for _, o in srcs] + ([compile_resources(msys, rt, obj, env, lld=(msys / 'bin' / 'ld.lld.exe').is_file())]
|
||
if WIN else [])
|
||
exe = out / EXE_NAME
|
||
rsp = cache_dir / 'link.rsp'
|
||
rsp.write_text('\n'.join('"%s"' % o.as_posix() for o in objs), encoding='utf-8')
|
||
# lld links several times faster than GNU ld; the stack matches tools/build_game.py's build
|
||
# 16 MiB for the main thread with either linker (GNU ld takes the same flag): the default 2 MiB is too little
|
||
if WIN:
|
||
ld = (['-fuse-ld=lld'] if (msys / 'bin' / 'ld.lld.exe').is_file() else []) + ['-Wl,--stack,16777216']
|
||
else: # tools/build_game.py's Linux flags; the main thread's stack is the process's (ulimit -s), not the linker's
|
||
ld = (['-fuse-ld=lld'] if shutil.which('ld.lld') else []) + ['-no-pie', '-Wl,-z,noexecstack', '-Wl,-rpath,$ORIGIN']
|
||
# the link map feeds tools/prof_report.py (symbols for an NX2NAVI_PROFILE sampling profile); both linkers write one
|
||
ld.append('-Wl,--Map=' + (cache_dir / 'ocarina.map').as_posix())
|
||
lib = ['-Wl,--whole-archive', str(prebuilt[0]), '-Wl,--no-whole-archive'] if prebuilt else []
|
||
stamp = [[o.name, o.stat().st_size, o.stat().st_mtime_ns] for o in objs]
|
||
if prebuilt:
|
||
stamp.append([prebuilt[0].name, prebuilt[0].stat().st_size, sha256_file(prebuilt[0])])
|
||
link_key = sha256_bytes(json.dumps([LINK_LIBS, ld, cid] + stamp).encode())
|
||
state_link = cache_dir / 'link.key'
|
||
if exe.is_file() and state_link.is_file() and state_link.read_text(encoding='utf-8') == link_key:
|
||
say(f' {EXE_NAME} is current, not linked again')
|
||
else:
|
||
emit('phase', step='compile', phase='link')
|
||
say(' linking')
|
||
tmp = out / (EXE_NAME + '.new')
|
||
lib_dir = ['-L', str(msys / 'lib')] if WIN else []
|
||
p = subprocess.run([str(clangxx), *ld, '-o', str(tmp), '@' + str(rsp), *lib, *lib_dir, *LINK_LIBS],
|
||
capture_output=True, text=True, env=env, errors='replace')
|
||
if p.returncode:
|
||
print(p.stderr[-4000:], file=sys.stderr)
|
||
tmp.unlink(missing_ok=True)
|
||
fail('the link failed')
|
||
try:
|
||
os.replace(tmp, exe)
|
||
except PermissionError:
|
||
tmp.unlink(missing_ok=True)
|
||
fail(f'{exe} is in use: close the game and try again')
|
||
state_link.write_text(link_key, encoding='utf-8')
|
||
copy_if_changed(gen / 'romfs-index.bin', out / 'romfs-index.bin')
|
||
xlate = xlate_source()
|
||
note_cache_translator(out) # before the new translator replaces the one the shader cache was made with
|
||
for name in (XLATE_NAME, 'nx2navi_xlate.id'):
|
||
copy_if_changed(xlate / name, out / name)
|
||
if (KIT / 'bin' / 'amd_fidelityfx_vk.dll').is_file(): # FSR 3.1 (runtime/vk_ffx.cpp)
|
||
copy_if_changed(KIT / 'bin' / 'amd_fidelityfx_vk.dll', out / 'amd_fidelityfx_vk.dll')
|
||
if all((KIT / 'bin' / n).is_file() for n in FFX4_DLLS): # FSR 4 (runtime/vk_ffx4.cpp): both or neither
|
||
for name in FFX4_DLLS:
|
||
copy_if_changed(KIT / 'bin' / name, out / name)
|
||
if (KIT / 'bin' / FFX4_FG_DLL).is_file(): # its frame generation (runtime/vk_fg4.cpp)
|
||
copy_if_changed(KIT / 'bin' / FFX4_FG_DLL, out / FFX4_FG_DLL)
|
||
kept = place_dlss(out, linux=not WIN) # NVIDIA DLSS (runtime/vk_dlaa.c): this platform's library from the kit
|
||
if kept:
|
||
say(f' {kept}')
|
||
if WIN and place_dlssg(out): # DLSS Frame Generation (runtime/vk_dlssg.c): Windows DLLs too
|
||
say(' DLSS Frame Generation: nx2navi_dlssg.dll, Streamline and nvngx_dlssg.dll beside the game')
|
||
beside = copy_dlls(exe, msys / 'bin', out) if WIN else []
|
||
say(f' {EXE_NAME} {exe.stat().st_size / 1e6:.0f} MB' + (f'; beside it: {", ".join(beside)}' if beside else ''))
|
||
(out / 'profile').mkdir(exist_ok=True)
|
||
|
||
|
||
# ---------------------------------------------------------------- main
|
||
|
||
SHADER_PROGRESS = re.compile(r'^prepare-shaders: progress (translate|build) (\d+) (\d+)\s*$')
|
||
SHADER_STALL_S = 180 # no count moved for this long: the launcher says so (the step still runs)
|
||
SHADER_BEAT_S = 10 # a progress event at least this often while the step runs
|
||
|
||
|
||
def shader_progress(phase, done, total, quiet_s, elapsed_s):
|
||
"""The shaders step's progress event fields: the translation fills the first half of the bar, the build into the
|
||
driver's cache the second (nx2navi.exe prints both counts, runtime/gfx_shader.c prepare_files and
|
||
runtime/vk_pipeline.c lb_warm_prepared); before either count, reading the game's shaders. quiet_s: seconds since a
|
||
count last moved, said once it passes SHADER_STALL_S, so a slow step never looks frozen without a word. The
|
||
detail ends without a full stop: the launcher adds one (launcher/ui/app.py)."""
