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|
#include "internal_includes/tokens.h"
#include "internal_includes/structs.h"
#include "internal_includes/decode.h"
#include "stdlib.h"
#include "stdio.h"
#include "bstrlib.h"
#include "internal_includes/toGLSLInstruction.h"
#include "internal_includes/toGLSLOperand.h"
#include "internal_includes/toGLSLDeclaration.h"
#include "internal_includes/languages.h"
#include "internal_includes/debug.h"
#include "internal_includes/hlslcc_malloc.h"
#ifndef GL_VERTEX_SHADER_ARB
#define GL_VERTEX_SHADER_ARB 0x8B31
#endif
#ifndef GL_FRAGMENT_SHADER_ARB
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#endif
#ifndef GL_GEOMETRY_SHADER
#define GL_GEOMETRY_SHADER 0x8DD9
#endif
#ifndef GL_TESS_EVALUATION_SHADER
#define GL_TESS_EVALUATION_SHADER 0x8E87
#endif
#ifndef GL_TESS_CONTROL_SHADER
#define GL_TESS_CONTROL_SHADER 0x8E88
#endif
#ifndef GL_COMPUTE_SHADER
#define GL_COMPUTE_SHADER 0x91B9
#endif
HLSLCC_API void HLSLCC_APIENTRY HLSLcc_SetMemoryFunctions(void* (*malloc_override)(size_t),void* (*calloc_override)(size_t,size_t),void (*free_override)(void *),void* (*realloc_override)(void*,size_t))
{
hlslcc_malloc = malloc_override;
hlslcc_calloc = calloc_override;
hlslcc_free = free_override;
hlslcc_realloc = realloc_override;
}
static void ClearDependencyData(SHADER_TYPE eType, GLSLCrossDependencyData* depends)
{
if(depends == NULL)
{
return;
}
switch(eType)
{
case PIXEL_SHADER:
{
uint32_t i;
for(i=0;i<MAX_SHADER_VEC4_INPUT; ++i)
{
depends->aePixelInputInterpolation[i] = INTERPOLATION_UNDEFINED;
}
break;
}
case HULL_SHADER:
{
depends->eTessPartitioning = TESSELLATOR_PARTITIONING_UNDEFINED;
depends->eTessOutPrim = TESSELLATOR_OUTPUT_UNDEFINED;
break;
}
}
}
void AddIndentation(HLSLCrossCompilerContext* psContext)
{
int i;
int indent = psContext->indent;
bstring glsl = *psContext->currentGLSLString;
for(i=0; i < indent; ++i)
{
bcatcstr(glsl, " ");
}
}
void AddVersionDependentCode(HLSLCrossCompilerContext* psContext)
{
bstring glsl = *psContext->currentGLSLString;
if(psContext->psShader->ui32MajorVersion <= 3)
{
bcatcstr(glsl, "int RepCounter;\n");
bcatcstr(glsl, "int LoopCounter;\n");
bcatcstr(glsl, "int ZeroBasedCounter;\n");
if(psContext->psShader->eShaderType == VERTEX_SHADER)
{
uint32_t texCoord;
bcatcstr(glsl, "ivec4 Address;\n");
if(InOutSupported(psContext->psShader->eTargetLanguage))
{
bcatcstr(glsl, "out vec4 OffsetColour;\n");
bcatcstr(glsl, "out vec4 BaseColour;\n");
bcatcstr(glsl, "out vec4 Fog;\n");
for(texCoord=0; texCoord<8; ++texCoord)
{
bformata(glsl, "out vec4 TexCoord%d;\n", texCoord);
}
}
else
{
bcatcstr(glsl, "varying vec4 OffsetColour;\n");
bcatcstr(glsl, "varying vec4 BaseColour;\n");
bcatcstr(glsl, "varying vec4 Fog;\n");
for(texCoord=0; texCoord<8; ++texCoord)
{
bformata(glsl, "varying vec4 TexCoord%d;\n", texCoord);
}
}
}
else
{
uint32_t renderTargets, texCoord;
bcatcstr(glsl, "varying vec4 OffsetColour;\n");
bcatcstr(glsl, "varying vec4 BaseColour;\n");
bcatcstr(glsl, "varying vec4 Fog;\n");
for(texCoord=0; texCoord<8; ++texCoord)
