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-rw-r--r--build/tools/HLSLcc/May_2014/src/reflect.c1085
1 files changed, 0 insertions, 1085 deletions
diff --git a/build/tools/HLSLcc/May_2014/src/reflect.c b/build/tools/HLSLcc/May_2014/src/reflect.c
deleted file mode 100644
index 297f19f..0000000
--- a/build/tools/HLSLcc/May_2014/src/reflect.c
+++ /dev/null
@@ -1,1085 +0,0 @@
-
-#include "internal_includes/reflect.h"
-#include "internal_includes/debug.h"
-#include "internal_includes/decode.h"
-#include "internal_includes/hlslcc_malloc.h"
-#include "bstrlib.h"
-#include <stdlib.h>
-#include <stdio.h>
-
-static void FormatVariableName(char* Name)
-{
- /* MSDN http://msdn.microsoft.com/en-us/library/windows/desktop/bb944006(v=vs.85).aspx
- The uniform function parameters appear in the
- constant table prepended with a dollar sign ($),
- unlike the global variables. The dollar sign is
- required to avoid name collisions between local
- uniform inputs and global variables of the same name.*/
-
- /* Leave $ThisPointer, $Element and $Globals as-is.
- Otherwise remove $ character ($ is not a valid character for GLSL variable names). */
- if(Name[0] == '$')
- {
- if(strcmp(Name, "$Element") !=0 &&
- strcmp(Name, "$Globals") != 0 &&
- strcmp(Name, "$ThisPointer") != 0)
- {
- Name[0] = '_';
- }
- }
-}
-
-static void FormatConstantName(char* Name, char* cbName, int varIndex)
-{
- _snprintf(Name, MAX_REFLECT_STRING_LENGTH, "%s_%d", cbName, varIndex);
-}
-
-static void ReadStringFromTokenStream(const uint32_t* tokens, char* str)
-{
- char* charTokens = (char*) tokens;
- char nextCharacter = *charTokens++;
- int length = 0;
-
- //Add each individual character until
- //a terminator is found.
- while(nextCharacter != 0) {
-
- str[length++] = nextCharacter;
-
- if(length > MAX_REFLECT_STRING_LENGTH)
- {
- str[length-1] = '\0';
- return;
- }
-
- nextCharacter = *charTokens++;
- }
-
- str[length] = '\0';
-}
-
-static void ReadInputSignatures(const uint32_t* pui32Tokens,
- ShaderInfo* psShaderInfo,
- const int extended)
-{
- uint32_t i;
-
- InOutSignature* psSignatures;
- const uint32_t* pui32FirstSignatureToken = pui32Tokens;
- const uint32_t ui32ElementCount = *pui32Tokens++;
- const uint32_t ui32Key = *pui32Tokens++;
-
- psSignatures = hlslcc_malloc(sizeof(InOutSignature) * ui32ElementCount);
- psShaderInfo->psInputSignatures = psSignatures;
- psShaderInfo->ui32NumInputSignatures = ui32ElementCount;
-
- for(i=0; i<ui32ElementCount; ++i)
- {
- uint32_t ui32ComponentMasks;
- InOutSignature* psCurrentSignature = psSignatures + i;
- uint32_t ui32SemanticNameOffset;
-
- psCurrentSignature->ui32Stream = 0;
- psCurrentSignature->eMinPrec = D3D_MIN_PRECISION_DEFAULT;
-
- if(extended)
- psCurrentSignature->ui32Stream = *pui32Tokens++;
-
- ui32SemanticNameOffset = *pui32Tokens++;
- psCurrentSignature->ui32SemanticIndex = *pui32Tokens++;
- psCurrentSignature->eSystemValueType = (SPECIAL_NAME) *pui32Tokens++;
- psCurrentSignature->eComponentType = (INOUT_COMPONENT_TYPE) *pui32Tokens++;
- psCurrentSignature->ui32Register = *pui32Tokens++;
-
- ui32ComponentMasks = *pui32Tokens++;
- psCurrentSignature->ui32Mask = ui32ComponentMasks & 0x7F;
- //Shows which components are read
- psCurrentSignature->ui32ReadWriteMask = (ui32ComponentMasks & 0x7F00) >> 8;
-
- if(extended)
- psCurrentSignature->eMinPrec = *pui32Tokens++;
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstSignatureToken+ui32SemanticNameOffset), psCurrentSignature->SemanticName);
- }
-}
-
-static void ReadOutputSignatures(const uint32_t* pui32Tokens,
- ShaderInfo* psShaderInfo,
- const int minPrec,
- const int streams)
-{
- uint32_t i;
-
- InOutSignature* psSignatures;
- const uint32_t* pui32FirstSignatureToken = pui32Tokens;
- const uint32_t ui32ElementCount = *pui32Tokens++;
- const uint32_t ui32Key = *pui32Tokens++;
-
- psSignatures = hlslcc_malloc(sizeof(InOutSignature) * ui32ElementCount);
- psShaderInfo->psOutputSignatures = psSignatures;
- psShaderInfo->ui32NumOutputSignatures = ui32ElementCount;
-
- for(i=0; i<ui32ElementCount; ++i)
- {
- uint32_t ui32ComponentMasks;
- InOutSignature* psCurrentSignature = psSignatures + i;
- uint32_t ui32SemanticNameOffset;
-
- psCurrentSignature->ui32Stream = 0;
- psCurrentSignature->eMinPrec = D3D_MIN_PRECISION_DEFAULT;
-
- if(streams)
- psCurrentSignature->ui32Stream = *pui32Tokens++;
-
- ui32SemanticNameOffset = *pui32Tokens++;
- psCurrentSignature->ui32SemanticIndex = *pui32Tokens++;
- psCurrentSignature->eSystemValueType = (SPECIAL_NAME)*pui32Tokens++;
- psCurrentSignature->eComponentType = (INOUT_COMPONENT_TYPE) *pui32Tokens++;
- psCurrentSignature->ui32Register = *pui32Tokens++;
-
- ui32ComponentMasks = *pui32Tokens++;
- psCurrentSignature->ui32Mask = ui32ComponentMasks & 0x7F;
- //Shows which components are NEVER written.