|
||
clock = f'{int(elapsed_s) // 60}:{int(elapsed_s) % 60:02d}'
|
||
if phase is None:
|
||
fraction, detail = 0.0, f'Reading the game\'s shaders ({clock} so far)'
|
||
elif phase == 'translate':
|
||
fraction, detail = 0.5 * done / max(total, 1), f'Translated {done:,} of {total:,} shaders'
|
||
else:
|
||
fraction, detail = 0.5 + 0.5 * done / max(total, 1), f'Built {done:,} of {total:,} shaders for your graphics card'
|
||
if quiet_s >= SHADER_STALL_S:
|
||
detail += (f'. No change for {int(quiet_s) // 60} min, but it is still running: one large shader can take '
|
||
'a while')
|
||
return {'step': 'shaders', 'fraction': round(fraction, 4), 'detail': detail}
|
||
|
||
|
||
# In the game's shader-cache/: the translator identities its translations are of, newest first (runtime/gfx_shader.c,
|
||
# "Carry"): '#' comment lines, then one identity a line in 64 hex digits, the content of nx2navi_xlate.id.
|
||
SHADER_IDS = 'identities.txt'
|
||
HEX64 = re.compile(r'[0-9a-fA-F]{64}')
|
||
|
||
|
||
def cache_identities(out):
|
||
"""The translator identities the game's shader cache lists (SHADER_IDS), lower case; [] when it has none."""
|
||
try:
|
||
text = (out / 'shader-cache' / SHADER_IDS).read_text(encoding='ascii', errors='replace')
|
||
except OSError:
|
||
return []
|
||
return [line.strip().lower() for line in text.splitlines() if HEX64.fullmatch(line.strip())]
|
||
|
||
|
||
def note_cache_translator(out):
|
||
"""Before a new translator goes beside the game: a shader cache that has no SHADER_IDS yet (made before the game
|
||
carried translations over) gets one naming the translator that made it, the one still beside the game. The game
|
||
then carries those translations over at this update too (runtime/gfx_shader.c ids_load), and the update need not
|
||
prepare them all again (shader_carry). Nothing when there is no cache, the file is there, or the old id is no
|
||
identity."""
|
||
cache, ids = out / 'shader-cache', out / 'shader-cache' / SHADER_IDS
|
||
if not cache.is_dir() or ids.exists():
|
||
return
|
||
try:
|
||
old = (out / 'nx2navi_xlate.id').read_text(encoding='ascii', errors='replace').strip()[:64]
|
||
except OSError:
|
||
return
|
||
if not HEX64.fullmatch(old):
|
||
return
|
||
tmp = ids.with_name(SHADER_IDS + '.tmp')
|
||
tmp.write_text('# Translator identities this shader cache holds translations of, newest first\n' + old.lower() + '\n',
|
||
encoding='ascii', newline='\n')
|
||
os.replace(tmp, ids)
|
||
|
||
|
||
def shader_carry(out):
|
||
"""Whether the game carries the shaders prepared before an update over (runtime/gfx_shader.c, NX2NAVI_SHADER_CARRY,
|
||
on unless the environment or nx2navi.ini sets it to 0) and there are some: shader-prepared.bin is written by a
|
||
finished preparation, and the cache must name the translator its translations are of (SHADER_IDS,
|
||
note_cache_translator), else the game has nothing to carry them over by."""
