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// HLSL2GLSLConverterImpl.cpp : Defines the entry point for the console application.
//
#include <Windows.h>
#include <crtdbg.h>
#include "Errors.h"
#include "HLSL2GLSLConverterImpl.h"
#include "RefCntAutoPtr.h"
#include "Errors.h"
#include "EngineFactoryOpenGL.h"
#include "BasicShaderSourceStreamFactory.h"
#include "RefCntAutoPtr.h"
#include "DataBlobImpl.h"
using namespace Diligent;
// Called every time the application receives a message
LRESULT CALLBACK MessageProc(HWND wnd, UINT message, WPARAM wParam, LPARAM lParam)
{
// Send event message to AntTweakBar
switch (message)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(wnd, &ps);
EndPaint(wnd, &ps);
return 0;
}
case WM_SIZE: // Window size has been changed
return 0;
case WM_CHAR:
if (wParam == VK_ESCAPE)
PostQuitMessage(0);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(wnd, message, wParam, lParam);
}
}
void PrintHelp()
{
LOG_INFO_MESSAGE("Command line arguments:\n");
LOG_INFO_MESSAGE("-h Print help message\n");
LOG_INFO_MESSAGE("-i <filename> Input file path (relative to the search directories)\n");
LOG_INFO_MESSAGE("-d <dirname> Search directory to look for input file path as well as all #include files");
LOG_INFO_MESSAGE(" Every search directory should be specified using -d argument\n");
LOG_INFO_MESSAGE("-o <filename> Output file to write converted GLSL source to\n");
LOG_INFO_MESSAGE("-e <funcname> Shader entry point\n");
LOG_INFO_MESSAGE("-c Compile converted GLSL shader\n");
LOG_INFO_MESSAGE("-t <type> Shader type. Allowed values:");
LOG_INFO_MESSAGE(" vs - vertex shader");
LOG_INFO_MESSAGE(" ps - pixel shader");
LOG_INFO_MESSAGE(" gs - geometry shader");
LOG_INFO_MESSAGE(" ds - domain shader");
LOG_INFO_MESSAGE(" hs - domain shader");
LOG_INFO_MESSAGE(" cs - domain shader\n");
LOG_INFO_MESSAGE("-noglsldef Do not include glsl definitions into the converted source\n");
LOG_INFO_MESSAGE("-nolocations Do not use shader input/output locations qualifiers.\n"
" Shader stage interface linking will rely on exact name matching.\n");
}
// Main
int main(int argc, char** argv)
{
#if defined(_DEBUG) || defined(DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
if (argc == 1)
{
PrintHelp();
return 0;
}
std::string InputPath, OutputPath, SearchDirectories, EntryPoint("main");
SHADER_TYPE ShaderType = SHADER_TYPE_UNKNOWN;
bool CompileShader = false;
bool IncludeGLSLDefintions = true;
bool UseInOutLocations = true;
for (int a = 1; a < argc; ++a) {
if (_stricmp(argv[a], "-h") == 0)
{
PrintHelp();
}
else if (_stricmp(argv[a], "-i") == 0 && a + 1 < argc)
{
InputPath = argv[++a];
}
else if (_stricmp(argv[a], "-o") == 0 && a + 1 < argc)
{
OutputPath = argv[++a];
}
else if (_stricmp(argv[a], "-d") == 0 && a + 1 < argc)
{
if(!SearchDirectories.empty())
SearchDirectories.push_back(';');
SearchDirectories += argv[++a];
}
else if (_stricmp(argv[a], "-e") == 0 && a + 1 < argc)
{
EntryPoint = argv[++a];
}
else if (_stricmp(argv[a], "-c") == 0)
{
CompileShader = true;
}
else if (_stricmp(argv[a], "-t") == 0 && a + 1 < argc)
{
++a;
if (_stricmp(argv[a], "vs")==0)ShaderType = SHADER_TYPE_VERTEX;
else if (_stricmp(argv[a], "gs")==0)ShaderType = SHADER_TYPE_GEOMETRY;
else if (_stricmp(argv[a], "ps")==0)ShaderType = SHADER_TYPE_PIXEL;
else if (_stricmp(argv[a], "hs")==0)ShaderType = SHADER_TYPE_HULL;
else if (_stricmp(argv[a], "ds")==0)ShaderType = SHADER_TYPE_DOMAIN;
else if (_stricmp(argv[a], "cs")==0)ShaderType = SHADER_TYPE_COMPUTE;
else
{
LOG_ERROR_MESSAGE("Unknow shader type ", argv[a],"; Allowed values: vs,gs,ps,ds,hs,cs");
