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585
Source/Engine/ShadersCompilation/OpenGL/ShaderCompilerOGL.cpp
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585
Source/Engine/ShadersCompilation/OpenGL/ShaderCompilerOGL.cpp
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#if COMPILE_WITH_OGL_SHADER_COMPILER
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#include "ShaderCompilerOGL.h"
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#include "Engine/Platform/Platform.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Core/Log.h"
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#include "../RenderToolsOGL.h"
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#include "../ShaderAPI.h"
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#include <fstream>
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#include <iostream>
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#include <LZ4/lz4.h>
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ShaderCompilerOGL::ShaderCompilerOGL(ShaderProfile profile)
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: _profile(profile)
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, _context(nullptr)
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, _sourceStream(0)
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{
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// Check for supported profiles
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ASSERT(profile == ShaderProfile::GLSL_410 || profile == ShaderProfile::GLSL_440);
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}
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ShaderCompilerOGL::~ShaderCompilerOGL()
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{
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}
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#define USE_DETAILED_LOG 1
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class XscLog : public Xsc::Log
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{
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public:
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std::stringstream Log;
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private:
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#if USE_DETAILED_LOG
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static void PrintMultiLineString(std::stringstream& output, const std::string& str, const std::string& indent)
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{
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// Determine at which position the actual text begins (excluding the "error (X:Y) : " or the like)
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auto textStartPos = str.find(" : ");
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if (textStartPos != std::string::npos)
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textStartPos += 3;
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else
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textStartPos = 0;
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std::string newLineIndent(textStartPos, ' ');
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size_t start = 0;
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bool useNewLineIndent = false;
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while (start < str.size())
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{
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output << indent;
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if (useNewLineIndent)
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output << newLineIndent;
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// Print next line
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auto end = str.find('\n', start);
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if (end != std::string::npos)
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{
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output << str.substr(start, end - start);
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start = end + 1;
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}
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else
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{
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output << str.substr(start);
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start = end;
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}
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output << std::endl;
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useNewLineIndent = true;
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}
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}
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void PrintReport(std::stringstream& output, const Xsc::Report& report, const std::string& indent)
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{
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// Print optional context description
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auto context = report.Context();
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if (!context.empty())
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PrintMultiLineString(output, context, indent);
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// Print report message
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auto msg = report.Message();
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PrintMultiLineString(output, msg, indent);
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// Print optional line and line-marker
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if (report.HasLine())
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{
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const auto& line = report.Line();
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const auto& marker = report.Marker();
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// Print line
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output << indent << line << std::endl;
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// Print line marker
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output << indent << marker << std::endl;
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}
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// Print optional hints
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auto hints = report.GetHints();