|
||
if os.environ.get('NX2NAVI_SHADER_CARRY', '').strip() == '0':
|
||
return False
|
||
try:
|
||
for line in (out / 'nx2navi.ini').read_text(encoding='utf-8-sig', errors='replace').splitlines():
|
||
k, eq, v = line.strip().partition('=')
|
||
if eq and k.strip().upper().removeprefix('NX2NAVI_') == 'SHADER_CARRY' and v.strip().strip('"') == '0':
|
||
return False
|
||
except OSError:
|
||
pass
|
||
return (out / 'shader-prepared.bin').is_file() and bool(cache_identities(out))
|
||
|
||
|
||
def shader_run(cmd, cwd=None):
|
||
"""Runs a shader preparation command and returns its exit code. Its output is read as it comes: the counts
|
||
nx2navi.exe prints become progress events, the other lines go on to the log, and while nothing moves an event
|
||
every few seconds keeps saying the step is running and for how long."""
|
||
proc = subprocess.Popen(cmd, cwd=cwd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True,
|
||
encoding='utf-8', errors='replace', bufsize=1)
|
||
t0 = time.monotonic()
|
||
state = {'phase': None, 'done': 0, 'total': 0, 'moved': t0}
|
||
lock = threading.Lock()
|
||
stop = threading.Event()
|
||
|
||
def send():
|
||
now = time.monotonic()
|
||
emit('progress', **shader_progress(state['phase'], state['done'], state['total'], now - state['moved'],
|
||
now - t0))
|
||
|
||
def heartbeat():
|
||
while not stop.wait(SHADER_BEAT_S):
|
||
with lock:
|
||
send()
|
||
|
||
beat = threading.Thread(target=heartbeat, daemon=True)
|
||
beat.start()
|
||
last_log = 0.0
|
||
try:
|
||
for line in proc.stdout:
|
||
m = SHADER_PROGRESS.match(line)
|
||
if not m:
|
||
say(line.rstrip('\n'))
|
||
continue
|
||
phase, done, total = m.group(1), int(m.group(2)), int(m.group(3))
|
||
with lock:
|
||
if (phase, done) != (state['phase'], state['done']):
|
||
state['moved'] = time.monotonic()
|
||
state.update(phase=phase, done=done, total=total)
|
||
send()
|
||
if time.monotonic() - last_log >= 30 or done == total: # the log gets a count now and then, not each one
|
||
last_log = time.monotonic()
|
||
say(f' shaders: {"translated" if phase == "translate" else "built"} {done} of {total}, '
|
||
f'{time.monotonic() - t0:.0f} s')
|
||
finally:
|
||
rc = proc.wait()
|
||
proc.stdout.close()
|
||
stop.set()
|
||
beat.join()
|
||
return rc
|
||
|
||
|
||
def warm_driver_cache(out):
|
||
"""After an update that carries the shaders over: every prepared stage library is built into the graphics driver's
|
||
cache again (`nx2navi.exe --warm-shaders`). It takes seconds while the driver still has them. It takes minutes when
|
||
the update changed what a library is built with, which gives each one another entry in the driver's cache: without
|
||
this run every pipeline a draw first needed then compiled in play, which skipped that draw for some frames or made
|
||
it wait (on an RX 7900 XT 100 to 340 ms a library against 3 ms from the cache, after dynamic vertex input was
|
||
turned off for that driver). A run that fails is not an error of the build: the game checks the cache at every
|
||
start and warms it in the background itself (runtime/vk_pipeline.c lw_start)."""
|
||
exe = out / EXE_NAME
|
||
if not exe.is_file() or not (out / 'shader-prepared.bin').is_file():
|
||
return
|
||
say(" the prepared shaders are built into the graphics driver's cache again")
|
||
t0 = time.monotonic()
|
||
try:
|
||
rc = shader_run([str(exe), '--warm-shaders'], cwd=str(out))
|
||
except OSError as e:
|
||
rc = str(e)
|
||
if rc:
|
||
say(f' that did not finish ({rc}); the game does it in the background while it runs')
|
||
else:
|
||
say(f" driver's cache warm in {time.monotonic() - t0:.0f} s")
|
||
|
||
|
||
def step_shaders(out, update=False):
|
||
"""Every shader of the game files into the game's shader cache and the driver's own cache, before the first start
|
||
(shader_run reports its progress).
|
||
update: after a kit update the shaders prepared before stay in use and the game translates them again in the
|
||
background (shader_carry), so the update does not wait the minutes a full preparation takes; the driver's cache
|
||
gets their stage libraries again (warm_driver_cache)."""
