shaderc: Added pssl stub.
This commit is contained in:
parent
43eb37b939
commit
ece1a0e49b
@ -20,7 +20,8 @@ all:
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@echo " TARGET=2 (glsl - nacl)"
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@echo " TARGET=3 (glsl - android)"
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@echo " TARGET=4 (glsl - linux)"
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@echo " TARGET=5 (metal - OSX/iOS)"
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@echo " TARGET=5 (metal - osx/ios)"
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@echo " TARGET=6 (pssl - ps4)"
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@echo " VERBOSE=1 show build commands."
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else
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@ -57,6 +58,13 @@ VS_FLAGS=--platform osx -p metal
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FS_FLAGS=--platform osx -p metal
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CS_FLAGS=--platform osx -p metal
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SHADER_PATH=shaders/metal
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else
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ifeq ($(TARGET), 6)
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VS_FLAGS=--platform orbis -p pssl
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FS_FLAGS=--platform orbis -p pssl
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CS_FLAGS=--platform orbis -p pssl
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SHADER_PATH=shaders/pssl
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endif
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endif
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endif
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endif
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@ -114,4 +114,8 @@ project "shaderc"
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path.join(GLSL_OPTIMIZER, "src/glsl/builtin_stubs.cpp"),
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}
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overridefiles(BGFX_DIR, path.join(BGFX_DIR, "../bgfx-ext"), {
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path.join(BGFX_DIR, "tools/shaderc/shaderc_pssl.cpp"),
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})
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strip()
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@ -28,7 +28,7 @@
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# define EARLY_DEPTH_STENCIL
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#endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
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#if BGFX_SHADER_LANGUAGE_HLSL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL
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# define CONST(_x) static const _x
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# define dFdx(_x) ddx(_x)
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# define dFdy(_y) ddy(-_y)
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@ -39,18 +39,20 @@
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# define bvec3 bool3
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# define bvec4 bool4
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# if BGFX_SHADER_LANGUAGE_HLSL > 3
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# if BGFX_SHADER_LANGUAGE_HLSL > 4
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# if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL
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# if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL
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# define dFdxCoarse(_x) ddx_coarse(_x)
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# define dFdxFine(_x) ddx_fine(_x)
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# define dFdyCoarse(_y) ddy_coarse(-_y)
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# define dFdyFine(_y) ddy_fine(-_y)
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# endif // BGFX_SHADER_LANGUAGE_HLSL > 4
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# if BGFX_SHADER_LANGUAGE_HLSL
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float intBitsToFloat(int _x) { return asfloat(_x); }
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vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
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vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
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vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
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# endif // BGFX_SHADER_LANGUAGE_HLSL
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float uintBitsToFloat(uint _x) { return asfloat(_x); }
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vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
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@ -192,7 +194,7 @@ vec4 bgfxTexture3DLod(BgfxSampler3D _sampler, vec3 _coord, float _level)
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ivec4 bgfxTexture3D(BgfxISampler3D _sampler, vec3 _coord)
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{
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ivec3 size;
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uvec3 size;
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_sampler.m_texture.GetDimensions(size.x, size.y, size.z);
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return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
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}
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@ -201,7 +203,7 @@ uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord)
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{
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uvec3 size;
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_sampler.m_texture.GetDimensions(size.x, size.y, size.z);
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return _sampler.m_texture.Load(uvec4(_coord * size, 0) );
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return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
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}
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vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
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@ -441,11 +443,11 @@ vec2 vec2_splat(float _x) { return vec2(_x, _x); }
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vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
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vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
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#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL
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#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL
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uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
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uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
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uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
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#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL
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#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL
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uniform vec4 u_viewRect;
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uniform vec4 u_viewTexel;
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@ -409,7 +409,7 @@ namespace bgfx
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struct Preprocessor
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{
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Preprocessor(const char* _filePath, bool _gles, const char* _includeDir = NULL)
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Preprocessor(const char* _filePath, bool _essl, const char* _includeDir = NULL)
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: m_tagptr(m_tags)
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, m_scratchPos(0)
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, m_fgetsPos(0)
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@ -451,7 +451,7 @@ namespace bgfx
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addInclude(_includeDir);
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}
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if (!_gles)
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if (!_essl)
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{
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m_default = "#define lowp\n#define mediump\n#define highp\n";