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if (hints.size() > 0)
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{
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for (auto hint : hints)
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output << indent << hint << std::endl;
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}
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}
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#endif
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public:
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// [Log]
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void SubmitReport(const Xsc::Report& report) override
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{
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#if !USE_DETAILED_LOG
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std::string str = report.Message();
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switch (report.Type())
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{
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case Xsc::ReportTypes::Info:
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Log << "Info: " << str << std::endl;
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break;
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case Xsc::ReportTypes::Warning:
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Log << "Warning: " << str << std::endl;
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break;
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case Xsc::ReportTypes::Error:
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Log << "Error: " << str << std::endl;
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break;
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}
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#else
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switch (report.Type())
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{
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case Xsc::ReportTypes::Info:
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Log << "Info: " << std::endl;
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break;
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case Xsc::ReportTypes::Warning:
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Log << "Warning: " << std::endl;
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break;
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case Xsc::ReportTypes::Error:
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Log << "Error: " << std::endl;
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break;
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}
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PrintReport(Log, report, FullIndent());
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#endif
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}
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};
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int GetUniformSize(Xsc::Reflection::DataType type)
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{
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switch (type)
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{
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//case Xsc::Reflection::DataType::Undefined:
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// String types:
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//case Xsc::Reflection::DataType::String:
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// Scalar types
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case Xsc::Reflection::DataType::Bool: return 1;
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case Xsc::Reflection::DataType::Int: return 4;
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case Xsc::Reflection::DataType::UInt: return 4;
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case Xsc::Reflection::DataType::Half: return 2;
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case Xsc::Reflection::DataType::Float: return 4;
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case Xsc::Reflection::DataType::Double: return 8;
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// Vector types
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case Xsc::Reflection::DataType::Bool2: return 1 * 2;
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case Xsc::Reflection::DataType::Bool3: return 1 * 3;
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case Xsc::Reflection::DataType::Bool4: return 1 * 4;
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case Xsc::Reflection::DataType::Int2: return 4 * 2;
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case Xsc::Reflection::DataType::Int3: return 4 * 3;
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case Xsc::Reflection::DataType::Int4: return 4 * 4;
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case Xsc::Reflection::DataType::UInt2: return 4 * 2;
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case Xsc::Reflection::DataType::UInt3: return 4 * 3;
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case Xsc::Reflection::DataType::UInt4: return 4 * 4;
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case Xsc::Reflection::DataType::Half2: return 2 * 2;
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case Xsc::Reflection::DataType::Half3: return 2 * 3;
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case Xsc::Reflection::DataType::Half4: return 2 * 4;
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case Xsc::Reflection::DataType::Float2: return 4 * 2;
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case Xsc::Reflection::DataType::Float3: return 4 * 3;
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case Xsc::Reflection::DataType::Float4: return 4 * 4;
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case Xsc::Reflection::DataType::Double2: return 8 * 2;
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case Xsc::Reflection::DataType::Double3: return 8 * 3;
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case Xsc::Reflection::DataType::Double4: return 8 * 4;
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// Matrix types
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case Xsc::Reflection::DataType::Bool2x2: return 1 * 2 * 2;
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case Xsc::Reflection::DataType::Bool2x3: return 1 * 2 * 3;