|
||
# The game translates with the copy beside it. The compile step refreshes that copy, but a kit that changes only
|
||
# the translator runs this step again alone (step_key), which would then prepare with the old one. Only a kit that
|
||
# has one: the compile step, which always runs first, stops a build without it.
|
||
for d in (KIT / 'bin', KIT / 'build' / 'xlate'):
|
||
if (d / XLATE_NAME).is_file():
|
||
note_cache_translator(out)
|
||
for name in (XLATE_NAME, 'nx2navi_xlate.id'):
|
||
copy_if_changed(d / name, out / name)
|
||
break
|
||
if update and shader_carry(out):
|
||
say(' the shaders prepared before this update stay in use; the game translates them again in the background')
|
||
if loose_shaders(out) >= PACK_LOOSE_MIN:
|
||
pack_shader_cache(out)
|
||
warm_driver_cache(out)
|
||
return
|
||
cmd = [sys.executable, '-u', str(KIT / 'tools' / 'prepare_shaders.py'), str(out), '--romfs', str(out / 'romfs'),
|
||
'--exefs', str(out / 'exefs'), '--no-list', '--exe', EXE_NAME]
|
||
rc = shader_run(cmd)
|
||
if rc:
|
||
fail('preparing the shaders failed (the lines above say why); the game still runs, compiling shaders as it '
|
||
'meets them. Run the build again to retry this step')
|
||
for seed in ('seed-programs.bin', 'seed-answers.bin'): # translated now: the shader cache holds them
|
||
(out / seed).unlink(missing_ok=True)
|
||
pack_shader_cache(out)
|
||
|
||
|
||
# An update that carries the shaders over packs the cache when it has this many loose translations: the game writes
|
||
# each translation it makes in play, and those of its background pass after a translator change (about 42,000), as loose
|
||
# files, and reading one the first time cost 5.6 ms on Windows against a fraction of a millisecond from the pack.
|
||
PACK_LOOSE_MIN = 1000
|
||
|
||
|
||
def loose_shaders(out):
|
||
"""The loose translations (<key>.spv) in the game's shader cache."""
|
||
try:
|
||
with os.scandir(out / 'shader-cache') as it:
|
||
return sum(1 for e in it if e.name.endswith('.spv'))
|
||
except OSError:
|
||
return 0
|
||
|
||
|
||
def pack_shader_cache(out):
|
||
"""The prepared shader cache folded into shader-cache/shader-cache.pack (tools/pack_shader_cache.py): the
|
||
preparation leaves four files per shader, about 175,000 for the whole game, which the game looks up one by one at
|
||
every start (gfx_shader.c gfx_shader_prewarm, the use masks read after it) and which are slow to scan, copy and
|
||
back up. The game reads the pack first and the loose files after it, so a cache left unpacked still works: a
|
||
failure here is said and the build goes on."""
|
||
tool = KIT / 'tools' / 'pack_shader_cache.py'
|
||
if not tool.is_file() or not (out / 'shader-cache').is_dir():
|
||
return
|
||
t0 = time.monotonic()
|
||
r = subprocess.run([sys.executable, '-u', str(tool), str(out / 'shader-cache')], stdout=subprocess.PIPE,
|
||
stderr=subprocess.STDOUT, text=True, encoding='utf-8', errors='replace')
|
||
for line in r.stdout.splitlines():
|
||
say(' ' + line)
|
||
if r.returncode:
|
||
say(f' packing the shader cache failed (code {r.returncode}); the game reads the loose files instead')
|
||
else:
|
||
say(f' shader cache packed in {time.monotonic() - t0:.0f} s')
|
||
|
||
|
||
def prompt_art_dir():
|
||
"""The kit's button art (<kit>/prompt-art, tools/prompt_art.py), or None when the kit has none."""
|
||
art = KIT / prompt_art.FOLDER
|
||
return art if art.is_dir() else None
|
||
|
||
|
||
def bind_lines(out):
|
||
"""The bind_ lines of the game folder's nx2navi.ini, comments cut off: the keys the keyboard and mouse prompts
|
||
show (tools/pad_prompts.py pc_keys reads the same lines)."""
|
||
try:
|
||
text = (out / 'nx2navi.ini').read_text(encoding='utf-8', errors='replace')
|
||
except OSError:
|
||
return []
|
||
lines = (ln.split('#')[0].split(';')[0].strip() for ln in text.splitlines())
|
||
return [ln for ln in lines if ln.lower().startswith('bind_')]
|
||
|
||
|
||
def step_prompts(out):
|
||
"""The button prompts drawn from the kit's art into the game folder: tools/pad_prompts.py writes one overlay
|
||
folder per style and layout (prompt_art.OVERLAYS), which runtime/romfs.c loads in place of the game's button font
|
||
and prompt textures when the Controls menu's Button prompts is Xbox, PlayStation, Steam Deck or Keyboard and mouse. Its lines
|
||
go on to the log, each folder written is a progress event."""