- psCurrentSignature->ui32ReadWriteMask = (ui32ComponentMasks & 0x7F00) >> 8;
-
- if(minPrec)
- psCurrentSignature->eMinPrec = *pui32Tokens++;
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstSignatureToken+ui32SemanticNameOffset), psCurrentSignature->SemanticName);
- }
-}
-
-static const uint32_t* ReadResourceBinding(const uint32_t* pui32FirstResourceToken, const uint32_t* pui32Tokens, ResourceBinding* psBinding)
-{
- uint32_t ui32NameOffset = *pui32Tokens++;
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstResourceToken+ui32NameOffset), psBinding->Name);
- FormatVariableName(psBinding->Name);
-
- psBinding->eType = *pui32Tokens++;
- psBinding->ui32ReturnType = *pui32Tokens++;
- psBinding->eDimension = (REFLECT_RESOURCE_DIMENSION)*pui32Tokens++;
- psBinding->ui32NumSamples = *pui32Tokens++;
- psBinding->ui32BindPoint = *pui32Tokens++;
- psBinding->ui32BindCount = *pui32Tokens++;
- psBinding->ui32Flags = *pui32Tokens++;
-
- return pui32Tokens;
-}
-
-//Read D3D11_SHADER_TYPE_DESC
-static void ReadShaderVariableType(const uint32_t ui32MajorVersion,
- const uint32_t* pui32FirstConstBufToken,
- const uint32_t* pui32tokens, ShaderVarType* varType)
-{
- const uint16_t* pui16Tokens = (const uint16_t*) pui32tokens;
- uint16_t ui32MemberCount;
- uint32_t ui32MemberOffset;
- const uint32_t* pui32MemberTokens;
- uint32_t i;
-
- varType->Class = (SHADER_VARIABLE_CLASS)pui16Tokens[0];
- varType->Type = (SHADER_VARIABLE_TYPE)pui16Tokens[1];
- varType->Rows = pui16Tokens[2];
- varType->Columns = pui16Tokens[3];
- varType->Elements = pui16Tokens[4];
-
- varType->MemberCount = ui32MemberCount = pui16Tokens[5];
- varType->Members = 0;
-
- if(varType->ParentCount)
- {
- ASSERT( (strlen(varType->Parent->FullName) + 1 + strlen(varType->Name) + 1 + 2) < MAX_REFLECT_STRING_LENGTH);
-
- strcpy(varType->FullName, varType->Parent->FullName);
- strcat(varType->FullName, ".");
- strcat(varType->FullName, varType->Name);
- }
-
- if(ui32MemberCount)
- {
- varType->Members = (ShaderVarType*)hlslcc_malloc(sizeof(ShaderVarType)*ui32MemberCount);
-
- ui32MemberOffset = pui32tokens[3];
-
- pui32MemberTokens = (const uint32_t*)((const char*)pui32FirstConstBufToken+ui32MemberOffset);
-
- for(i=0; i< ui32MemberCount; ++i)
- {
- uint32_t ui32NameOffset = *pui32MemberTokens++;
- uint32_t ui32MemberTypeOffset = *pui32MemberTokens++;
-
- varType->Members[i].Parent = varType;
- varType->Members[i].ParentCount = varType->ParentCount + 1;
-
- varType->Members[i].Offset = *pui32MemberTokens++;
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstConstBufToken+ui32NameOffset), varType->Members[i].Name);
-
- ReadShaderVariableType(ui32MajorVersion, pui32FirstConstBufToken,
- (const uint32_t*)((const char*)pui32FirstConstBufToken+ui32MemberTypeOffset), &varType->Members[i]);
- }
- }
-}
-
-static const uint32_t* ReadConstantBuffer(ShaderInfo* psShaderInfo,
- const uint32_t* pui32FirstConstBufToken, const uint32_t* pui32Tokens, ConstantBuffer* psBuffer)
-{
- uint32_t i;
- uint32_t ui32NameOffset = *pui32Tokens++;
- uint32_t ui32VarCount = *pui32Tokens++;
- uint32_t ui32VarOffset = *pui32Tokens++;
- const uint32_t* pui32VarToken = (const uint32_t*)((const char*)pui32FirstConstBufToken+ui32VarOffset);
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstConstBufToken+ui32NameOffset), psBuffer->Name);
- FormatVariableName(psBuffer->Name);
-
- psBuffer->ui32NumVars = ui32VarCount;
-
- for(i=0; i<ui32VarCount; ++i)
- {
- //D3D11_SHADER_VARIABLE_DESC
- ShaderVar * const psVar = &psBuffer->asVars[i];
-
- uint32_t ui32Flags;
- uint32_t ui32TypeOffset;
- uint32_t ui32DefaultValueOffset;
-
- ui32NameOffset = *pui32VarToken++;
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstConstBufToken+ui32NameOffset), psVar->Name);
- //FormatVariableName(psVar->Name);
- FormatConstantName(psVar->Name, psBuffer->Name, i);
-
- psVar->ui32StartOffset = *pui32VarToken++;