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}
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@ -779,9 +779,10 @@ namespace bgfx
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uint32_t glsl = 0;
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uint32_t essl = 0;
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uint32_t hlsl = 2;
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uint32_t hlsl = 0;
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uint32_t d3d = 11;
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uint32_t metal = 0;
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uint32_t pssl = 0;
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const char* profile = cmdLine.findOption('p', "profile");
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if (NULL != profile)
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{
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@ -806,6 +807,10 @@ namespace bgfx
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{
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metal = 1;
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}
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else if (0 == strcmp(profile, "pssl") )
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{
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pssl = 1;
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}
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else
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{
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glsl = atoi(profile);
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@ -881,12 +886,14 @@ namespace bgfx
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preprocessor.setDefaultDefine("BX_PLATFORM_LINUX");
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preprocessor.setDefaultDefine("BX_PLATFORM_NACL");
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preprocessor.setDefaultDefine("BX_PLATFORM_OSX");
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preprocessor.setDefaultDefine("BX_PLATFORM_PS4");
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preprocessor.setDefaultDefine("BX_PLATFORM_WINDOWS");
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preprocessor.setDefaultDefine("BX_PLATFORM_XBOX360");
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// preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_ESSL");
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// preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_ESSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_GLSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_HLSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_METAL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_PSSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_TYPE_COMPUTE");
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preprocessor.setDefaultDefine("BGFX_SHADER_TYPE_FRAGMENT");
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preprocessor.setDefaultDefine("BGFX_SHADER_TYPE_VERTEX");
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@ -939,6 +946,11 @@ namespace bgfx
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preprocessor.setDefine("BX_PLATFORM_XBOX360=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_HLSL=3");
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}
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else if (0 == bx::stricmp(platform, "orbis") )
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{
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preprocessor.setDefine("BX_PLATFORM_PS4=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_PSSL=1");
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}
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else
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{
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fprintf(stderr, "Unknown platform %s?!", platform);
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@ -1193,6 +1205,10 @@ namespace bgfx
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compiled = true;
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}
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else if (0 != pssl)
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{
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compiled = compilePSSLShader(cmdLine, 0, input, writer);
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}
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else
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{
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compiled = compileHLSLShader(cmdLine, d3d, input, writer);
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@ -1354,6 +1370,10 @@ namespace bgfx
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compiled = compileGLSLShader(cmdLine, essl, code, writer);
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#endif // 0
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}
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else if (0 != pssl)
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{
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compiled = compilePSSLShader(cmdLine, 0, preprocessor.m_preprocessed, writer);
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}
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else
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{
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compiled = compileHLSLShader(cmdLine, d3d, preprocessor.m_preprocessed, writer);
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@ -1467,7 +1487,8 @@ namespace bgfx
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"#define mat4 float4x4\n"
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);
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if (hlsl < 4)
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if (hlsl != 0
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&& hlsl < 4)
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{
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preprocessor.writef(
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"#define centroid\n"
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@ -1690,7 +1711,8 @@ namespace bgfx
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"\t} \\\n"
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);
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if (hlsl <= 3)
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if (hlsl != 0
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&& hlsl <= 3)
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{
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// preprocessor.writef(
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// "\tgl_Position.xy += u_viewTexel.xy * gl_Position.w; \\\n"
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@ -1922,18 +1944,26 @@ namespace bgfx
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code += preprocessor.m_preprocessed;
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compiled = compileGLSLShader(cmdLine
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, metal ? BX_MAKEFOURCC('M', 'T', 'L', 0) : essl
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, code
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, writer
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);
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, metal ? BX_MAKEFOURCC('M', 'T', 'L', 0) : essl
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, code
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, writer
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);
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}
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else if (0 != pssl)
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{
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compiled = compilePSSLShader(cmdLine
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, 0
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, preprocessor.m_preprocessed
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, writer
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);
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}
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else
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{
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compiled = compileHLSLShader(cmdLine
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, d3d
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, preprocessor.m_preprocessed
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, writer
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);
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, d3d
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, preprocessor.m_preprocessed