{
bformata(glsl, "varying vec4 TexCoord%d;\n", texCoord);
}
for(renderTargets=0; renderTargets<8; ++renderTargets)
{
bformata(glsl, "#define Output%d gl_FragData[%d]\n", renderTargets, renderTargets);
}
}
}
if(!HaveCompute(psContext->psShader->eTargetLanguage))
{
if(psContext->psShader->eShaderType == COMPUTE_SHADER)
{
bcatcstr(glsl,"#extension GL_ARB_compute_shader : enable\n");
bcatcstr(glsl,"#extension GL_ARB_shader_storage_buffer_object : enable\n");
}
}
if (!HaveAtomicMem(psContext->psShader->eTargetLanguage) ||
!HaveAtomicCounter(psContext->psShader->eTargetLanguage))
{
if( psContext->psShader->aiOpcodeUsed[OPCODE_IMM_ATOMIC_ALLOC] ||
psContext->psShader->aiOpcodeUsed[OPCODE_IMM_ATOMIC_CONSUME] ||
psContext->psShader->aiOpcodeUsed[OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED])
{
bcatcstr(glsl,"#extension GL_ARB_shader_atomic_counters : enable\n");
bcatcstr(glsl,"#extension GL_ARB_shader_storage_buffer_object : enable\n");
}
}
if(!HaveGather(psContext->psShader->eTargetLanguage))
{
if(psContext->psShader->aiOpcodeUsed[OPCODE_GATHER4] ||
psContext->psShader->aiOpcodeUsed[OPCODE_GATHER4_PO_C] ||
psContext->psShader->aiOpcodeUsed[OPCODE_GATHER4_PO] ||
psContext->psShader->aiOpcodeUsed[OPCODE_GATHER4_C])
{
bcatcstr(glsl,"#extension GL_ARB_texture_gather : enable\n");
}
}
if(!HaveGatherNonConstOffset(psContext->psShader->eTargetLanguage))
{
if(psContext->psShader->aiOpcodeUsed[OPCODE_GATHER4_PO_C] ||
psContext->psShader->aiOpcodeUsed[OPCODE_GATHER4_PO])
{
bcatcstr(glsl,"#extension GL_ARB_gpu_shader5 : enable\n");
}
}
if(!HaveQueryLod(psContext->psShader->eTargetLanguage))
{
if(psContext->psShader->aiOpcodeUsed[OPCODE_LOD])
{
bcatcstr(glsl,"#extension GL_ARB_texture_query_lod : enable\n");
}
}
if(!HaveQueryLevels(psContext->psShader->eTargetLanguage))
{
if(psContext->psShader->aiOpcodeUsed[OPCODE_RESINFO])
{
bcatcstr(glsl,"#extension GL_ARB_texture_query_levels : enable\n");
}
}
if(!HaveImageLoadStore(psContext->psShader->eTargetLanguage))
{
if(psContext->psShader->aiOpcodeUsed[OPCODE_STORE_UAV_TYPED] ||
psContext->psShader->aiOpcodeUsed[OPCODE_STORE_RAW] ||
psContext->psShader->aiOpcodeUsed[OPCODE_STORE_STRUCTURED])
{
bcatcstr(glsl,"#extension GL_ARB_shader_image_load_store : enable\n");
bcatcstr(glsl,"#extension GL_ARB_shader_bit_encoding : enable\n");
}
else
if(psContext->psShader->aiOpcodeUsed[OPCODE_LD_UAV_TYPED] ||
psContext->psShader->aiOpcodeUsed[OPCODE_LD_RAW] ||
psContext->psShader->aiOpcodeUsed[OPCODE_LD_STRUCTURED])
{
bcatcstr(glsl,"#extension GL_ARB_shader_image_load_store : enable\n");
}
}
if((psContext->flags & HLSLCC_FLAG_ORIGIN_UPPER_LEFT)
&& (psContext->psShader->eTargetLanguage >= LANG_150))
{
bcatcstr(glsl,"layout(origin_upper_left) in vec4 gl_FragCoord;\n");
}
if((psContext->flags & HLSLCC_FLAG_PIXEL_CENTER_INTEGER)
&& (psContext->psShader->eTargetLanguage >= LANG_150))
{
bcatcstr(glsl,"layout(pixel_center_integer) in vec4 gl_FragCoord;\n");
}
//The fragment language has no default precision qualifier for floating point types.