|
||
total = len(prompt_art.OVERLAYS)
|
||
proc = subprocess.Popen(py_cmd(KIT / 'tools' / 'pad_prompts.py', '--art', prompt_art_dir(), '--game', out),
|
||
stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True, encoding='utf-8',
|
||
errors='replace', bufsize=1)
|
||
done = 0
|
||
emit('progress', step='prompts', fraction=0.0, detail=f'Drawing {total} sets of button prompts')
|
||
try:
|
||
for line in proc.stdout:
|
||
line = line.rstrip('\n')
|
||
if line.startswith('{'): # its closing report, one long JSON line
|
||
continue
|
||
say(f' {line}')
|
||
if PROMPTS_WRITTEN.match(line):
|
||
done += 1
|
||
emit('progress', step='prompts', fraction=round(done / total, 4),
|
||
detail=f'Drew {done} of {total} sets of button prompts')
|
||
finally:
|
||
rc = proc.wait()
|
||
proc.stdout.close()
|
||
if rc:
|
||
fail('drawing the button prompts failed (the lines above say why); the game still runs. Run the build again '
|
||
'to retry this step')
|
||
|
||
|
||
AWAKE = None # keep_awake's systemd-inhibit process on Linux; dropping it would close the pipe and end the hold
|
||
|
||
|
||
def keep_awake():
|
||
"""Hold off sleep for this process's life: the build runs for many minutes with no input, and a PC that sleeps in
|
||
the middle stops the compiles. The hold ends with the process. Only sleep: the screen may still blank and lock, as
|
||
with Windows' ES_SYSTEM_REQUIRED. Linux: systemd-inhibit takes a lock on sleep and keeps it while its `cat` reads
|
||
the pipe this process holds open, so the lock also goes when this process is killed. Without systemd-inhibit (or a
|
||
login manager to take the lock) nothing happens."""
|
||
global AWAKE
|
||
if os.name != 'nt':
|
||
if AWAKE is None:
|
||
try:
|
||
AWAKE = subprocess.Popen(['systemd-inhibit', '--what=sleep', '--mode=block', '--who=NX2navi',
|
||
'--why=Building the game', 'cat'], stdin=subprocess.PIPE,
|
||
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
|
||
start_new_session=True) # a Ctrl+C meant for the build leaves the lock
|
||
except OSError:
|
||
pass
|
||
return
|
||
try:
|
||
import ctypes
|
||
ES_CONTINUOUS, ES_SYSTEM_REQUIRED = 0x80000000, 0x00000001
|
||
ctypes.windll.kernel32.SetThreadExecutionState(ES_CONTINUOUS | ES_SYSTEM_REQUIRED)
|
||
except (OSError, AttributeError):
|
||
pass
|
||
|
||
|
||
def load_state(path):
|
||
try:
|
||
state = json.loads(path.read_text(encoding='utf-8')) if path.is_file() else {}
|
||
except (OSError, ValueError):
|
||
state = {}
|
||
if state.get('version') == 1: # the first kit: a list of finished steps, all tied to one kit version
|
||
done = state.get('done', [])
|
||
state = {'version': STATE_VERSION, 'input': state.get('input'), 'steps': {}}
|
||
for step in ('exefs', 'romfs'):
|
||
if step in done:
|
||
state['steps'][step] = step_key(step, state['input'])
|
||
return state
|
||
|
||
|
||
CPUINFO = Path('/proc/cpuinfo')
|
||
# /proc/cpuinfo's names for the features of CPU_V2 and CPU_V3 (cpu_level's fallback)
|
||
CPUINFO_MACROS = {'pni': '__SSE3__', 'ssse3': '__SSSE3__', 'sse4_1': '__SSE4_1__', 'sse4_2': '__SSE4_2__',
|
||
'popcnt': '__POPCNT__', 'lahf_lm': '__LAHF_SAHF__', 'cx16': '__GCC_HAVE_SYNC_COMPARE_AND_SWAP_16',
|
||
'avx': '__AVX__', 'avx2': '__AVX2__', 'bmi1': '__BMI__', 'bmi2': '__BMI2__', 'f16c': '__F16C__',
|
||
'fma': '__FMA__', 'abm': '__LZCNT__', 'movbe': '__MOVBE__', 'xsave': '__XSAVE__'}
|
||
|
||
|
||
def cpu_flags():
|
||
"""The features every logical processor has, as Linux lists them in /proc/cpuinfo (a feature is listed only when
|
||
the kernel runs with it); None where the file cannot be read or is not an x86 one (Windows, other processors).
|
||
One flags line per logical processor: a hybrid processor's cores can differ and the game runs on any of them, so
|
||
only what all of them have counts."""
