6e53a5e229
The legacy DXSDK was only needed for DX9 shader compilation, but D3DCompile can handle old shader models. The only other thing needed was reflection support for getting constant data, which I've added.
600 lines
15 KiB
C++
600 lines
15 KiB
C++
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "shaderc.h"
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#if SHADERC_CONFIG_HLSL
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#include <d3dcompiler.h>
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#include <d3d11shader.h>
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#ifndef D3D_SVF_USED
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# define D3D_SVF_USED 2
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#endif // D3D_SVF_USED
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#ifndef IID_ID3D11ShaderReflection
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static const GUID GUID_ID3D11ShaderReflection = { 0x0a233719, 0x3960, 0x4578, { 0x9d, 0x7c, 0x20, 0x3b, 0x8b, 0x1d, 0x9c, 0xc1 } };
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# define IID_ID3D11ShaderReflection GUID_ID3D11ShaderReflection
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#endif // IID_ID3D11ShaderReflection
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struct CTHeader
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{
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uint32_t Size;
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uint32_t Creator;
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uint32_t Version;
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uint32_t Constants;
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uint32_t ConstantInfo;
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uint32_t Flags;
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uint32_t Target;
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};
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struct CTInfo
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{
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uint32_t Name;
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uint16_t RegisterSet;
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uint16_t RegisterIndex;
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uint16_t RegisterCount;
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uint16_t Reserved;
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uint32_t TypeInfo;
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uint32_t DefaultValue;
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};
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struct CTType
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{
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uint16_t Class;
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uint16_t Type;
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uint16_t Rows;
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uint16_t Columns;
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uint16_t Elements;
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uint16_t StructMembers;
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uint32_t StructMemberInfo;
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};
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struct RemapInputSemantic
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{
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bgfx::Attrib::Enum m_attr;
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const char* m_name;
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uint8_t m_index;
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};
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static const RemapInputSemantic s_remapInputSemantic[bgfx::Attrib::Count+1] =
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{
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{ bgfx::Attrib::Position, "POSITION", 0 },
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{ bgfx::Attrib::Normal, "NORMAL", 0 },
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{ bgfx::Attrib::Tangent, "TANGENT", 0 },
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{ bgfx::Attrib::Bitangent, "BITANGENT", 0 },
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{ bgfx::Attrib::Color0, "COLOR", 0 },
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{ bgfx::Attrib::Color1, "COLOR", 1 },
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{ bgfx::Attrib::Indices, "BLENDINDICES", 0 },
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{ bgfx::Attrib::Weight, "BLENDWEIGHT", 0 },
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{ bgfx::Attrib::TexCoord0, "TEXCOORD", 0 },
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{ bgfx::Attrib::TexCoord1, "TEXCOORD", 1 },
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{ bgfx::Attrib::TexCoord2, "TEXCOORD", 2 },
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{ bgfx::Attrib::TexCoord3, "TEXCOORD", 3 },
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{ bgfx::Attrib::TexCoord4, "TEXCOORD", 4 },
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{ bgfx::Attrib::TexCoord5, "TEXCOORD", 5 },
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{ bgfx::Attrib::TexCoord6, "TEXCOORD", 6 },
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{ bgfx::Attrib::TexCoord7, "TEXCOORD", 7 },
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{ bgfx::Attrib::Count, "", 0 },
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};
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const RemapInputSemantic& findInputSemantic(const char* _name, uint8_t _index)
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{
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for (uint32_t ii = 0; ii < bgfx::Attrib::Count; ++ii)
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{
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const RemapInputSemantic& ris = s_remapInputSemantic[ii];
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if (0 == strcmp(ris.m_name, _name)
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&& ris.m_index == _index)
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{
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return ris;
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}
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}
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return s_remapInputSemantic[bgfx::Attrib::Count];
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}
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struct UniformRemap
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{
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UniformType::Enum id;
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D3D_SHADER_VARIABLE_CLASS paramClass;
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D3D_SHADER_VARIABLE_TYPE paramType;
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uint8_t columns;
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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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{
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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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};
