Files
NX2navi/tools/make_kit.py
chrg6 d15d4e2fbd Keep the runtime's shaders in the repository as source only, and compile them when the game is built.
The fifteen headers of SPIR-V words under runtime/ are no longer tracked. tools/build_shaders.py builds all of them:
the GLSL with glslc, the SPIR-V assembly with spirv-as, and the two shaders assembled in Python from their scripts.
build_game.py builds the missing and the stale ones before it compiles the runtime, and the build kit, the launcher
release and the AppImage build them before they copy runtime/, so a player's PC still needs no shader compiler.
git ignores the headers and check_content.py refuses a compiled shader in a commit. The headers built this way are
byte for byte the ones removed here. vk_mvobj_fs.h is now mvobj_fs_spv.h, named like the others.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 01:53:41 -05:00

120 lines
6.8 KiB
Python

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