|
||
if os.name == 'nt':
|
||
return None
|
||
try:
|
||
lines = CPUINFO.read_text(encoding='ascii', errors='replace').splitlines()
|
||
except OSError:
|
||
return None
|
||
flags = []
|
||
for line in lines:
|
||
key, _, rest = line.partition(':')
|
||
if key.strip() == 'flags':
|
||
flags.append(set(rest.split()))
|
||
return set.intersection(*flags) if flags else None # no flags line: not x86 (its list is called Features)
|
||
|
||
|
||
def cpu_tag():
|
||
"""This processor's features the lifted code's level follows (cpu_level), as the system reports them: Windows
|
||
through IsProcessorFeaturePresent, Linux through the flags of /proc/cpuinfo (which lists a feature only when the
|
||
kernel runs with it). One digit each for SSE4.2, AVX2 and AVX-512F: '110' is AVX2 without AVX-512. Part of the
|
||
compile key, so a game folder moved to a PC without them (or a new processor) is compiled again rather than kept
|
||
with instructions the processor lacks. 'any' where it cannot be read."""
|
||
if os.name != 'nt':
|
||
have = cpu_flags()
|
||
if have is None:
|
||
return 'any'
|
||
return ''.join('1' if f in have else '0' for f in ('sse4_2', 'avx2', 'avx512f'))
|
||
try:
|
||
import ctypes
|
||
present = ctypes.windll.kernel32.IsProcessorFeaturePresent
|
||
# PF_SSE4_2_INSTRUCTIONS_AVAILABLE 38, PF_AVX2_INSTRUCTIONS_AVAILABLE 40, PF_AVX512F_INSTRUCTIONS_AVAILABLE 41
|
||
return ''.join('1' if present(f) else '0' for f in (38, 40, 41))
|
||
except (OSError, AttributeError):
|
||
return 'any'
|
||
|
||
|
||
def step_scan(out):
|
||
"""Every file of the game data decompressed once, and stand-ins made for the damaged textures: tools/romfs_check.py,
|
||
in worker threads here, so nothing of it runs while the game does."""
|
||
proc = subprocess.Popen(py_cmd(KIT / 'tools' / 'romfs_check.py', '--game', out),
|
||
stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True, encoding='utf-8',
|
||
errors='replace', bufsize=1)
|
||
emit('progress', step='scan', fraction=0.0, detail='Checking the game files')
|
||
try:
|
||
for line in proc.stdout:
|
||
line = line.rstrip('\n')
|
||
m = SCAN_CHECKED.match(line)
|
||
if m:
|
||
emit('progress', step='scan', fraction=round(int(m[1]) / max(int(m[2]), 1), 4),
|
||
detail=f'Checked {m[1]} of {m[2]} files')
|
||
else:
|
||
say(f' {line}')
|
||
finally:
|
||
rc = proc.wait()
|
||
proc.stdout.close()
|
||
if rc:
|
||
fail('checking the game files failed (the lines above say why); the game still runs. Run the build again to '
|
||
'retry this step')
|
||
|
||
|
||
def step_key(step, identity, out=None):
|
||
"""What a step's output depends on. exefs and romfs: the game files only; lift: the unpacked ExeFS and the
|
||
lifter; compile: the lift, the runtime sources, this script and the processor (cpu_tag); prompts: the game files,
|
||
the kit's button art, the tools that draw it, the bind_ lines of nx2navi.ini, and whether every folder it writes
|
||
is still there."""
|
||
if step in ('exefs', 'romfs'):
|
||
return f'{step}-1|{identity}'
|
||
if step == 'scan':
|
||
written = 'written' if (out / 'romfs-check.json').is_file() else 'missing'
|
||
tool = KIT / 'tools' / 'romfs_check.py'
|
||
return f'scan-1|{identity}|{sha256_file(tool) if tool.is_file() else "no tool"}|{written}'
|
||
if step == 'prompts':
|
||
tools = tree_digest(KIT / 'tools', ('pad_prompts.py', 'prompt_art.py', 'button_icons.py'))
|
||
binds = sha256_bytes(json.dumps(bind_lines(out)).encode())
|
||
written = all((out / f / 'manifest.tsv').is_file() for f in prompt_art.OVERLAYS)
|
||
return (f'prompts-1|{identity}|{tree_digest(prompt_art_dir(), ("**/*.png",))}|{tools}|{binds}'
|
||
f'|{"written" if written else "missing"}')
|
||
lift = f'lift|{exefs_digest(out)}|{lift_digest()}'
|
||
if step == 'lift':
|
||
return lift
|
||
compile_key = (f'compile|{lift}|{tree_digest(KIT / "runtime", ("**/*",))}|{sha256_file(Path(__file__))}|{kit_version()}'
|
||
f'|cpu {cpu_tag()}')
|
||
if step == 'compile':
|
||
return compile_key
|
||
# shaders: the built game and the translator that prepared them, the one xlate_source finds (the kit's bin/, or a
|
||