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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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{
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const UniformRemap& remap = s_constRemap[ii];
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if (remap.paramClass == constDesc.Class
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&& remap.paramType == constDesc.Type)
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{
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if (D3D_SVC_MATRIX_COLUMNS != constDesc.Class)
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{
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return remap.id;
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}
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if (remap.columns == constDesc.Columns
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&& remap.rows == constDesc.Rows)
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{
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return remap.id;
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}
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}
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}
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return UniformType::Count;
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}
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static uint32_t s_optimizationLevelDx11[4] =
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{
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D3DCOMPILE_OPTIMIZATION_LEVEL0,
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D3DCOMPILE_OPTIMIZATION_LEVEL1,
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D3DCOMPILE_OPTIMIZATION_LEVEL2,
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D3DCOMPILE_OPTIMIZATION_LEVEL3,
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};
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bool getReflectionDataDx9(ID3DBlob* _code, UniformArray& _uniforms)
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{
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// see reference for magic values: https://msdn.microsoft.com/en-us/library/ff552891(VS.85).aspx
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const uint32_t D3DSIO_COMMENT = 0x0000FFFE;
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const uint32_t D3DSIO_END = 0x0000FFFF;
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const uint32_t D3DSI_OPCODE_MASK = 0x0000FFFF;
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const uint32_t D3DSI_COMMENTSIZE_MASK = 0x7FFF0000;
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const uint32_t CTAB_CONSTANT = MAKEFOURCC('C','T','A','B');
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// parse the shader blob for the constant table
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const size_t codeSize = _code->GetBufferSize();
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const uint32_t* ptr = (const uint32_t*)_code->GetBufferPointer();
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const uint32_t* end = (const uint32_t*)((const uint8_t*)ptr + codeSize);
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const CTHeader* header = NULL;
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ptr++; // first byte is shader type / version; skip it since we already know
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while (ptr < end && *ptr != D3DSIO_END)
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{
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uint32_t cur = *ptr++;
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if (cur & D3DSI_OPCODE_MASK != D3DSIO_COMMENT)
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continue;
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// try to find CTAB comment block
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uint32_t commentSize = (cur & D3DSI_COMMENTSIZE_MASK) >> 16;
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uint32_t fourcc = *ptr;
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if (fourcc == CTAB_CONSTANT)
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{
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// found the constant table data
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header = (const CTHeader*)(ptr + 1);
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uint32_t tableSize = (commentSize - 1) * 4;
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if (tableSize < sizeof(CTHeader) || header->Size != sizeof(CTHeader))
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{
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fprintf(stderr, "Error: Invalid constant table data\n");
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return false;
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}
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break;
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}
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// this is a different kind of comment section, so skip over it
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ptr += commentSize - 1;
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}
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if (!header)
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{
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fprintf(stderr, "Error: Could not find constant table data\n");
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return false;
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}
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const uint8_t* headerBytePtr = (const uint8_t*)header;
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const char* creator = (const char*)(headerBytePtr + header->Creator);
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BX_TRACE("Creator: %s 0x%08x", creator, header->Version);
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BX_TRACE("Num constants: %d", header->Constants);
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BX_TRACE("# cl ty RxC S By Name");
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const CTInfo* ctInfoArray = (const CTInfo*)(headerBytePtr + header->ConstantInfo);
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for (uint32_t ii = 0; ii < header->Constants; ii++)
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{
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const CTInfo& ctInfo = ctInfoArray[ii];
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const CTType& ctType = *(const CTType*)(headerBytePtr + ctInfo.TypeInfo);
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const char* name = (const char*)(headerBytePtr + ctInfo.Name);
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BX_TRACE("%3d %2d %2d [%dx%d] %d %s[%d] c%d (%d)"
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, ii
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, ctType.Class
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, ctType.Type
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, ctType.Rows
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, ctType.Columns
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, ctType.StructMembers
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, name
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, ctType.Elements
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, ctInfo.RegisterIndex