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case Xsc::Reflection::DataType::Bool2x4: return 1 * 2 * 4;
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case Xsc::Reflection::DataType::Bool3x2: return 1 * 3 * 2;
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case Xsc::Reflection::DataType::Bool3x3: return 1 * 3 * 4;
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case Xsc::Reflection::DataType::Bool3x4: return 1 * 3 * 5;
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case Xsc::Reflection::DataType::Bool4x2: return 1 * 4 * 2;
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case Xsc::Reflection::DataType::Bool4x3: return 1 * 4 * 3;
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case Xsc::Reflection::DataType::Bool4x4: return 1 * 4 * 4;
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case Xsc::Reflection::DataType::Int2x2: return 4 * 2 * 2;
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case Xsc::Reflection::DataType::Int2x3: return 4 * 2 * 3;
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case Xsc::Reflection::DataType::Int2x4: return 4 * 2 * 4;
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case Xsc::Reflection::DataType::Int3x2: return 4 * 3 * 2;
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case Xsc::Reflection::DataType::Int3x3: return 4 * 3 * 3;
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case Xsc::Reflection::DataType::Int3x4: return 4 * 3 * 4;
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case Xsc::Reflection::DataType::Int4x2: return 4 * 4 * 2;
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case Xsc::Reflection::DataType::Int4x3: return 4 * 4 * 3;
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case Xsc::Reflection::DataType::Int4x4: return 4 * 4 * 4;
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case Xsc::Reflection::DataType::UInt2x2: return 4 * 2 * 2;
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case Xsc::Reflection::DataType::UInt2x3: return 4 * 2 * 3;
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case Xsc::Reflection::DataType::UInt2x4: return 4 * 2 * 4;
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case Xsc::Reflection::DataType::UInt3x2: return 4 * 3 * 2;
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case Xsc::Reflection::DataType::UInt3x3: return 4 * 3 * 3;
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case Xsc::Reflection::DataType::UInt3x4: return 4 * 3 * 4;
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case Xsc::Reflection::DataType::UInt4x2: return 4 * 4 * 2;
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case Xsc::Reflection::DataType::UInt4x3: return 4 * 4 * 3;
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case Xsc::Reflection::DataType::UInt4x4: return 4 * 4 * 4;
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case Xsc::Reflection::DataType::Half2x2: return 2 * 2 * 2;
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case Xsc::Reflection::DataType::Half2x3: return 2 * 2 * 3;
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case Xsc::Reflection::DataType::Half2x4: return 2 * 2 * 4;
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case Xsc::Reflection::DataType::Half3x2: return 2 * 3 * 2;
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case Xsc::Reflection::DataType::Half3x3: return 2 * 3 * 3;
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case Xsc::Reflection::DataType::Half3x4: return 2 * 3 * 4;
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case Xsc::Reflection::DataType::Half4x2: return 2 * 4 * 2;
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case Xsc::Reflection::DataType::Half4x3: return 2 * 4 * 3;
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case Xsc::Reflection::DataType::Half4x4: return 2 * 4 * 4;
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case Xsc::Reflection::DataType::Float2x2: return 4 * 2 * 2;
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case Xsc::Reflection::DataType::Float2x3: return 4 * 2 * 3;
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case Xsc::Reflection::DataType::Float2x4: return 4 * 2 * 4;
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case Xsc::Reflection::DataType::Float3x2: return 4 * 3 * 2;
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case Xsc::Reflection::DataType::Float3x3: return 4 * 3 * 3;
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case Xsc::Reflection::DataType::Float3x4: return 4 * 3 * 4;
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case Xsc::Reflection::DataType::Float4x2: return 4 * 4 * 2;
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case Xsc::Reflection::DataType::Float4x3: return 4 * 4 * 3;
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case Xsc::Reflection::DataType::Float4x4: return 4 * 4 * 4;
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case Xsc::Reflection::DataType::Double2x2: return 8 * 2 * 2;
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case Xsc::Reflection::DataType::Double2x3: return 8 * 2 * 3;
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case Xsc::Reflection::DataType::Double2x4: return 8 * 2 * 4;
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case Xsc::Reflection::DataType::Double3x2: return 8 * 3 * 2;
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case Xsc::Reflection::DataType::Double3x3: return 8 * 3 * 3;
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case Xsc::Reflection::DataType::Double3x4: return 8 * 3 * 4;
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case Xsc::Reflection::DataType::Double4x2: return 8 * 4 * 2;
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case Xsc::Reflection::DataType::Double4x3: return 8 * 4 * 3;
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case Xsc::Reflection::DataType::Double4x4: return 8 * 4 * 4;
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}
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return 0;
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}
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bool ShaderCompilerOGL::ProcessShader(Xsc::Reflection::ReflectionData& data, uint32& cbMask)
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{
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// Reset masks
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cbMask = 0;
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srMask = 0;
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uaMask = 0;