# source checkout's build/xlate/)
|
||
return (f'shaders-1|{compile_key}|{sha256_file(KIT / "tools" / "prepare_shaders.py")}'
|
||
f'|{sha256_file(xlate_source() / "nx2navi_xlate.id")}')
|
||
|
||
|
||
def main():
|
||
global EVENTS
|
||
ap = argparse.ArgumentParser(description=__doc__.splitlines()[0])
|
||
ap.add_argument('--nup', help='the game as one .nup file')
|
||
ap.add_argument('--exefs', help='the game\'s exefs folder (with --romfs, instead of --nup)')
|
||
ap.add_argument('--romfs', help='the game\'s romfs folder')
|
||
ap.add_argument('--rebuild', action='store_true',
|
||
help='build again from the game files the last run unpacked into --out (after a kit update)')
|
||
ap.add_argument('--retune', action='store_true',
|
||
help="with --rebuild: compile the lifted code for this processor's level even when the objects "
|
||
'kept from before an update were compiled for another (Rebuild the Game)')
|
||
ap.add_argument('--out', help='the folder for the finished game')
|
||
ap.add_argument('--check', action='store_true', help='only check the game\'s version; builds nothing')
|
||
ap.add_argument('--msys', default=r'C:\msys64\ucrt64',
|
||
help='MSYS2 UCRT64 folder (default C:\\msys64\\ucrt64; Windows only: Linux takes clang and lld from PATH)')
|
||
ap.add_argument('--jobs', type=int, default=os.cpu_count() or 4, help='parallel compiles')
|
||
ap.add_argument('--events', action='store_true', help='machine-readable progress lines on stdout ("@@" + JSON)')
|
||
ap.add_argument('--make-runtime-lib', metavar='DIR', help='build the prebuilt runtime library of a release into DIR')
|
||
ap.add_argument('--obj', help='with --make-runtime-lib: the folder for its objects')
|
||
ap.add_argument('--until', choices=STEPS, help=argparse.SUPPRESS) # tests: stop after this step
|
||
a = ap.parse_args()
|
||
EVENTS = a.events
|
||
if a.make_runtime_lib:
|
||
make_runtime_lib(a.make_runtime_lib, Path(a.msys), a.jobs, a.obj)
|
||
return
|
||
given = bool(a.nup) + bool(a.exefs or a.romfs) + bool(a.rebuild)
|
||
if given != 1 or (not a.nup and not a.rebuild and not (a.exefs and a.romfs)):
|
||
ap.error('give --nup, both --exefs and --romfs, or --rebuild')
|
||
if a.rebuild and not a.out:
|
||
ap.error('--rebuild needs --out')
|
||
out = Path(a.out).resolve() if a.out else None
|
||
cache = out / 'build-cache' if out else None
|
||
state_path = cache / 'state.json' if cache else None
|
||
state = load_state(state_path) if state_path else {}
|
||
|
||
emit('step', step='check', state='start')
|
||
src = BuiltSource(out, state) if a.rebuild else Source(a)
|
||
check(src)
|
||
say('check: Ocarina of Time 1.1.1 (build e0f3ccfa)')
|
||
emit('check', version='1.1.1', build=MAIN_BUILD_ID[:8])
|
||
emit('step', step='check', state='done')
|
||
if a.check:
|
||
return
|
||
if not out:
|
||
ap.error('--out is needed to build')
|
||
msys = Path(a.msys)
|
||
if WIN:
|
||
for need in ('bin/clang.exe', 'bin/clang++.exe', 'bin/SDL3.dll', 'lib/libSDL3.dll.a', 'include/vma'):
|
||
if not (msys / need).exists():
|
||
fail(f'{msys / need} is missing: install MSYS2 and the packages README-BuildKit.md lists')
|
||
else:
|
||
for tool in ('clang', 'clang++', 'ld.lld'):
|
||
if not shutil.which(tool):
|
||
fail(f'{tool} is not on PATH: install the packages README-BuildKit.md lists under "Linux"')
|
||
packages = {'numpy': 'numpy', 'lz4': 'lz4', **({} if a.rebuild else {'zbic': 'zbic'}),
|
||
**(PROMPT_PACKAGES if prompt_art_dir() else {})}
|
||
for pip_name, mod in packages.items():
|
||
try:
|
||
__import__(mod)
|
||
except ImportError as e: # its own message too: an installed package can fail to load (a DLL, a clash)
|
||
extra = ' fonttools pillow' if prompt_art_dir() else ''
|
||
fail(f'the Python package {pip_name} is missing or does not load ({e}): '
|
||
f'pip install numpy lz4 zstandard zbic{extra}')
|
||
cache.mkdir(parents=True, exist_ok=True)
|
||
reset = state.get('version') != STATE_VERSION or state.get('input') != src.identity
|
||
if reset:
|
||
state = {'version': STATE_VERSION, 'input': src.identity, 'steps': {}}
|
||
state['kit'] = kit_version()
|
||
if a.rebuild and a.retune and retune_due(cache / 'obj', msys):