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, ctInfo.RegisterCount
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);
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D3D11_SHADER_TYPE_DESC desc;
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desc.Class = (D3D_SHADER_VARIABLE_CLASS)ctType.Class;
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desc.Type = (D3D_SHADER_VARIABLE_TYPE)ctType.Type;
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desc.Rows = ctType.Rows;
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desc.Columns = ctType.Columns;
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UniformType::Enum type = findUniformType(desc);
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if (UniformType::Count != type)
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{
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Uniform un;
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un.name = '$' == name[0] ? name + 1 : name;
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un.type = type;
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un.num = ctType.Elements;
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un.regIndex = ctInfo.RegisterIndex;
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un.regCount = ctInfo.RegisterCount;
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_uniforms.push_back(un);
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}
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}
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return true;
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}
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bool getReflectionDataDx11(ID3DBlob* _code, bool _vshader, UniformArray& _uniforms, uint8_t& _numAttrs, uint16_t* _attrs, uint16_t& _size)
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{
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ID3D11ShaderReflection* reflect = NULL;
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HRESULT hr = D3DReflect(_code->GetBufferPointer()
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, _code->GetBufferSize()
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, IID_ID3D11ShaderReflection
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, (void**)&reflect
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);
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if (FAILED(hr))
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{
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fprintf(stderr, "Error: 0x%08x\n", (uint32_t)hr);
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return false;
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}
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D3D11_SHADER_DESC desc;
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hr = reflect->GetDesc(&desc);
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if (FAILED(hr))
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{
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fprintf(stderr, BX_FILE_LINE_LITERAL "Error: 0x%08x\n", (uint32_t)hr);
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return false;
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}
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BX_TRACE("Creator: %s 0x%08x", desc.Creator, desc.Version);
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BX_TRACE("Num constant buffers: %d", desc.ConstantBuffers);
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BX_TRACE("Input:");
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if (_vshader) // Only care about input semantic on vertex shaders
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{
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for (uint32_t ii = 0; ii < desc.InputParameters; ++ii)
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{
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D3D11_SIGNATURE_PARAMETER_DESC spd;
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reflect->GetInputParameterDesc(ii, &spd);
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BX_TRACE("\t%2d: %s%d, vt %d, ct %d, mask %x, reg %d"
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, ii
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, spd.SemanticName
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, spd.SemanticIndex
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, spd.SystemValueType
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, spd.ComponentType
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, spd.Mask
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, spd.Register
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);
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const RemapInputSemantic& ris = findInputSemantic(spd.SemanticName, spd.SemanticIndex);
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if (ris.m_attr != bgfx::Attrib::Count)
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{
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_attrs[_numAttrs] = bgfx::attribToId(ris.m_attr);
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++_numAttrs;
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}
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}
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}
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BX_TRACE("Output:");
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for (uint32_t ii = 0; ii < desc.OutputParameters; ++ii)
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{
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D3D11_SIGNATURE_PARAMETER_DESC spd;
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reflect->GetOutputParameterDesc(ii, &spd);
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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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{
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ID3D11ShaderReflectionConstantBuffer* cbuffer = reflect->GetConstantBufferByIndex(ii);
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D3D11_SHADER_BUFFER_DESC bufferDesc;
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hr = cbuffer->GetDesc(&bufferDesc);
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_size = (uint16_t)bufferDesc.Size;
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if (SUCCEEDED(hr))
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{
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BX_TRACE("%s, %d, vars %d, size %d"
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, bufferDesc.Name
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, bufferDesc.Type
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, bufferDesc.Variables
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, bufferDesc.Size
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);
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for (uint32_t jj = 0; jj < bufferDesc.Variables; ++jj)
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{
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ID3D11ShaderReflectionVariable* var = cbuffer->GetVariableByIndex(jj);
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ID3D11ShaderReflectionType* type = var->GetType();
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D3D11_SHADER_VARIABLE_DESC varDesc;
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hr = var->GetDesc(&varDesc);