if(psContext->psShader->eShaderType == PIXEL_SHADER &&
psContext->psShader->eTargetLanguage == LANG_ES_100 || psContext->psShader->eTargetLanguage == LANG_ES_300 )
{
bcatcstr(glsl,"precision highp float;\n");
}
/* For versions which do not support a vec1 (currently all versions) */
bcatcstr(glsl,"struct vec1 {\n");
bcatcstr(glsl,"\tfloat x;\n");
bcatcstr(glsl,"};\n");
if(HaveUVec(psContext->psShader->eTargetLanguage))
{
bcatcstr(glsl,"struct uvec1 {\n");
bcatcstr(glsl,"\tuint x;\n");
bcatcstr(glsl,"};\n");
}
bcatcstr(glsl,"struct ivec1 {\n");
bcatcstr(glsl,"\tint x;\n");
bcatcstr(glsl,"};\n");
/*
OpenGL 4.1 API spec:
To use any built-in input or output in the gl_PerVertex block in separable
program objects, shader code must redeclare that block prior to use.
*/
if(psContext->psShader->eShaderType == VERTEX_SHADER && psContext->psShader->eTargetLanguage >= LANG_410)
{
bcatcstr(glsl, "out gl_PerVertex {\n");
bcatcstr(glsl, "vec4 gl_Position;\n");
bcatcstr(glsl, "float gl_PointSize;\n");
bcatcstr(glsl, "float gl_ClipDistance[];");
bcatcstr(glsl, "};\n");
}
/* There is no default precision qualifier for the following sampler types in either the vertex or fragment language: */
if(psContext->psShader->eTargetLanguage == LANG_ES_300 || psContext->psShader->eTargetLanguage == LANG_ES_310)
{
bcatcstr(glsl,"precision lowp sampler3D;\n");
bcatcstr(glsl,"precision lowp samplerCubeShadow;\n");
bcatcstr(glsl,"precision lowp sampler2DShadow;\n");
bcatcstr(glsl,"precision lowp sampler2DArray;\n");
bcatcstr(glsl,"precision lowp sampler2DArrayShadow;\n");
bcatcstr(glsl,"precision lowp isampler2D;\n");
bcatcstr(glsl,"precision lowp isampler3D;\n");
bcatcstr(glsl,"precision lowp isamplerCube;\n");
bcatcstr(glsl,"precision lowp isampler2DArray;\n");
bcatcstr(glsl,"precision lowp usampler2D;\n");
bcatcstr(glsl,"precision lowp usampler3D;\n");
bcatcstr(glsl,"precision lowp usamplerCube;\n");
bcatcstr(glsl,"precision lowp usampler2DArray;\n");
if(psContext->psShader->eTargetLanguage == LANG_ES_310)
{
bcatcstr(glsl,"precision lowp isampler2DMS;\n");
bcatcstr(glsl,"precision lowp usampler2D;\n");
bcatcstr(glsl,"precision lowp usampler3D;\n");
bcatcstr(glsl,"precision lowp usamplerCube;\n");
bcatcstr(glsl,"precision lowp usampler2DArray;\n");
bcatcstr(glsl,"precision lowp usampler2DMS;\n");
bcatcstr(glsl,"precision lowp image2D;\n");
bcatcstr(glsl,"precision lowp image3D;\n");
bcatcstr(glsl,"precision lowp imageCube;\n");
bcatcstr(glsl,"precision lowp image2DArray;\n");
bcatcstr(glsl,"precision lowp iimage2D;\n");
bcatcstr(glsl,"precision lowp iimage3D;\n");
bcatcstr(glsl,"precision lowp iimageCube;\n");
bcatcstr(glsl,"precision lowp uimage2DArray;\n");
//Only highp is valid for atomic_uint
bcatcstr(glsl,"precision highp atomic_uint;\n");
}
}
if(SubroutinesSupported(psContext->psShader->eTargetLanguage))
{
bcatcstr(glsl, "subroutine void SubroutineType();\n");
}
}
GLLang ChooseLanguage(Shader* psShader)
{
// Depends on the HLSL shader model extracted from bytecode.