- psVar->ui32Size = *pui32VarToken++;
- ui32Flags = *pui32VarToken++;
- ui32TypeOffset = *pui32VarToken++;
-
- strcpy(psVar->sType.Name, psVar->Name);
- strcpy(psVar->sType.FullName, psVar->Name);
- psVar->sType.Parent = 0;
- psVar->sType.ParentCount = 0;
- psVar->sType.Offset = 0;
-
- ReadShaderVariableType(psShaderInfo->ui32MajorVersion, pui32FirstConstBufToken,
- (const uint32_t*)((const char*)pui32FirstConstBufToken+ui32TypeOffset), &psVar->sType);
-
- ui32DefaultValueOffset = *pui32VarToken++;
-
-
- if (psShaderInfo->ui32MajorVersion >= 5)
- {
- uint32_t StartTexture = *pui32VarToken++;
- uint32_t TextureSize = *pui32VarToken++;
- uint32_t StartSampler = *pui32VarToken++;
- uint32_t SamplerSize = *pui32VarToken++;
- }
-
- psVar->haveDefaultValue = 0;
-
- if(ui32DefaultValueOffset)
- {
- uint32_t i = 0;
- const uint32_t ui32NumDefaultValues = psVar->ui32Size / 4;
- const uint32_t* pui32DefaultValToken = (const uint32_t*)((const char*)pui32FirstConstBufToken+ui32DefaultValueOffset);
-
- //Always a sequence of 4-bytes at the moment.
- //bool const becomes 0 or 0xFFFFFFFF int, int & float are 4-bytes.
- ASSERT(psVar->ui32Size%4 == 0);
-
- psVar->haveDefaultValue = 1;
-
- psVar->pui32DefaultValues = hlslcc_malloc(psVar->ui32Size);
-
- for(i=0; i<ui32NumDefaultValues;++i)
- {
- psVar->pui32DefaultValues[i] = pui32DefaultValToken[i];
- }
- }
- }
-
-
- {
- uint32_t ui32Flags;
- uint32_t ui32BufferType;
-
- psBuffer->ui32TotalSizeInBytes = *pui32Tokens++;
- ui32Flags = *pui32Tokens++;
- ui32BufferType = *pui32Tokens++;
- }
-
- return pui32Tokens;
-}
-
-static void ReadResources(const uint32_t* pui32Tokens,//in
- ShaderInfo* psShaderInfo)//out
-{
- ResourceBinding* psResBindings;
- ConstantBuffer* psConstantBuffers;
- const uint32_t* pui32ConstantBuffers;
- const uint32_t* pui32ResourceBindings;
- const uint32_t* pui32FirstToken = pui32Tokens;
- uint32_t i;
-
- const uint32_t ui32NumConstantBuffers = *pui32Tokens++;
- const uint32_t ui32ConstantBufferOffset = *pui32Tokens++;
-
- uint32_t ui32NumResourceBindings = *pui32Tokens++;
- uint32_t ui32ResourceBindingOffset = *pui32Tokens++;
- uint32_t ui32ShaderModel = *pui32Tokens++;
- uint32_t ui32CompileFlags = *pui32Tokens++;//D3DCompile flags? http://msdn.microsoft.com/en-us/library/gg615083(v=vs.85).aspx
-
- //Resources
- pui32ResourceBindings = (const uint32_t*)((const char*)pui32FirstToken + ui32ResourceBindingOffset);
-
- psResBindings = hlslcc_malloc(sizeof(ResourceBinding)*ui32NumResourceBindings);
-
- psShaderInfo->ui32NumResourceBindings = ui32NumResourceBindings;
- psShaderInfo->psResourceBindings = psResBindings;
-
- for(i=0; i < ui32NumResourceBindings; ++i)
- {
- pui32ResourceBindings = ReadResourceBinding(pui32FirstToken, pui32ResourceBindings, psResBindings+i);
- ASSERT(psResBindings[i].ui32BindPoint < MAX_RESOURCE_BINDINGS);
- }
-
- //Constant buffers
- pui32ConstantBuffers = (const uint32_t*)((const char*)pui32FirstToken + ui32ConstantBufferOffset);
-
- psConstantBuffers = hlslcc_malloc(sizeof(ConstantBuffer) * ui32NumConstantBuffers);
-
- psShaderInfo->ui32NumConstantBuffers = ui32NumConstantBuffers;
- psShaderInfo->psConstantBuffers = psConstantBuffers;
-
- for(i=0; i < ui32NumConstantBuffers; ++i)
- {
- pui32ConstantBuffers = ReadConstantBuffer(psShaderInfo, pui32FirstToken, pui32ConstantBuffers, psConstantBuffers+i);
- }
-
-
- //Map resource bindings to constant buffers
- if(psShaderInfo->ui32NumConstantBuffers)
- {
- for(i=0; i < ui32NumResourceBindings; ++i)
- {
- ResourceGroup eRGroup;
- uint32_t cbufIndex = 0;
-
- eRGroup = ResourceTypeToResourceGroup(psResBindings[i].eType);
-
- //Find the constant buffer whose name matches the resource at the given resource binding point
- for(cbufIndex=0; cbufIndex < psShaderInfo->ui32NumConstantBuffers; cbufIndex++)
- {
- if(strcmp(psConstantBuffers[cbufIndex].Name, psResBindings[i].Name) == 0)