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if (SUCCEEDED(hr))
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{
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D3D11_SHADER_TYPE_DESC constDesc;
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hr = type->GetDesc(&constDesc);
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if (SUCCEEDED(hr))
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{
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UniformType::Enum uniformType = findUniformType(constDesc);
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if (UniformType::Count != uniformType
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&& 0 != (varDesc.uFlags & D3D_SVF_USED))
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{
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Uniform un;
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un.name = varDesc.Name;
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un.type = uniformType;
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un.num = constDesc.Elements;
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un.regIndex = varDesc.StartOffset;
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un.regCount = BX_ALIGN_16(varDesc.Size) / 16;
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_uniforms.push_back(un);
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BX_TRACE("\t%s, %d, size %d, flags 0x%08x, %d"
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, varDesc.Name
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, varDesc.StartOffset
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, varDesc.Size
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, varDesc.uFlags
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, uniformType
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);
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}
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else
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{
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BX_TRACE("\t%s, unknown type", varDesc.Name);
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}
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}
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}
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}
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}
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}
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BX_TRACE("Bound:");
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for (uint32_t ii = 0; ii < desc.BoundResources; ++ii)
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{
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D3D11_SHADER_INPUT_BIND_DESC bindDesc;
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hr = reflect->GetResourceBindingDesc(ii, &bindDesc);
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if (SUCCEEDED(hr))
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{
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// if (bindDesc.Type == D3D_SIT_SAMPLER)
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{
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BX_TRACE("\t%s, %d, %d, %d"
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, bindDesc.Name
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, bindDesc.Type
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, bindDesc.BindPoint
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, bindDesc.BindCount
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);
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}
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}
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}
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if (NULL != reflect)
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{
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reflect->Release();
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}
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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)
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{
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BX_TRACE("DX11");
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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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fprintf(stderr, "Shader profile must be specified.\n");
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return false;
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}
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bool debug = _cmdLine.hasArg('\0', "debug");
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uint32_t flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
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flags |= debug ? D3DCOMPILE_DEBUG : 0;
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flags |= _cmdLine.hasArg('\0', "avoid-flow-control") ? D3DCOMPILE_AVOID_FLOW_CONTROL : 0;
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flags |= _cmdLine.hasArg('\0', "no-preshader") ? D3DCOMPILE_NO_PRESHADER : 0;
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flags |= _cmdLine.hasArg('\0', "partial-precision") ? D3DCOMPILE_PARTIAL_PRECISION : 0;
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flags |= _cmdLine.hasArg('\0', "prefer-flow-control") ? D3DCOMPILE_PREFER_FLOW_CONTROL : 0;
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flags |= _cmdLine.hasArg('\0', "backwards-compatibility") ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0;
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bool werror = _cmdLine.hasArg('\0', "Werror");
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if (werror)
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{
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flags |= D3DCOMPILE_WARNINGS_ARE_ERRORS;
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}
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uint32_t optimization = 3;
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if (_cmdLine.hasArg(optimization, 'O') )
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{
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optimization = bx::uint32_min(optimization, BX_COUNTOF(s_optimizationLevelDx11)-1);
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flags |= s_optimizationLevelDx11[optimization];
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}
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else
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{
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flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
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}
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BX_TRACE("Profile: %s", profile);
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BX_TRACE("Flags: 0x%08x", flags);
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ID3DBlob* code;
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ID3DBlob* errorMsg;
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// Output preprocessed shader so that HLSL can be debugged via GPA
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// or PIX. Compiling through memory won't embed preprocessed shader
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// file path.