|
||
# the compile step's key does not name the level: without this a finished compile reads as done before
|
||
state['steps'].pop('compile', None)
|
||
keep_awake()
|
||
t0 = time.time()
|
||
romfs_job = None
|
||
runs = {'exefs': lambda: step_exefs(src, out), 'romfs': lambda: step_romfs(src, out, min(a.jobs, 8)),
|
||
'lift': lambda: step_lift(out, cache),
|
||
'compile': lambda: step_compile(out, cache, msys, a.jobs, romfs_job, a.rebuild and not a.retune),
|
||
'shaders': lambda: step_shaders(out, a.rebuild), 'prompts': lambda: step_prompts(out),
|
||
'scan': lambda: step_scan(out)}
|
||
state_lock = threading.Lock() # the RomFS step records itself from its own thread
|
||
|
||
def save():
|
||
# whole or not at all: a cut write (a full disk, Cancel ending the process) would leave a state.json that
|
||
# loads as {}, and the launcher would take the built game for none and ask for the dump again
|
||
with state_lock:
|
||
tmp = state_path.with_name(state_path.name + '.tmp')
|
||
tmp.write_text(json.dumps(state, indent=1), encoding='utf-8')
|
||
os.replace(tmp, state_path)
|
||
|
||
if reset:
|
||
# on disk at once: the exefs step rewrites <out>/exefs in place, and a run cut short there would leave the
|
||
# old state.json saying the old game's steps are done, which --rebuild trusts
|
||
save()
|
||
|
||
def run(name):
|
||
t = time.time()
|
||
runs[name]()
|
||
with state_lock:
|
||
state['steps'][name] = step_key(name, src.identity, out)
|
||
save()
|
||
say(f'{name}: {time.time() - t:.0f} s')
|
||
emit('step', step=name, state='done', seconds=round(time.time() - t, 1))
|
||
|
||
def lift_gone(name):
|
||
# Keep Build Cache off (the launcher) deletes the lift and the objects after a build and keeps this state:
|
||
# the lift's key still matches then, and a compile step that runs would find no lifted code to compile
|
||
return (name == 'lift' and not (cache / 'lift' / 'layout.json').is_file()
|
||
and state['steps'].get('compile') != step_key('compile', src.identity, out))
|
||
|
||
try:
|
||
for name in STEPS:
|
||
if name == 'prompts' and not prompt_art_dir():
|
||
say('prompts: none to draw, the kit has no button art')
|
||
emit('step', step=name, state='skip')
|
||
elif state['steps'].get(name) == step_key(name, src.identity, out) and not lift_gone(name):
|
||
say(f'{name}: done before')
|
||
emit('step', step=name, state='skip')
|
||
else:
|
||
# a step that runs makes every step after it run too: their keys hash its output, not its key (but
|
||
# for OWN_KEY_STEPS, whose keys name their inputs)
|
||
with state_lock:
|
||
for later in STEPS[STEPS.index(name):]:
|
||
if later == name or not {name, later} & set(OWN_KEY_STEPS):
|
||
state['steps'].pop(later, None)
|
||
say(f'{name}:')
|
||
emit('step', step=name, state='start')
|
||
if name in ('shaders', 'prompts', 'scan') and romfs_job: # they read the RomFS image
|
||
romfs_job.join()
|
||
if name == 'romfs' and a.until != 'romfs':
|
||
# The RomFS image is mostly disk work, the lift and the compile are processor work: they run side
|
||
# by side, and only the RomFS index and the files that include it wait for the image
|
||
# (step_compile). A first build takes about as long as the longer of the two, not their sum.
|
||
romfs_job = Background(lambda: run('romfs'))
|
||
else:
|
||
run(name)
|
||
if romfs_job and romfs_job.failed():
|
||
romfs_job.join()
|
||
if name == a.until:
|
||
break
|
||
if romfs_job:
|
||
romfs_job.join()
|
||
except (SystemExit, Exception):
|
||
# a failed lift or compile, or an error of this script: the RomFS image still finishes and is kept, so the
|
||
# next run starts after it (the thread is a daemon, and the process ending would cut its .part file short)
|
||
if romfs_job and romfs_job.thread.is_alive():
|
||
say('waiting for the RomFS image before stopping')
|
||
romfs_job.thread.join()
|
||
raise
|
||
save()
|
||
say(f'\nfinished in {(time.time() - t0) / 60:.1f} min: {out / EXE_NAME}')
|
||
emit('end', exe=str(out / EXE_NAME), seconds=round(time.time() - t0, 1), kit=kit_version())
|
||
|
||
|
||
if __name__ == '__main__':
|
||
main()
|