- {
- psShaderInfo->aui32ResourceMap[eRGroup][psResBindings[i].ui32BindPoint] = cbufIndex;
- }
- }
- }
- }
-}
-
-static const uint16_t* ReadClassType(const uint32_t* pui32FirstInterfaceToken, const uint16_t* pui16Tokens, ClassType* psClassType)
-{
- const uint32_t* pui32Tokens = (const uint32_t*)pui16Tokens;
- uint32_t ui32NameOffset = *pui32Tokens;
- pui16Tokens+= 2;
-
- psClassType->ui16ID = *pui16Tokens++;
- psClassType->ui16ConstBufStride = *pui16Tokens++;
- psClassType->ui16Texture = *pui16Tokens++;
- psClassType->ui16Sampler = *pui16Tokens++;
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstInterfaceToken+ui32NameOffset), psClassType->Name);
-
- return pui16Tokens;
-}
-
-static const uint16_t* ReadClassInstance(const uint32_t* pui32FirstInterfaceToken, const uint16_t* pui16Tokens, ClassInstance* psClassInstance)
-{
- uint32_t ui32NameOffset = *pui16Tokens++ << 16;
- ui32NameOffset |= *pui16Tokens++;
-
- psClassInstance->ui16ID = *pui16Tokens++;
- psClassInstance->ui16ConstBuf = *pui16Tokens++;
- psClassInstance->ui16ConstBufOffset = *pui16Tokens++;
- psClassInstance->ui16Texture = *pui16Tokens++;
- psClassInstance->ui16Sampler = *pui16Tokens++;
-
- ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstInterfaceToken+ui32NameOffset), psClassInstance->Name);
-
- return pui16Tokens;
-}
-
-
-static void ReadInterfaces(const uint32_t* pui32Tokens,
- ShaderInfo* psShaderInfo)
-{
- uint32_t i;
- uint32_t ui32StartSlot;
- const uint32_t* pui32FirstInterfaceToken = pui32Tokens;
- const uint32_t ui32ClassInstanceCount = *pui32Tokens++;
- const uint32_t ui32ClassTypeCount = *pui32Tokens++;
- const uint32_t ui32InterfaceSlotRecordCount = *pui32Tokens++;
- const uint32_t ui32InterfaceSlotCount = *pui32Tokens++;
- const uint32_t ui32ClassInstanceOffset = *pui32Tokens++;
- const uint32_t ui32ClassTypeOffset = *pui32Tokens++;
- const uint32_t ui32InterfaceSlotOffset = *pui32Tokens++;
-
- const uint16_t* pui16ClassTypes = (const uint16_t*)((const char*)pui32FirstInterfaceToken + ui32ClassTypeOffset);
- const uint16_t* pui16ClassInstances = (const uint16_t*)((const char*)pui32FirstInterfaceToken + ui32ClassInstanceOffset);
- const uint32_t* pui32InterfaceSlots = (const uint32_t*)((const char*)pui32FirstInterfaceToken + ui32InterfaceSlotOffset);
-
- const uint32_t* pui32InterfaceSlotTokens = pui32InterfaceSlots;
-
- ClassType* psClassTypes;
- ClassInstance* psClassInstances;
-
- psClassTypes = hlslcc_malloc(sizeof(ClassType) * ui32ClassTypeCount);
- for(i=0; i<ui32ClassTypeCount; ++i)
- {
- pui16ClassTypes = ReadClassType(pui32FirstInterfaceToken, pui16ClassTypes, psClassTypes+i);
- psClassTypes[i].ui16ID = (uint16_t)i;
- }
-
- psClassInstances = hlslcc_malloc(sizeof(ClassInstance) * ui32ClassInstanceCount);
- for(i=0; i<ui32ClassInstanceCount; ++i)
- {
- pui16ClassInstances = ReadClassInstance(pui32FirstInterfaceToken, pui16ClassInstances, psClassInstances+i);
- }
-
- //Slots map function table to $ThisPointer cbuffer variable index
- ui32StartSlot = 0;
- for(i=0; i<ui32InterfaceSlotRecordCount;++i)
- {
- uint32_t k;
-
- const uint32_t ui32SlotSpan = *pui32InterfaceSlotTokens++;
- const uint32_t ui32Count = *pui32InterfaceSlotTokens++;
- const uint32_t ui32TypeIDOffset = *pui32InterfaceSlotTokens++;
- const uint32_t ui32TableIDOffset = *pui32InterfaceSlotTokens++;
-
- const uint16_t* pui16TypeID = (const uint16_t*)((const char*)pui32FirstInterfaceToken+ui32TypeIDOffset);
- const uint32_t* pui32TableID = (const uint32_t*)((const char*)pui32FirstInterfaceToken+ui32TableIDOffset);
-
- for(k=0; k < ui32Count; ++k)
- {
- psShaderInfo->aui32TableIDToTypeID[*pui32TableID++] = *pui16TypeID++;
- }
-
- ui32StartSlot += ui32SlotSpan;
- }
-
- psShaderInfo->ui32NumClassInstances = ui32ClassInstanceCount;
- psShaderInfo->psClassInstances = psClassInstances;
-
- psShaderInfo->ui32NumClassTypes = ui32ClassTypeCount;