switch(psShader->ui32MajorVersion)
{
case 5:
{
return LANG_430;
}
case 4:
{
return LANG_330;
}
default:
{
return LANG_120;
}
}
}
const char* GetVersionString(GLLang language)
{
switch(language)
{
case LANG_ES_100:
{
return "#version 100\n";
break;
}
case LANG_ES_300:
{
return "#version 300 es\n";
break;
}
case LANG_ES_310:
{
return "#version 310 es\n";
break;
}
case LANG_120:
{
return "#version 120\n";
break;
}
case LANG_130:
{
return "#version 130\n";
break;
}
case LANG_140:
{
return "#version 140\n";
break;
}
case LANG_150:
{
return "#version 150\n";
break;
}
case LANG_330:
{
return "#version 330\n";
break;
}
case LANG_400:
{
return "#version 400\n";
break;
}
case LANG_410:
{
return "#version 410\n";
break;
}
case LANG_420:
{
return "#version 420\n";
break;
}
case LANG_430:
{
return "#version 430\n";
break;
}
case LANG_440:
{
return "#version 440\n";
break;
}
default:
{
return "";
break;
}
}
}
void TranslateToGLSL(HLSLCrossCompilerContext* psContext, GLLang* planguage,const GlExtensions *extensions)
{
bstring glsl;
uint32_t i;
Shader* psShader = psContext->psShader;
GLLang language = *planguage;
const uint32_t ui32InstCount = psShader->ui32InstCount;
const uint32_t ui32DeclCount = psShader->ui32DeclCount;
psContext->indent = 0;
if(language == LANG_DEFAULT)
{
language = ChooseLanguage(psShader);
*planguage = language;
}
glsl = bfromcstralloc (1024, GetVersionString(language));
psContext->glsl = glsl;
psContext->earlyMain = bfromcstralloc (1024, "");
for(i=0; i<NUM_PHASES;++i)
{
psContext->postShaderCode[i] = bfromcstralloc (1024, "");
}
psContext->currentGLSLString = &glsl;
psShader->eTargetLanguage = language;
psShader->extensions = (const struct GlExtensions*)extensions;
psContext->currentPhase = MAIN_PHASE;
if(extensions)
{
if(extensions->ARB_explicit_attrib_location)
bcatcstr(glsl,"#extension GL_ARB_explicit_attrib_location : require\n");
if(extensions->ARB_explicit_uniform_location)
bcatcstr(glsl,"#extension GL_ARB_explicit_uniform_location : require\n");
if(extensions->ARB_shading_language_420pack)
bcatcstr(glsl,"#extension GL_ARB_shading_language_420pack : require\n");
}
ClearDependencyData(psShader->eShaderType, psContext->psDependencies);
AddVersionDependentCode(psContext);
if(psContext->flags & HLSLCC_FLAG_UNIFORM_BUFFER_OBJECT)
{
bcatcstr(glsl, "layout(std140) uniform;\n");
}
//Special case. Can have multiple phases.
