Cleanup.
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@ -7,7 +7,6 @@
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#if SHADERC_CONFIG_HLSL
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#include <sstream>
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#include <d3dcompiler.h>
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#include <d3d11shader.h>
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@ -100,12 +99,10 @@ struct UniformRemap
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uint8_t rows;
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};
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static const UniformRemap s_constRemap[7] =
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static const UniformRemap s_uniformRemap[7] =
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{
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{ UniformType::Uniform1iv, D3D_SVC_SCALAR, D3D_SVT_INT, 0, 0 },
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{ UniformType::Uniform1fv, D3D_SVC_SCALAR, D3D_SVT_FLOAT, 0, 0 },
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{ UniformType::Uniform2fv, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 },
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{ UniformType::Uniform3fv, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 },
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{ UniformType::Uniform4fv, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 },
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{ UniformType::Uniform3x3fv, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 3 },
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{ UniformType::Uniform4x4fv, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 4, 4 },
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@ -113,9 +110,9 @@ static const UniformRemap s_constRemap[7] =
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UniformType::Enum findUniformType(const D3D11_SHADER_TYPE_DESC& constDesc)
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{
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_constRemap); ++ii)
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_uniformRemap); ++ii)
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{
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const UniformRemap& remap = s_constRemap[ii];
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const UniformRemap& remap = s_uniformRemap[ii];
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if (remap.paramClass == constDesc.Class
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&& remap.paramType == constDesc.Type)
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@ -306,7 +303,7 @@ bool getReflectionDataDx11(ID3DBlob* _code, bool _vshader, UniformArray& _unifor
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BX_TRACE("\t%2d: %s%d, %d, %d", ii, spd.SemanticName, spd.SemanticIndex, spd.SystemValueType, spd.ComponentType);
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}
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for (uint32_t ii = 0; ii < bx::uint32_min(1, desc.ConstantBuffers); ++ii)
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for (uint32_t ii = 0, num = bx::uint32_min(1, desc.ConstantBuffers); ii < num; ++ii)
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{
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ID3D11ShaderReflectionConstantBuffer* cbuffer = reflect->GetConstantBufferByIndex(ii);
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D3D11_SHADER_BUFFER_DESC bufferDesc;
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@ -515,8 +512,8 @@ bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::stri
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const size_t strLength = strlen("uniform");
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// first time through, we just find unused uniforms and get rid of them
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std::stringstream output;
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LineReader reader(_code.c_str());
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std::string output;
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LineReader reader(_code.c_str() );
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while (!reader.isEof() )
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{
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std::string line = reader.getLine();
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@ -539,11 +536,11 @@ bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::stri
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}
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}
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output << line;
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output += line;
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}
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// recompile with the unused uniforms converted to statics
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return compileHLSLShader(_cmdLine, _d3d, output.str(), _writer, false);
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return compileHLSLShader(_cmdLine, _d3d, output.c_str(), _writer, false);
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}
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}
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