- psShaderInfo->psClassTypes = psClassTypes;
-}
-
-void GetConstantBufferFromBindingPoint(const ResourceGroup eGroup, const uint32_t ui32BindPoint, const ShaderInfo* psShaderInfo, ConstantBuffer** ppsConstBuf)
-{
- if(psShaderInfo->ui32MajorVersion > 3)
- {
- *ppsConstBuf = psShaderInfo->psConstantBuffers + psShaderInfo->aui32ResourceMap[eGroup][ui32BindPoint];
- }
- else
- {
- ASSERT(psShaderInfo->ui32NumConstantBuffers == 1);
- *ppsConstBuf = psShaderInfo->psConstantBuffers;
- }
-}
-
-int GetResourceFromBindingPoint(const ResourceGroup eGroup, uint32_t const ui32BindPoint, const ShaderInfo* psShaderInfo, ResourceBinding** ppsOutBinding)
-{
- uint32_t i;
- const uint32_t ui32NumBindings = psShaderInfo->ui32NumResourceBindings;
- ResourceBinding* psBindings = psShaderInfo->psResourceBindings;
-
- for(i=0; i<ui32NumBindings; ++i)
- {
- if(ResourceTypeToResourceGroup(psBindings[i].eType) == eGroup)
- {
- if(ui32BindPoint >= psBindings[i].ui32BindPoint && ui32BindPoint < (psBindings[i].ui32BindPoint + psBindings[i].ui32BindCount))
- {
- *ppsOutBinding = psBindings + i;
- return 1;
- }
- }
- }
- return 0;
-}
-
-int GetInterfaceVarFromOffset(uint32_t ui32Offset, ShaderInfo* psShaderInfo, ShaderVar** ppsShaderVar)
-{
- uint32_t i;
- ConstantBuffer* psThisPointerConstBuffer = psShaderInfo->psThisPointerConstBuffer;
-
- const uint32_t ui32NumVars = psThisPointerConstBuffer->ui32NumVars;
-
- for(i=0; i<ui32NumVars; ++i)
- {
- if(ui32Offset >= psThisPointerConstBuffer->asVars[i].ui32StartOffset &&
- ui32Offset < (psThisPointerConstBuffer->asVars[i].ui32StartOffset + psThisPointerConstBuffer->asVars[i].ui32Size))
- {
- *ppsShaderVar = &psThisPointerConstBuffer->asVars[i];
- return 1;
- }
- }
- return 0;
-}
-
-int GetInputSignatureFromRegister(const uint32_t ui32Register, const ShaderInfo* psShaderInfo, InOutSignature** ppsOut)
-{
- uint32_t i;
- const uint32_t ui32NumVars = psShaderInfo->ui32NumInputSignatures;
-
- for(i=0; i<ui32NumVars; ++i)
- {
- InOutSignature* psInputSignatures = psShaderInfo->psInputSignatures;
- if(ui32Register == psInputSignatures[i].ui32Register)
- {
- *ppsOut = psInputSignatures+i;
- return 1;
- }
- }
- return 0;
-}
-
-int GetOutputSignatureFromRegister(const uint32_t ui32Register,
- const uint32_t ui32CompMask,
- const uint32_t ui32Stream,
- ShaderInfo* psShaderInfo,
- InOutSignature** ppsOut)
-{
- uint32_t i;
- const uint32_t ui32NumVars = psShaderInfo->ui32NumOutputSignatures;
-
- for(i=0; i<ui32NumVars; ++i)
- {
- InOutSignature* psOutputSignatures = psShaderInfo->psOutputSignatures;
- if(ui32Register == psOutputSignatures[i].ui32Register &&
- (ui32CompMask & psOutputSignatures[i].ui32Mask) &&
- ui32Stream == psOutputSignatures[i].ui32Stream)
- {
- *ppsOut = psOutputSignatures+i;
- return 1;
- }
- }
- return 0;
-}
-
-int GetOutputSignatureFromSystemValue(SPECIAL_NAME eSystemValueType, uint32_t ui32SemanticIndex, ShaderInfo* psShaderInfo, InOutSignature** ppsOut)
-{
- uint32_t i;
- const uint32_t ui32NumVars = psShaderInfo->ui32NumOutputSignatures;
-
- for(i=0; i<ui32NumVars; ++i)
- {
- InOutSignature* psOutputSignatures = psShaderInfo->psOutputSignatures;
- if(eSystemValueType == psOutputSignatures[i].eSystemValueType &&
- ui32SemanticIndex == psOutputSignatures[i].ui32SemanticIndex)
- {
- *ppsOut = psOutputSignatures+i;
- return 1;
- }
- }
- return 0;
-}
-
-static int IsOffsetInType(ShaderVarType* psType,
- uint32_t parentOffset,
- uint32_t offsetToFind,
- const uint32_t* pui32Swizzle,
- int32_t* pi32Index,
- int32_t* pi32Rebase)
-{
- uint32_t thisOffset = parentOffset + psType->Offset;
- uint32_t thisSize = psType->Columns * psType->Rows * 4;
-
- if(psType->Elements)
- {
- thisSize *= psType->Elements;
- }
-
- //Swizzle can point to another variable. In the example below
- //cbUIUpdates.g_uMaxFaces would be cb1[2].z. The scalars are combined
- //into vectors. psCBuf->ui32NumVars will be 3.