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std::string hlslfp;
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if (debug)
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{
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hlslfp = _cmdLine.findOption('o');
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hlslfp += ".hlsl";
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writeFile(hlslfp.c_str(), _code.c_str(), (int32_t)_code.size() );
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}
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HRESULT hr = D3DCompile(_code.c_str()
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, _code.size()
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, hlslfp.c_str()
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, NULL
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, NULL
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, "main"
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, profile
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, flags
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, 0
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, &code
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, &errorMsg
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);
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if (FAILED(hr)
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|| (werror && NULL != errorMsg) )
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{
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const char* log = (char*)errorMsg->GetBufferPointer();
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int32_t line = 0;
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int32_t column = 0;
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int32_t start = 0;
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int32_t end = INT32_MAX;
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if (2 == sscanf(log, "(%u,%u):", &line, &column)
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&& 0 != line)
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{
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start = bx::uint32_imax(1, line-10);
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end = start + 20;
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}
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printCode(_code.c_str(), line, start, end);
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fprintf(stderr, "Error: 0x%08x %s\n", (uint32_t)hr, log);
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errorMsg->Release();
|
|
return false;
|
|
}
|
|
|
|
UniformArray uniforms;
|
|
uint8_t numAttrs = 0;
|
|
uint16_t attrs[bgfx::Attrib::Count];
|
|
uint16_t size = 0;
|
|
|
|
if (_d3d == 9)
|
|
{
|
|
if (!getReflectionDataDx9(code, uniforms))
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (!getReflectionDataDx11(code, profile[0] == 'v', uniforms, numAttrs, attrs, size))
|
|
return false;
|
|
}
|
|
|
|
uint16_t count = (uint16_t)uniforms.size();
|
|
bx::write(_writer, count);
|
|
|
|
uint32_t fragmentBit = profile[0] == 'p' ? BGFX_UNIFORM_FRAGMENTBIT : 0;
|
|
for (UniformArray::const_iterator it = uniforms.begin(); it != uniforms.end(); ++it)
|
|
{
|
|
const Uniform& un = *it;
|
|
uint8_t nameSize = (uint8_t)un.name.size();
|
|
bx::write(_writer, nameSize);
|
|
bx::write(_writer, un.name.c_str(), nameSize);
|
|
uint8_t type = un.type|fragmentBit;
|
|
bx::write(_writer, type);
|
|
bx::write(_writer, un.num);
|
|
bx::write(_writer, un.regIndex);
|
|
bx::write(_writer, un.regCount);
|
|
|
|
BX_TRACE("%s, %s, %d, %d, %d"
|
|
, un.name.c_str()
|
|
, getUniformTypeName(un.type)
|
|
, un.num
|
|
, un.regIndex
|
|
, un.regCount
|
|
);
|
|
}
|
|
|
|
{
|
|
ID3DBlob* stripped;
|
|
hr = D3DStripShader(code->GetBufferPointer()
|
|
, code->GetBufferSize()
|
|
, D3DCOMPILER_STRIP_REFLECTION_DATA
|
|
| D3DCOMPILER_STRIP_TEST_BLOBS
|
|
, &stripped
|
|
);
|
|
|
|
if (SUCCEEDED(hr) )
|
|
{
|
|
code->Release();
|
|
code = stripped;
|
|
}
|
|
}
|
|
|
|
uint16_t shaderSize = (uint16_t)code->GetBufferSize();
|
|
bx::write(_writer, shaderSize);
|
|
bx::write(_writer, code->GetBufferPointer(), shaderSize);
|
|
uint8_t nul = 0;
|
|
bx::write(_writer, nul);
|
|
|
|
if (_d3d > 9)
|
|
{
|
|
bx::write(_writer, numAttrs);
|
|
bx::write(_writer, attrs, numAttrs*sizeof(uint16_t));
|
|
|
|
bx::write(_writer, size);
|
|
}
|
|
|
|
if (_cmdLine.hasArg('\0', "disasm"))
|
|
{
|
|
ID3DBlob* disasm;
|
|
D3DDisassemble(code->GetBufferPointer()
|
|
, code->GetBufferSize()
|
|
, 0
|
|
, NULL
|
|
, &disasm
|
|
);
|
|
|
|
if (NULL != disasm)
|
|
{
|
|
std::string disasmfp = _cmdLine.findOption('o');
|
|
disasmfp += ".disasm";
|
|
|
|
writeFile(disasmfp.c_str(), disasm->GetBufferPointer(), (uint32_t)disasm->GetBufferSize() );
|
|
disasm->Release();
|
|
}
|
|
}
|
|
|
|
if (NULL != errorMsg)
|
|
{
|
|
errorMsg->Release();
|
|
}
|
|
|
|
code->Release();
|
|
|
|
return true;
|
|
}
|
|
|
|
#else
|
|
|
|
bool compileHLSLShader(bx::CommandLine& _cmdLine, const std::string& _code, bx::WriterI* _writer)
|
|
{
|
|
BX_UNUSED(_cmdLine, _code, _writer);
|
|
fprintf(stderr, "HLSL compiler is not supported on this platform.\n");
|
|
return false;
|
|
}
|
|
|
|
#endif // SHADERC_CONFIG_HLSL
|