if(psShader->eShaderType == HULL_SHADER)
{
int haveInstancedForkPhase = 0;
uint32_t forkIndex = 0;
ConsolidateHullTempVars(psShader);
for(i=0; i < psShader->ui32HSDeclCount; ++i)
{
TranslateDeclaration(psContext, psShader->psHSDecl+i);
}
//control
psContext->currentPhase = HS_CTRL_POINT_PHASE;
if(psShader->ui32HSControlPointDeclCount)
{
bcatcstr(glsl, "//Control point phase declarations\n");
for(i=0; i < psShader->ui32HSControlPointDeclCount; ++i)
{
TranslateDeclaration(psContext, psShader->psHSControlPointPhaseDecl+i);
}
}
if(psShader->ui32HSControlPointInstrCount)
{
SetDataTypes(psContext, psShader->psHSControlPointPhaseInstr, psShader->ui32HSControlPointInstrCount);
bcatcstr(glsl, "void control_point_phase()\n{\n");
psContext->indent++;
for(i=0; i < psShader->ui32HSControlPointInstrCount; ++i)
{
TranslateInstruction(psContext, psShader->psHSControlPointPhaseInstr+i);
}
psContext->indent--;
bcatcstr(glsl, "}\n");
}
//fork
psContext->currentPhase = HS_FORK_PHASE;
for(forkIndex = 0; forkIndex < psShader->ui32ForkPhaseCount; ++forkIndex)
{
bcatcstr(glsl, "//Fork phase declarations\n");
for(i=0; i < psShader->aui32HSForkDeclCount[forkIndex]; ++i)
{
TranslateDeclaration(psContext, psShader->apsHSForkPhaseDecl[forkIndex]+i);
if(psShader->apsHSForkPhaseDecl[forkIndex][i].eOpcode == OPCODE_DCL_HS_FORK_PHASE_INSTANCE_COUNT)
{
haveInstancedForkPhase = 1;
}
}
bformata(glsl, "void fork_phase%d()\n{\n", forkIndex);
psContext->indent++;
SetDataTypes(psContext, psShader->apsHSForkPhaseInstr[forkIndex], psShader->aui32HSForkInstrCount[forkIndex]-1);
if(haveInstancedForkPhase)
{
AddIndentation(psContext);
bformata(glsl, "for(int forkInstanceID = 0; forkInstanceID < HullPhase%dInstanceCount; ++forkInstanceID) {\n", forkIndex);
psContext->indent++;
}
//The minus one here is remove the return statement at end of phases.
//This is needed otherwise the for loop will only run once.
ASSERT(psShader->apsHSForkPhaseInstr[forkIndex][psShader->aui32HSForkInstrCount[forkIndex]-1].eOpcode == OPCODE_RET);
for(i=0; i < psShader->aui32HSForkInstrCount[forkIndex]-1; ++i)
{
TranslateInstruction(psContext, psShader->apsHSForkPhaseInstr[forkIndex]+i);
}
if(haveInstancedForkPhase)
{
psContext->indent--;
AddIndentation(psContext);
bcatcstr(glsl, "}\n");
if(psContext->havePostShaderCode[psContext->currentPhase])
{
#ifdef _DEBUG
AddIndentation(psContext);
bcatcstr(glsl, "//--- Post shader code ---\n");
#endif
bconcat(glsl, psContext->postShaderCode[psContext->currentPhase]);
#ifdef _DEBUG
AddIndentation(psContext);
bcatcstr(glsl, "//--- End post shader code ---\n");
#endif
}
}
psContext->indent--;
bcatcstr(glsl, "}\n");
}
//join
psContext->currentPhase = HS_JOIN_PHASE;
if(psShader->ui32HSJoinDeclCount)
{
bcatcstr(glsl, "//Join phase declarations\n");
for(i=0; i < psShader->ui32HSJoinDeclCount; ++i)
{
TranslateDeclaration(psContext, psShader->psHSJoinPhaseDecl+i);
}
}
if(psShader->ui32HSJoinInstrCount)
{
SetDataTypes(psContext, psShader->psHSJoinPhaseInstr, psShader->ui32HSJoinInstrCount);
bcatcstr(glsl, "void join_phase()\n{\n");
psContext->indent++;
for(i=0; i < psShader->ui32HSJoinInstrCount; ++i)
{
TranslateInstruction(psContext, psShader->psHSJoinPhaseInstr+i);
}
psContext->indent--;
bcatcstr(glsl, "}\n");
}
bcatcstr(glsl, "void main()\n{\n");
psContext->indent++;
#ifdef _DEBUG
AddIndentation(psContext);
bcatcstr(glsl, "//--- Start Early Main ---\n");
#endif
bconcat(glsl, psContext->earlyMain);
#ifdef _DEBUG
AddIndentation(psContext);
bcatcstr(glsl, "//--- End Early Main ---\n");
#endif
if(psShader->ui32HSControlPointInstrCount)
{
AddIndentation(psContext);
bcatcstr(glsl, "control_point_phase();\n");
if(psShader->ui32ForkPhaseCount || psShader->ui32HSJoinInstrCount)
{
AddIndentation(psContext);
bcatcstr(glsl, "barrier();\n");
}
}
for(forkIndex = 0; forkIndex < psShader->ui32ForkPhaseCount; ++forkIndex)
{
AddIndentation(psContext);
bformata(glsl, "fork_phase%d();\n", forkIndex);
if(psShader->ui32HSJoinInstrCount || (forkIndex+1 < psShader->ui32ForkPhaseCount))
{
AddIndentation(psContext);
bcatcstr(glsl, "barrier();\n");
}
}
if(psShader->ui32HSJoinInstrCount)
{
AddIndentation(psContext);
bcatcstr(glsl, "join_phase();\n");
}
psContext->indent--;
bcatcstr(glsl, "}\n");
if(psContext->psDependencies)
{
//Save partitioning and primitive type for use by domain shader.