-
- // cbuffer cbUIUpdates
- // {
- //
- // float g_fLifeSpan; // Offset: 0 Size: 4
- // float g_fLifeSpanVar; // Offset: 4 Size: 4 [unused]
- // float g_fRadiusMin; // Offset: 8 Size: 4 [unused]
- // float g_fRadiusMax; // Offset: 12 Size: 4 [unused]
- // float g_fGrowTime; // Offset: 16 Size: 4 [unused]
- // float g_fStepSize; // Offset: 20 Size: 4
- // float g_fTurnRate; // Offset: 24 Size: 4
- // float g_fTurnSpeed; // Offset: 28 Size: 4 [unused]
- // float g_fLeafRate; // Offset: 32 Size: 4
- // float g_fShrinkTime; // Offset: 36 Size: 4 [unused]
- // uint g_uMaxFaces; // Offset: 40 Size: 4
- //
- // }
-
- // Name Type Format Dim Slot Elements
- // ------------------------------ ---------- ------- ----------- ---- --------
- // cbUIUpdates cbuffer NA NA 1 1
-
- if(pui32Swizzle[0] == OPERAND_4_COMPONENT_Y)
- {
- offsetToFind += 4;
- }
- else
- if(pui32Swizzle[0] == OPERAND_4_COMPONENT_Z)
- {
- offsetToFind += 8;
- }
- else
- if(pui32Swizzle[0] == OPERAND_4_COMPONENT_W)
- {
- offsetToFind += 12;
- }
-
- if((offsetToFind >= thisOffset) &&
- offsetToFind < (thisOffset + thisSize))
- {
-
- if(psType->Class == SVC_MATRIX_ROWS ||
- psType->Class == SVC_MATRIX_COLUMNS)
- {
- //Matrices are treated as arrays of vectors.
- pi32Index[0] = (offsetToFind - thisOffset) / 16;
- }
- //Check for array of vectors
- else if(psType->Class == SVC_VECTOR && psType->Elements > 1)
- {
- pi32Index[0] = (offsetToFind - thisOffset) / 16;
- }
- else if(psType->Class == SVC_VECTOR && psType->Columns > 1)
- {
- //Check for vector starting at a non-vec4 offset.
-
- // cbuffer $Globals
- // {
- //
- // float angle; // Offset: 0 Size: 4
- // float2 angle2; // Offset: 4 Size: 8
- //
- // }
-
- //cb0[0].x = angle
- //cb0[0].yzyy = angle2.xyxx
-
- //Rebase angle2 so that .y maps to .x, .z maps to .y
-
- pi32Rebase[0] = thisOffset % 16;
- }
-
- return 1;
- }
- return 0;
-}
-
-int GetShaderVarFromOffset(const uint32_t ui32Vec4Offset,
- const uint32_t* pui32Swizzle,
- ConstantBuffer* psCBuf,
- ShaderVarType** ppsShaderVar,
- int32_t* pi32Index,
- int32_t* pi32Rebase)
-{
- uint32_t i;
- const uint32_t ui32BaseByteOffset = ui32Vec4Offset * 16;
-
- uint32_t ui32ByteOffset = ui32Vec4Offset * 16;
-
- const uint32_t ui32NumVars = psCBuf->ui32NumVars;
-
- for(i=0; i<ui32NumVars; ++i)
- {
- if(psCBuf->asVars[i].sType.Class == SVC_STRUCT)
- {
- uint32_t m = 0;
-
- for(m=0; m < psCBuf->asVars[i].sType.MemberCount; ++m)
- {
- ShaderVarType* psMember = psCBuf->asVars[i].sType.Members + m;
-
- ASSERT(psMember->Class != SVC_STRUCT);
-
- if(IsOffsetInType(psMember, psCBuf->asVars[i].ui32StartOffset, ui32ByteOffset, pui32Swizzle, pi32Index, pi32Rebase))
- {
- ppsShaderVar[0] = psMember;
- return 1;
- }
- }
- }
- else
- {
- if(IsOffsetInType(&psCBuf->asVars[i].sType, psCBuf->asVars[i].ui32StartOffset, ui32ByteOffset, pui32Swizzle, pi32Index, pi32Rebase))
- {
- ppsShaderVar[0] = &psCBuf->asVars[i].sType;
- return 1;
- }
- }
- }
- return 0;
-}
-
-ResourceGroup ResourceTypeToResourceGroup(ResourceType eType)
-{
- switch(eType)
- {
- case RTYPE_CBUFFER:
- return RGROUP_CBUFFER;
-
- case RTYPE_SAMPLER:
- return RGROUP_SAMPLER;
-
- case RTYPE_TEXTURE:
- case RTYPE_BYTEADDRESS:
- case RTYPE_STRUCTURED:
- return RGROUP_TEXTURE;
-
- case RTYPE_UAV_RWTYPED:
