/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #include #include #include "HLSLUtils.hpp" #include "DebugUtilities.hpp" #include "ShaderToolsCommon.hpp" namespace Diligent { // clang-format off static const char g_HLSLDefinitions[] = { #include "../../GraphicsEngineD3DBase/include/HLSLDefinitions_inc.fxh" }; // clang-format on String BuildHLSLSourceString(const ShaderCreateInfo& ShaderCI, const char* ExtraDefinitions) { String HLSLSource; HLSLSource.append(g_HLSLDefinitions); AppendShaderTypeDefinitions(HLSLSource, ShaderCI.Desc.ShaderType); if (ExtraDefinitions != nullptr) HLSLSource += ExtraDefinitions; if (ShaderCI.Macros != nullptr) { HLSLSource += '\n'; AppendShaderMacros(HLSLSource, ShaderCI.Macros); } AppendShaderSourceCode(HLSLSource, ShaderCI); return HLSLSource; } String GetHLSLProfileString(SHADER_TYPE ShaderType, ShaderVersion ShaderModel) { String strShaderProfile; static_assert(SHADER_TYPE_LAST == SHADER_TYPE_CALLABLE, "Please update the switch below to handle the new shader type"); switch (ShaderType) { // clang-format off case SHADER_TYPE_VERTEX: strShaderProfile = "vs"; break; case SHADER_TYPE_PIXEL: strShaderProfile = "ps"; break; case SHADER_TYPE_GEOMETRY: strShaderProfile = "gs"; break; case SHADER_TYPE_HULL: strShaderProfile = "hs"; break; case SHADER_TYPE_DOMAIN: strShaderProfile = "ds"; break; case SHADER_TYPE_COMPUTE: strShaderProfile = "cs"; break; case SHADER_TYPE_AMPLIFICATION: strShaderProfile = "as"; break; case SHADER_TYPE_MESH: strShaderProfile = "ms"; break; case SHADER_TYPE_RAY_GEN: case SHADER_TYPE_RAY_MISS: case SHADER_TYPE_RAY_CLOSEST_HIT: case SHADER_TYPE_RAY_ANY_HIT: case SHADER_TYPE_RAY_INTERSECTION: case SHADER_TYPE_CALLABLE: strShaderProfile = "lib"; break; // clang-format on default: UNEXPECTED("Unknown shader type"); } strShaderProfile += "_"; strShaderProfile += std::to_string(ShaderModel.Major); strShaderProfile += "_"; strShaderProfile += std::to_string(ShaderModel.Minor); return strShaderProfile; } } // namespace Diligent