mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
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.
599 lines
15 KiB
C++
599 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);
|
|
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
|