psContext->psDependencies->eTessOutPrim = psShader->sInfo.eTessOutPrim;
psContext->psDependencies->eTessPartitioning = psShader->sInfo.eTessPartitioning;
}
return;
}
if(psShader->eShaderType == DOMAIN_SHADER && psContext->psDependencies)
{
//Load partitioning and primitive type from hull shader.
switch(psContext->psDependencies->eTessOutPrim)
{
case TESSELLATOR_OUTPUT_TRIANGLE_CW:
{
bcatcstr(glsl, "layout(cw) in;\n");
break;
}
case TESSELLATOR_OUTPUT_POINT:
{
bcatcstr(glsl, "layout(point_mode) in;\n");
break;
}
default:
{
break;
}
}
switch(psContext->psDependencies->eTessPartitioning)
{
case TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
{
bcatcstr(glsl, "layout(fractional_odd_spacing) in;\n");
break;
}
case TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
{
bcatcstr(glsl, "layout(fractional_even_spacing) in;\n");
break;
}
default:
{
break;
}
}
}
for(i=0; i < ui32DeclCount; ++i)
{
TranslateDeclaration(psContext, psShader->psDecl+i);
}
if(psContext->psShader->ui32NumDx9ImmConst)
{
bformata(psContext->glsl, "vec4 ImmConstArray [%d];\n", psContext->psShader->ui32NumDx9ImmConst);
}
bcatcstr(glsl, "void main()\n{\n");
psContext->indent++;
#ifdef _DEBUG
AddIndentation(psContext);
bcatcstr(glsl, "//--- Start Early Main ---\n");
#endif
bconcat(glsl, psContext->earlyMain);
#ifdef _DEBUG
AddIndentation(psContext);
bcatcstr(glsl, "//--- End Early Main ---\n");
#endif
MarkIntegerImmediates(psContext);
SetDataTypes(psContext, psShader->psInst, ui32InstCount);
for(i=0; i < ui32InstCount; ++i)
{
TranslateInstruction(psContext, psShader->psInst+i);
}
psContext->indent--;
bcatcstr(glsl, "}\n");
}
static void FreeSubOperands(Instruction* psInst, const uint32_t ui32NumInsts)
{
uint32_t ui32Inst;
for(ui32Inst = 0; ui32Inst < ui32NumInsts; ++ui32Inst)
{
Instruction* psCurrentInst = &psInst[ui32Inst];
const uint32_t ui32NumOperands = psCurrentInst->ui32NumOperands;
uint32_t ui32Operand;
for(ui32Operand = 0; ui32Operand < ui32NumOperands; ++ui32Operand)
{
uint32_t ui32SubOperand;
for(ui32SubOperand = 0; ui32SubOperand < MAX_SUB_OPERANDS; ++ui32SubOperand)
{
if(psCurrentInst->asOperands[ui32Operand].psSubOperand[ui32SubOperand])
{
hlslcc_free(psCurrentInst->asOperands[ui32Operand].psSubOperand[ui32SubOperand]);
psCurrentInst->asOperands[ui32Operand].psSubOperand[ui32SubOperand] = NULL;
}
}
}
}
}
HLSLCC_API int HLSLCC_APIENTRY TranslateHLSLFromMem(const char* shader,
unsigned int flags,
GLLang language,
const GlExtensions *extensions,
GLSLCrossDependencyData* dependencies,
GLSLShader* result)
{
uint32_t* tokens;
Shader* psShader;
char* glslcstr = NULL;
int GLSLShaderType = GL_FRAGMENT_SHADER_ARB;
int success = 0;
uint32_t i;
tokens = (uint32_t*)shader;
psShader = DecodeDXBC(tokens);
if(psShader)
{