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// Extract constant buffers usage information
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for (const auto& cb : data.constantBuffers)
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{
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if (cb.location < 0)
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{
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_context->OnError("Missing bound resource.");
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return true;
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}
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// Set flag
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cbMask |= 1 << cb.location;
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// Try to add CB to the list
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for (int32 b = 0; b < _constantBuffers.Count(); b++)
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{
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auto& cc = _constantBuffers[b];
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if (cc.Slot == cb.location)
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{
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// Calculate the size (based on uniforms used in this buffer)
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cc.Size = 0;
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for (const auto& uniform : data.uniforms)
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{
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if (uniform.type == Xsc::Reflection::UniformType::Variable
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&& uniform.uniformBlock == cb.location)
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{
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cc.Size += GetUniformSize((Xsc::Reflection::DataType)uniform.baseType);
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}
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}
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cc.IsUsed = true;
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break;
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}
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}
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}
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// Extract resources usage
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for (const auto& sr : data.textures)
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{
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if (sr.location < 0)
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{
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_context->OnError("Missing bound resource.");
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return true;
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}
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// Set flag
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srMask |= 1 << sr.location;
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}
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return false;
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}
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bool ShaderCompilerOGL::CompileShader(ShaderFunctionMeta& meta, WritePermutationData customDataWrite)
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{
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// Prepare
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auto output = _context->Output;
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auto options = _context->Options;
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auto type = meta.GetStage();
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auto permutationsCount = meta.GetPermutationsCount();
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// Construct shader target
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switch (type)
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{
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case ShaderStage::Vertex: _inputDesc.shaderTarget = Xsc::ShaderTarget::VertexShader; break;
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case ShaderStage::Hull: _inputDesc.shaderTarget = Xsc::ShaderTarget::TessellationControlShader; break;
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case ShaderStage::Domain: _inputDesc.shaderTarget = Xsc::ShaderTarget::TessellationEvaluationShader; break;
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case ShaderStage::Geometry: _inputDesc.shaderTarget = Xsc::ShaderTarget::GeometryShader; break;
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case ShaderStage::Pixel: _inputDesc.shaderTarget = Xsc::ShaderTarget::FragmentShader; break;
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case ShaderStage::Compute: _inputDesc.shaderTarget = Xsc::ShaderTarget::ComputeShader; break;
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default: return true;
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}
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// [Output] Type
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output->WriteByte(static_cast<byte>(type));
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// [Output] Permutations count
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output->WriteByte(permutationsCount);
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// [Output] Shader function name
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output->WriteStringAnsi(meta.Name, 11);
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// Compile all shader function permutations
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for (int32 permutationIndex = 0; permutationIndex < permutationsCount; permutationIndex++)
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{
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_macros.Clear();
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// Get function permutation macros
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meta.GetDefinitionsForPermutation(permutationIndex, _macros);
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// Add additional define for compiled function name
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GetDefineForFunction(meta, _macros);
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// Add custom and global macros (global last because contain null define to indicate ending)