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, writer
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);
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}
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bx::close(writer);
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@ -129,8 +129,9 @@ namespace bgfx
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int32_t writef(bx::WriterI* _writer, const char* _format, ...);
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void writeFile(const char* _filePath, const void* _data, int32_t _size);
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bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::string& _code, bx::WriterI* _writer, bool firstPass = true);
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bool compileGLSLShader(bx::CommandLine& _cmdLine, uint32_t _gles, const std::string& _code, bx::WriterI* _writer);
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bool compileGLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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bool compilePSSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
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} // namespace bgfx
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@ -6,9 +6,9 @@
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#include "shaderc.h"
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#include "glsl_optimizer.h"
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namespace bgfx
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namespace bgfx { namespace glsl
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{
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bool compileGLSLShader(bx::CommandLine& _cmdLine, uint32_t _gles, const std::string& _code, bx::WriterI* _writer)
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static bool compile(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer)
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{
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char ch = char(tolower(_cmdLine.findOption('\0', "type")[0]) );
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const glslopt_shader_type type = ch == 'f'
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@ -16,7 +16,7 @@ namespace bgfx
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: (ch == 'c' ? kGlslOptShaderCompute : kGlslOptShaderVertex);
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glslopt_target target = kGlslTargetOpenGL;
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switch (_gles)
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switch (_version)
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{
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case BX_MAKEFOURCC('M', 'T', 'L', 0):
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target = kGlslTargetMetal;
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@ -69,7 +69,7 @@ namespace bgfx
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optimizedShader = bx::strnl(optimizedShader);
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}
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if (0 != _gles)
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if (0 != _version)
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{
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char* code = const_cast<char*>(optimizedShader);
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strReplace(code, "gl_FragDepthEXT", "gl_FragDepth");
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@ -220,4 +220,11 @@ namespace bgfx
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return true;
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}
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} // namespace glsl
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bool compileGLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer)
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{
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return glsl::compile(_cmdLine, _version, _code, _writer);
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}
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} // namespace bgfx
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@ -21,7 +21,7 @@
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# define D3D_SVF_USED 2
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#endif // D3D_SVF_USED
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namespace bgfx
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namespace bgfx { namespace hlsl
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{
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typedef HRESULT(WINAPI* PFN_D3D_COMPILE)(_In_reads_bytes_(SrcDataSize) LPCVOID pSrcData
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, _In_ SIZE_T SrcDataSize
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@ -536,7 +536,7 @@ namespace bgfx
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return true;
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}
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bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::string& _code, bx::WriterI* _writer, bool _firstPass)
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static bool compile(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::string& _code, bx::WriterI* _writer, bool _firstPass)
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{
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const char* profile = _cmdLine.findOption('p', "profile");
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if (NULL == profile)
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@ -687,7 +687,7 @@ namespace bgfx
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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.c_str(), _writer, false);
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return compileHLSLShader(_cmdLine, _d3d, output.c_str(), _writer);
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}
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}
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@ -783,16 +783,22 @@ namespace bgfx
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return result;
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}
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} // namespace hlsl
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bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer)
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{
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return hlsl::compile(_cmdLine, _version, _code, _writer, true);
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}
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} // namespace bgfx
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#else
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namespace bgfx
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{
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bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::string& _code, bx::WriterI* _writer, bool _firstPass)
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bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer)
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{
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BX_UNUSED(_cmdLine, _d3d, _code, _writer, _firstPass);
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BX_UNUSED(_cmdLine, _version, _code, _writer);
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fprintf(stderr, "HLSL compiler is not supported on this platform.\n");
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return false;
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}
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17
tools/shaderc/shaderc_pssl.cpp
Normal file
17
tools/shaderc/shaderc_pssl.cpp
Normal file
@ -0,0 +1,17 @@
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/*
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* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "shaderc.h"
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namespace bgfx
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{
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bool compilePSSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer)
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{
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BX_UNUSED(_cmdLine, _version, _code, _writer);
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fprintf(stderr, "PSSL compiler is not supported.\n");
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return false;
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}
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} // namespace bgfx
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