HLSLCrossCompilerContext sContext;
sContext.psShader = psShader;
sContext.flags = flags;
sContext.psDependencies = dependencies;
for(i=0; i<NUM_PHASES;++i)
{
sContext.havePostShaderCode[i] = 0;
}
TranslateToGLSL(&sContext, &language,extensions);
switch(psShader->eShaderType)
{
case VERTEX_SHADER:
{
GLSLShaderType = GL_VERTEX_SHADER_ARB;
break;
}
case GEOMETRY_SHADER:
{
GLSLShaderType = GL_GEOMETRY_SHADER;
break;
}
case DOMAIN_SHADER:
{
GLSLShaderType = GL_TESS_EVALUATION_SHADER;
break;
}
case HULL_SHADER:
{
GLSLShaderType = GL_TESS_CONTROL_SHADER;
break;
}
case COMPUTE_SHADER:
{
GLSLShaderType = GL_COMPUTE_SHADER;
break;
}
default:
{
break;
}
}
glslcstr = bstr2cstr(sContext.glsl, '\0');
bdestroy(sContext.glsl);
bdestroy(sContext.earlyMain);
for(i=0; i<NUM_PHASES; ++i)
{
bdestroy(sContext.postShaderCode[i]);
}
hlslcc_free(psShader->psHSControlPointPhaseDecl);
FreeSubOperands(psShader->psHSControlPointPhaseInstr, psShader->ui32HSControlPointInstrCount);
hlslcc_free(psShader->psHSControlPointPhaseInstr);
for(i=0; i < psShader->ui32ForkPhaseCount; ++i)
{
hlslcc_free(psShader->apsHSForkPhaseDecl[i]);
FreeSubOperands(psShader->apsHSForkPhaseInstr[i], psShader->aui32HSForkInstrCount[i]);
hlslcc_free(psShader->apsHSForkPhaseInstr[i]);
}
hlslcc_free(psShader->psHSJoinPhaseDecl);
FreeSubOperands(psShader->psHSJoinPhaseInstr, psShader->ui32HSJoinInstrCount);
hlslcc_free(psShader->psHSJoinPhaseInstr);
hlslcc_free(psShader->psDecl);
FreeSubOperands(psShader->psInst, psShader->ui32InstCount);
hlslcc_free(psShader->psInst);
memcpy(&result->reflection,&psShader->sInfo,sizeof(psShader->sInfo));
hlslcc_free(psShader);
success = 1;
}
shader = 0;
tokens = 0;
/* Fill in the result struct */
result->shaderType = GLSLShaderType;
result->sourceCode = glslcstr;
result->GLSLLanguage = language;
return success;
}
HLSLCC_API int HLSLCC_APIENTRY TranslateHLSLFromFile(const char* filename,
unsigned int flags,
GLLang language,
const GlExtensions *extensions,
GLSLCrossDependencyData* dependencies,
GLSLShader* result)
{
FILE* shaderFile;
int length;
size_t readLength;
char* shader;
int success = 0;
shaderFile = fopen(filename, "rb");
if(!shaderFile)
{
return 0;
}
fseek(shaderFile, 0, SEEK_END);
length = ftell(shaderFile);
fseek(shaderFile, 0, SEEK_SET);
shader = (char*)hlslcc_malloc(length+1);
readLength = fread(shader, 1, length, shaderFile);
fclose(shaderFile);
shaderFile = 0;
shader[readLength] = '\0';
success = TranslateHLSLFromMem(shader, flags, language, extensions, dependencies, result);
hlslcc_free(shader);
return success;
}
HLSLCC_API void HLSLCC_APIENTRY FreeGLSLShader(GLSLShader* s)
{
bcstrfree(s->sourceCode);
s->sourceCode = NULL;
FreeShaderInfo(&s->reflection);
}
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