- case RTYPE_UAV_RWSTRUCTURED:
- case RTYPE_UAV_RWBYTEADDRESS:
- case RTYPE_UAV_APPEND_STRUCTURED:
- case RTYPE_UAV_CONSUME_STRUCTURED:
- case RTYPE_UAV_RWSTRUCTURED_WITH_COUNTER:
- return RGROUP_UAV;
-
- case RTYPE_TBUFFER:
- ASSERT(0); // Need to find out which group this belongs to
- return RGROUP_TEXTURE;
- }
-
- ASSERT(0);
- return RGROUP_CBUFFER;
-}
-
-void LoadShaderInfo(const uint32_t ui32MajorVersion,
- const uint32_t ui32MinorVersion,
- const ReflectionChunks* psChunks,
- ShaderInfo* psInfo)
-{
- const uint32_t* pui32Inputs = psChunks->pui32Inputs;
- const uint32_t* pui32Inputs11 = psChunks->pui32Inputs11;
- const uint32_t* pui32Resources = psChunks->pui32Resources;
- const uint32_t* pui32Interfaces = psChunks->pui32Interfaces;
- const uint32_t* pui32Outputs = psChunks->pui32Outputs;
- const uint32_t* pui32Outputs11 = psChunks->pui32Outputs11;
- const uint32_t* pui32OutputsWithStreams = psChunks->pui32OutputsWithStreams;
-
- psInfo->eTessOutPrim = TESSELLATOR_OUTPUT_UNDEFINED;
- psInfo->eTessPartitioning = TESSELLATOR_PARTITIONING_UNDEFINED;
-
- psInfo->ui32MajorVersion = ui32MajorVersion;
- psInfo->ui32MinorVersion = ui32MinorVersion;
-
-
- if(pui32Inputs)
- ReadInputSignatures(pui32Inputs, psInfo, 0);
- if(pui32Inputs11)
- ReadInputSignatures(pui32Inputs11, psInfo, 1);
- if(pui32Resources)
- ReadResources(pui32Resources, psInfo);
- if(pui32Interfaces)
- ReadInterfaces(pui32Interfaces, psInfo);
- if(pui32Outputs)
- ReadOutputSignatures(pui32Outputs, psInfo, 0, 0);
- if(pui32Outputs11)
- ReadOutputSignatures(pui32Outputs11, psInfo, 1, 1);
- if(pui32OutputsWithStreams)
- ReadOutputSignatures(pui32OutputsWithStreams, psInfo, 0, 1);
-
- {
- uint32_t i;
- for(i=0; i<psInfo->ui32NumConstantBuffers;++i)
- {
- bstring cbufName = bfromcstr(&psInfo->psConstantBuffers[i].Name[0]);
- bstring cbufThisPointer = bfromcstr("$ThisPointer");
- if(bstrcmp(cbufName, cbufThisPointer) == 0)
- {
- psInfo->psThisPointerConstBuffer = &psInfo->psConstantBuffers[i];
- }
- }
- }
-}
-
-void FreeShaderInfo(ShaderInfo* psShaderInfo)
-{
- //Free any default values for constants.
- uint32_t cbuf;
- for(cbuf=0; cbuf<psShaderInfo->ui32NumConstantBuffers; ++cbuf)
- {
- ConstantBuffer* psCBuf = &psShaderInfo->psConstantBuffers[cbuf];
- uint32_t var;
- for(var=0; var < psCBuf->ui32NumVars; ++var)
- {
- ShaderVar* psVar = &psCBuf->asVars[var];
- if(psVar->haveDefaultValue)
- {
- hlslcc_free(psVar->pui32DefaultValues);
- }
- }
- }
- hlslcc_free(psShaderInfo->psInputSignatures);
- hlslcc_free(psShaderInfo->psResourceBindings);
- hlslcc_free(psShaderInfo->psConstantBuffers);
- hlslcc_free(psShaderInfo->psClassTypes);
- hlslcc_free(psShaderInfo->psClassInstances);
- hlslcc_free(psShaderInfo->psOutputSignatures);
-
- psShaderInfo->ui32NumInputSignatures = 0;
- psShaderInfo->ui32NumResourceBindings = 0;
- psShaderInfo->ui32NumConstantBuffers = 0;
- psShaderInfo->ui32NumClassTypes = 0;
- psShaderInfo->ui32NumClassInstances = 0;
- psShaderInfo->ui32NumOutputSignatures = 0;
-}
-
-typedef struct ConstantTableD3D9_TAG
-{
- uint32_t size;
- uint32_t creator;
- uint32_t version;
- uint32_t constants;
- uint32_t constantInfos;
- uint32_t flags;
- uint32_t target;
-} ConstantTableD3D9;
-
-// These enums match those in d3dx9shader.h.