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_macros.Add(_context->Options->Macros);
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_macros.Add(_globalMacros);
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// Setup the source code
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// TODO: use shared _sourceStream and reduce dynamic memory allocations
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std::shared_ptr<std::stringstream> input = std::shared_ptr<std::stringstream>(new std::stringstream());
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for (int32 i = 0; i < _macros.Count(); i++)
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{
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ASSERT(_macros[i].Name && _macros[i].Definition);
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*input << "#define " << _macros[i].Name << " " << _macros[i].Definition << "\n";
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}
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*input << options->Source;
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// Setup options for this permutation
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std::stringstream outputStream;// TODO: reuse it to reduce dynamic memory allocations
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_inputDesc.sourceCode = input;
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_inputDesc.entryPoint = meta.Name;
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_outputDesc.sourceCode = &outputStream;
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// Compile
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Xsc::Reflection::ReflectionData reflection;
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try
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{
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// Captures and prints to log the full AST tree
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#define DEBUG_AST 0
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#if DEBUG_AST
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_outputDesc.options.showAST = true;
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std::stringstream buffer;
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std::streambuf* old = std::cout.rdbuf(buffer.rdbuf());
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#endif
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// Cross-compile HLSL to GLSL
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XscLog log;
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bool result = Xsc::CompileShader(_inputDesc, _outputDesc, &log, &reflection);
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#if DEBUG_AST
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String text = String(buffer.str());
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LOG_STR(Info, text);
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#endif
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// Check compilation result
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if (!result)
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{
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auto str = log.Log.str();
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_context->OnError(str.c_str());
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return true;
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}
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}
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catch (const std::exception& e)
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{
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_context->OnError(e.what());
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return true;
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}
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// Process reflection data
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uint32 cbMask, uaMsrMaskask, uaMask;
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if (ProcessShader(reflection, cbMask, srMaskk, uaMask))
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return true;
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// Get the source code (and append the null-terminator)
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auto str = outputStream.str();
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str += "\0";
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// Prepare the shader buffer (for raw mode)
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int32 shaderBufferType = SHADER_DATA_FORMAT_RAW;
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uint32 shaderBufferSize = (uint32)str.length() + 1;
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uint32 shaderBufferOriginalSize = shaderBufferSize;
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byte* shaderBuffer = (byte*)str.c_str();
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// Try to compress the source code (don't compress if memory gain is too small)
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{
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float maxCompressionRatio = 0.75f;
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// Try use LZ4
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int32 srcSize = (int32)shaderBufferSize;
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int32 estSize = LZ4_compressBound(srcSize);
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_dataCompressedCache.Clear();
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_dataCompressedCache.EnsureCapacity(estSize);
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int32 dstSize = LZ4_compress_default(str.c_str(), (char*)_dataCompressedCache.Get(), srcSize, estSize);
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float ratio = (float)dstSize / srcSize;
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if (dstSize == 0)
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{
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LOG(Warning, "Shader source data LZ4 compression failed.");
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}
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else if (ratio <= maxCompressionRatio)
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{
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// Use compressed format
