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https://github.com/scratchfoundation/bgfx.git
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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.
108 lines
2.5 KiB
C++
108 lines
2.5 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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#ifndef SHADERC_H_HEADER_GUARD
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#define SHADERC_H_HEADER_GUARD
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#define _BX_TRACE(_format, ...) \
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BX_MACRO_BLOCK_BEGIN \
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if (g_verbose) \
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{ \
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fprintf(stderr, BX_FILE_LINE_LITERAL "" _format "\n", ##__VA_ARGS__); \
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} \
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BX_MACRO_BLOCK_END
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#define _BX_WARN(_condition, _format, ...) \
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BX_MACRO_BLOCK_BEGIN \
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if (!(_condition) ) \
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{ \
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BX_TRACE("WARN " _format, ##__VA_ARGS__); \
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} \
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BX_MACRO_BLOCK_END
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#define _BX_CHECK(_condition, _format, ...) \
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BX_MACRO_BLOCK_BEGIN \
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if (!(_condition) ) \
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{ \
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BX_TRACE("CHECK " _format, ##__VA_ARGS__); \
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bx::debugBreak(); \
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} \
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BX_MACRO_BLOCK_END
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#define BX_TRACE _BX_TRACE
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#define BX_WARN _BX_WARN
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#define BX_CHECK _BX_CHECK
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#ifndef SHADERC_CONFIG_HLSL
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# define SHADERC_CONFIG_HLSL BX_PLATFORM_WINDOWS
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#endif // SHADERC_CONFIG_HLSL
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extern bool g_verbose;
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#include <alloca.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include <algorithm>
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#include <string>
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#include <vector>
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#include <unordered_map>
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#include <bx/bx.h>
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#include <bx/debug.h>
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#include <bx/commandline.h>
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#include <bx/endian.h>
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#include <bx/uint32_t.h>
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#include <bx/readerwriter.h>
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#include <bx/string.h>
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#include <bx/hash.h>
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#include "../../src/vertexdecl.h"
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struct UniformType
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{
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enum Enum
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{
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Uniform1i,
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Uniform1f,
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End,
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Uniform1iv,
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Uniform1fv,
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Uniform2fv,
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Uniform3fv,
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Uniform4fv,
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Uniform3x3fv,
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Uniform4x4fv,
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Count
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};
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};
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#define BGFX_UNIFORM_FRAGMENTBIT UINT8_C(0x10)
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const char* getUniformTypeName(UniformType::Enum _enum);
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UniformType::Enum nameToUniformTypeEnum(const char* _name);
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struct Uniform
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{
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std::string name;
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UniformType::Enum type;
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uint8_t num;
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uint16_t regIndex;
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uint16_t regCount;
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};
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typedef std::vector<Uniform> UniformArray;
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void printCode(const char* _code, int32_t _line = 0, int32_t _start = 0, int32_t _end = INT32_MAX);
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void strreplace(char* _str, const char* _find, const char* _replace);
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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);
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bool compileGLSLShader(bx::CommandLine& _cmdLine, uint32_t _gles, const std::string& _code, bx::WriterI* _writer);
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#endif // SHADERC_H_HEADER_GUARD
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