-enum RegisterSet
-{
- RS_BOOL,
- RS_INT4,
- RS_FLOAT4,
- RS_SAMPLER,
-};
-
-enum TypeClass
-{
- CLASS_SCALAR,
- CLASS_VECTOR,
- CLASS_MATRIX_ROWS,
- CLASS_MATRIX_COLUMNS,
- CLASS_OBJECT,
- CLASS_STRUCT,
-};
-
-enum Type
-{
- PT_VOID,
- PT_BOOL,
- PT_INT,
- PT_FLOAT,
- PT_STRING,
- PT_TEXTURE,
- PT_TEXTURE1D,
- PT_TEXTURE2D,
- PT_TEXTURE3D,
- PT_TEXTURECUBE,
- PT_SAMPLER,
- PT_SAMPLER1D,
- PT_SAMPLER2D,
- PT_SAMPLER3D,
- PT_SAMPLERCUBE,
- PT_PIXELSHADER,
- PT_VERTEXSHADER,
- PT_PIXELFRAGMENT,
- PT_VERTEXFRAGMENT,
- PT_UNSUPPORTED,
-};
-typedef struct ConstantInfoD3D9_TAG
-{
- uint32_t name;
- uint16_t registerSet;
- uint16_t registerIndex;
- uint16_t registerCount;
- uint16_t reserved;
- uint32_t typeInfo;
- uint32_t defaultValue;
-} ConstantInfoD3D9;
-
-typedef struct TypeInfoD3D9_TAG
-{
- uint16_t typeClass;
- uint16_t type;
- uint16_t rows;
- uint16_t columns;
- uint16_t elements;
- uint16_t structMembers;
- uint32_t structMemberInfos;
-} TypeInfoD3D9;
-
-typedef struct StructMemberInfoD3D9_TAG
-{
- uint32_t name;
- uint32_t typeInfo;
-} StructMemberInfoD3D9;
-
-void LoadD3D9ConstantTable(const char* data,
- ShaderInfo* psInfo)
-{
- ConstantTableD3D9* ctab;
- uint32_t constNum;
- ConstantInfoD3D9* cinfos;
- ConstantBuffer* psConstantBuffer;
- uint32_t ui32ConstantBufferSize = 0;
- uint32_t numResourceBindingsNeeded = 0;
- ShaderVar* var;
-
- ctab = (ConstantTableD3D9*)data;
-
- cinfos = (ConstantInfoD3D9*) (data + ctab->constantInfos);
-
- psInfo->ui32NumConstantBuffers++;
-
- //Only 1 Constant Table in d3d9
- ASSERT(psInfo->ui32NumConstantBuffers==1);
-
- psConstantBuffer = hlslcc_malloc(sizeof(ConstantBuffer));
-
- psInfo->psConstantBuffers = psConstantBuffer;
-
- psConstantBuffer->ui32NumVars = 0;
- strcpy(psConstantBuffer->Name, "$Globals");
-
- //Determine how many resource bindings to create
- for(constNum = 0; constNum < ctab->constants; ++constNum)
- {
- if(cinfos[constNum].registerSet == RS_SAMPLER)
- {
- ++numResourceBindingsNeeded;
- }
- }
-
- psInfo->psResourceBindings = hlslcc_malloc(numResourceBindingsNeeded*sizeof(ResourceBinding));
-
- var = &psConstantBuffer->asVars[0];
-
- for(constNum = 0; constNum < ctab->constants; ++constNum)
- {
- TypeInfoD3D9* typeInfo = (TypeInfoD3D9*) (data + cinfos[constNum].typeInfo);
-
- if(cinfos[constNum].registerSet != RS_SAMPLER)
- {
- strcpy(var->Name, data + cinfos[constNum].name);
- FormatVariableName(var->Name);
- var->ui32Size = cinfos[constNum].registerCount * 16;
- var->ui32StartOffset = cinfos[constNum].registerIndex * 16;
- var->haveDefaultValue = 0;
-
- if(ui32ConstantBufferSize < (var->ui32Size + var->ui32StartOffset))
- {
- ui32ConstantBufferSize = var->ui32Size + var->ui32StartOffset;
- }
-
- var->sType.Rows = typeInfo->rows;
- var->sType.Columns = typeInfo->columns;
- var->sType.Elements = typeInfo->elements;
- var->sType.MemberCount = typeInfo->structMembers;
- var->sType.Members = 0;
- var->sType.Offset = 0;
- strcpy(var->sType.FullName, var->Name);
- var->sType.Parent = 0;
- var->sType.ParentCount = 0;
-
- switch(typeInfo->typeClass)
- {
- case CLASS_SCALAR:
- {
- var->sType.Class = SVC_SCALAR;
- break;
- }
- case CLASS_VECTOR:
- {
- var->sType.Class = SVC_VECTOR;
- break;
- }
- case CLASS_MATRIX_ROWS:
- {
- var->sType.Class = SVC_MATRIX_ROWS;
- break;
- }
- case CLASS_MATRIX_COLUMNS:
- {
- var->sType.Class = SVC_MATRIX_COLUMNS;
- break;
- }
- case CLASS_OBJECT:
- {
- var->sType.Class = SVC_OBJECT;
- break;
- }
- case CLASS_STRUCT:
- {
- var->sType.Class = SVC_STRUCT;
- break;
- }
- }
-
- switch(cinfos[constNum].registerSet)
- {
- case RS_BOOL:
- {
- var->sType.Type = SVT_BOOL;
- break;
- }
- case RS_INT4:
- {
- var->sType.Type = SVT_INT;
- break;
- }
- case RS_FLOAT4:
- {
- var->sType.Type = SVT_FLOAT;
- break;
- }
- }
-
- var++;
- psConstantBuffer->ui32NumVars++;
- }
- else
- {
- //Create a resource if it is sampler in order to replicate the d3d10+
- //method of separating samplers from general constants.
- uint32_t ui32ResourceIndex = psInfo->ui32NumResourceBindings++;
- ResourceBinding* res = &psInfo->psResourceBindings[ui32ResourceIndex];
-
- strcpy(res->Name, data + cinfos[constNum].name);
- FormatVariableName(res->Name);
-
- res->ui32BindPoint = cinfos[constNum].registerIndex;
- res->ui32BindCount = cinfos[constNum].registerCount;
- res->ui32Flags = 0;
- res->ui32NumSamples = 1;
- res->ui32ReturnType = 0;
-
- res->eType = RTYPE_TEXTURE;
-
- switch(typeInfo->type)
- {
- case PT_SAMPLER:
- case PT_SAMPLER1D:
- res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURE1D;
- break;
- case PT_SAMPLER2D:
- res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURE2D;
- break;
- case PT_SAMPLER3D:
- res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURE2D;
- break;
- case PT_SAMPLERCUBE:
- res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURECUBE;
- break;
- }
- }
- }
- psConstantBuffer->ui32TotalSizeInBytes = ui32ConstantBufferSize;
-}