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shaderBufferType = SHADER_DATA_FORMAT_LZ4;
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shaderBufferSize = dstSize;
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shaderBuffer = _dataCompressedCache.Get();
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}
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}
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// [Output] Write cross-compiled shader function
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output->WriteInt32(shaderBufferType);
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output->WriteUint32(shaderBufferOriginalSize);
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output->WriteUint32(shaderBufferSize);
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output->WriteBytes(shaderBuffer, shaderBufferSize);
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// [Output] Shader meta
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uint32 instructionCount = 0;// TODO: use AST reflection to count the shader instructions
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output->WriteUint32(instructionCount);
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output->WriteUint32(cbMask);
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output->WriteUint32(srMask);
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output->WriteUint32(uaMask);
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// Custom data
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if (customDataWrite && customDataWrite(output, meta, permutationIndex, _macros))
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return true;
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}
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||||
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return false;
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}
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class FlaxIncludeHandler : public Xsc::IncludeHandler
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||||
{
|
||||
public:
|
||||
|
||||
FlaxIncludeHandler()
|
||||
{
|
||||
}
|
||||
|
||||
std::unique_ptr<std::istream> Include(const std::string& includeName, bool useSearchPathsFirst) override
|
||||
{
|
||||
const String filename(includeName);
|
||||
auto shaderApi = ShaderAPI::Instance();
|
||||
|
||||
ScopeLock lock(shaderApi->Locker);
|
||||
|
||||
const auto shader = shaderApi->GetShaderSource(filename);
|
||||
if (shader == nullptr)
|
||||
return nullptr;
|
||||
|
||||
std::unique_ptr<std::stringstream> stream = std::unique_ptr<std::stringstream>(new std::stringstream());
|
||||
*stream << shader->Get();
|
||||
return stream;
|
||||
}
|
||||
};
|
||||
|
||||
bool ShaderCompilerOGL::Compile(ShaderCompilationContext* context)
|
||||
{
|
||||
// Clear cache
|
||||
_globalMacros.Clear();
|
||||
_macros.Clear();
|
||||
_constantBuffers.Clear();
|
||||
_context = context;
|
||||
|
||||
// Prepare
|
||||
auto options = context->Options;
|
||||
auto output = context->Output;
|
||||
auto meta = context->Meta;
|
||||
bool use440 = _profile == ShaderProfile::GLSL_440;
|
||||
int32 shadersCount = meta->GetShadersCount();
|
||||
FlaxIncludeHandler includeHandler;
|
||||
|
||||
// Setup global shader macros
|
||||
_globalMacros.EnsureCapacity(32);
|
||||
_macros.EnsureCapacity(32);
|
||||
_globalMacros.Add({ "OPENGL", "1" });
|
||||
GetGlobalDefines(_globalMacros);
|
||||
|
||||
// Allocate shader source stream data (it will include compilation macros)
|
||||
//uint32 macrosCountApprox = _globalMacros.Count() + options->Macros.Count() + 10;
|
||||
//_sourceStream.Reset(Math::Max<uint32>(_sourceStream.GetCapacity(), sizeof(Char) * Math::RoundUpToPowerOf2<uint32>(options->SourceLength + 32 * macrosCountApprox)));
|
||||
// TODO: preallocate _sourceStream to reduce dynamic allocations
|
||||
|
||||
// Setup cross-compiler options
|
||||
{
|
||||
switch (_profile)
|
||||
{
|
||||
case ShaderProfile::GLSL_440: _inputDesc.shaderVersion = Xsc::InputShaderVersion::HLSL5; break;
|
||||
case ShaderProfile::GLSL_410: _inputDesc.shaderVersion = Xsc::InputShaderVersion::HLSL4; break;
|
||||
}
|
||||
_inputDesc.filename = context->TargetNameAnsi;
|
||||
_inputDesc.extensions = Xsc::Extensions::LayoutAttribute;
|
||||
_inputDesc.includeHandler = &includeHandler;
|
||||
}
|
||||
{
|
||||
switch (_profile)
|
||||
{
|
||||
case ShaderProfile::GLSL_440: _outputDesc.shaderVersion = Xsc::OutputShaderVersion::GLSL440; break;
|
||||
case ShaderProfile::GLSL_410: _outputDesc.shaderVersion = Xsc::OutputShaderVersion::GLSL410; break;
|
||||
}
|
||||
_outputDesc.options.optimize = !options->NoOptimize;
|
||||
_outputDesc.options.separateShaders = true;
|
||||
_outputDesc.options.separateSamplers = true;
|
||||
_outputDesc.options.preserveComments = false;
|
||||
_outputDesc.options.explicitBinding = true;
|
||||
_outputDesc.formatting.writeGeneratorHeader = false;
|
||||
_outputDesc.formatting.blanks = false;
|
||||
_outputDesc.nameMangling.inputPrefix = "f_";
|
||||
_outputDesc.nameMangling.outputPrefix = "f_";
|
||||
_outputDesc.nameMangling.useAlwaysSemantics = true;
|
||||
_outputDesc.nameMangling.renameBufferFields = true;
|
||||
}
|
||||
|
||||
// Setup constant buffers cache
|
||||
_constantBuffers.EnsureCapacity(meta->CB.Count(), false);
|
||||
for (int32 i = 0; i < meta->CB.Count(); i++)
|
||||
_constantBuffers.Add({ meta->CB[i].Slot, false, 0 });
|
||||
|
||||
// [Output] Write version number
|
||||
output->WriteInt32(1);
|
||||
|
||||
// [Output] Write amount of shaders
|
||||
output->WriteInt32(shadersCount);
|
||||
|
||||
// Compile all shaders
|
||||
if (CompileShaders(context))
|
||||
return true;
|
||||
|
||||
// [Output] Constant Buffers
|
||||
{
|
||||
int32 cbsCount = _constantBuffers.Count();
|
||||
ASSERT(cbsCount == meta->CB.Count());
|
||||
|
||||
// Find maximum used slot index
|
||||
byte maxCbSlot = 0;
|
||||
for (int32 i = 0; i < cbsCount; i++)
|
||||
{
|
||||
maxCbSlot = Math::Max(maxCbSlot, _constantBuffers[i].Slot);
|
||||
}
|
||||
|
||||
output->WriteByte(static_cast<byte>(cbsCount));
|
||||
output->WriteByte(maxCbSlot);
|
||||
// TODO: do we still need to serialize max cb slot?
|
||||
|
||||
for (int32 i = 0; i < cbsCount; i++)
|
||||
{
|
||||
output->WriteByte(_constantBuffers[i].Slot);
|
||||
output->WriteUint32(_constantBuffers[i].Size);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user