mirror of
https://github.com/scratchfoundation/bgfx.git
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137 lines
3 KiB
C++
137 lines
3 KiB
C++
/*
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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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#ifndef SHADERC_H_HEADER_GUARD
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#define SHADERC_H_HEADER_GUARD
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namespace bgfx
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{
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extern bool g_verbose;
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}
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#define _BX_TRACE(_format, ...) \
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BX_MACRO_BLOCK_BEGIN \
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if (bgfx::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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#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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namespace bgfx
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{
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extern bool g_verbose;
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class LineReader
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{
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public:
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LineReader(const char* _str)
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: m_str(_str)
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, m_pos(0)
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, m_size((uint32_t)strlen(_str))
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{
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}
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std::string getLine()
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{
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const char* str = &m_str[m_pos];
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skipLine();
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const char* eol = &m_str[m_pos];
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std::string tmp;
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tmp.assign(str, eol - str);
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return tmp;
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}
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bool isEof() const
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{
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return m_str[m_pos] == '\0';
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}
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void skipLine()
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{
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const char* str = &m_str[m_pos];
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const char* nl = bx::strnl(str);
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m_pos += (uint32_t)(nl - str);
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}
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const char* m_str;
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uint32_t m_pos;
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uint32_t m_size;
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};
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#define BGFX_UNIFORM_FRAGMENTBIT UINT8_C(0x10)
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#define BGFX_UNIFORM_SAMPLERBIT UINT8_C(0x20)
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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, 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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} // namespace bgfx
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#endif // SHADERC_H_HEADER_GUARD
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