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/*
* 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 <cstring>
#include <sstream>
#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
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