return -1;
}
}
else if (_stricmp(argv[a], "-noglsldef") == 0)
{
IncludeGLSLDefintions = false;
}
else if (_stricmp(argv[a], "-nolocations") == 0)
{
UseInOutLocations = false;
}
else
{
LOG_ERROR_MESSAGE("Unknow command line option ", argv[a]);
return -1;
}
}
if (InputPath.length() == 0)
{
LOG_ERROR_MESSAGE("Input file path not specified; use -i command line option");
return -1;
}
if(ShaderType == SHADER_TYPE_UNKNOWN)
{
LOG_ERROR_MESSAGE("Shader type not specified; use -t [vs;ps;gs;ds;hs;cs] command line option");
return -1;
}
LOG_INFO_MESSAGE("Converting \'", InputPath, "\' to GLSL...");
#if EXPLICITLY_LOAD_ENGINE_GL_DLL
// Declare function pointer
GetEngineFactoryOpenGLType GetEngineFactoryOpenGL = nullptr;
if( !LoadGraphicsEngineOpenGL(GetEngineFactoryOpenGL) )
{
LOG_ERROR_MESSAGE("Failed to load OpenGL engine implementation");
return -1;
}
#endif
IEngineFactoryOpenGL *pFactory = GetEngineFactoryOpenGL();
BasicShaderSourceStreamFactory BasicSSSFactory(SearchDirectories.c_str());
RefCntAutoPtr<IFileStream> pInputFileStream;
BasicSSSFactory.CreateInputStream(InputPath.c_str(), &pInputFileStream);
if (!pInputFileStream)
{
return -1;
}
RefCntAutoPtr<Diligent::IDataBlob> pHLSLSourceBlob( MakeNewRCObj<DataBlobImpl>()(0) );
pInputFileStream->Read(pHLSLSourceBlob);
auto *HLSLSource = reinterpret_cast<char*>(pHLSLSourceBlob->GetDataPtr());
auto SourceLen = static_cast<Int32>( pHLSLSourceBlob->GetSize() );
const auto &Converter = HLSL2GLSLConverterImpl::GetInstance();
RefCntAutoPtr<IHLSL2GLSLConversionStream> pStream;
Converter.CreateStream(InputPath.c_str(), &BasicSSSFactory, HLSLSource, SourceLen, &pStream);
RefCntAutoPtr<Diligent::IDataBlob> pGLSLSourceBlob;
pStream->Convert(EntryPoint.c_str(), ShaderType, IncludeGLSLDefintions, "_sampler", UseInOutLocations, &pGLSLSourceBlob);
if(!pGLSLSourceBlob)return -1;
LOG_INFO_MESSAGE("Done");
if (OutputPath.length() != 0)
{
FileWrapper pOutputFile( OutputPath.c_str(), EFileAccessMode::Overwrite );
if (pOutputFile != nullptr)
{
if( !pOutputFile->Write(pGLSLSourceBlob->GetDataPtr(), pGLSLSourceBlob->GetSize()) )
{
LOG_ERROR_MESSAGE("Failed to write converted source to output file ", OutputPath);
}
}
else
{
LOG_ERROR_MESSAGE("Failed to open output file ", OutputPath);
}
}
if(CompileShader)
{
LOG_INFO_MESSAGE("Compiling entry point \'", EntryPoint, "\' in converted file \'", InputPath, '\'');
// Register window cla ss
WNDCLASSEX wcex = { sizeof(WNDCLASSEX), CS_HREDRAW|CS_VREDRAW, MessageProc,
0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"HLSL2GLSLConverter", NULL };
RegisterClassEx(&wcex);
// Create dummy window
RECT rc = { 0, 0, 512, 512 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
HWND wnd = CreateWindow(L"HLSL2GLSLConverter", L"HLSL2GLSL Converter",
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
rc.right-rc.left, rc.bottom-rc.top, NULL, NULL, wcex.hInstance, NULL);
if (!wnd)
{
LOG_ERROR_MESSAGE("Failed to create window");
return -1;
}
RefCntAutoPtr<IRenderDevice> pDevice;
RefCntAutoPtr<IDeviceContext> pContext;
RefCntAutoPtr<ISwapChain> pSwapChain;
EngineGLCreateInfo EngineCI;
SwapChainDesc SCDesc;
SCDesc.SamplesCount = 1;
EngineCI.pNativeWndHandle = wnd;
pFactory->CreateDeviceAndSwapChainGL(
EngineCI, &pDevice, &pContext, SCDesc, &pSwapChain );
if (!pDevice)
{
LOG_ERROR_MESSAGE("Failed to create render device");
return -1;
}
ShaderCreateInfo ShaderCI;
ShaderCI.EntryPoint = EntryPoint.c_str();
ShaderCI.Desc.ShaderType = ShaderType;
ShaderCI.Desc.Name = "Test shader";
ShaderCI.Source = reinterpret_cast<char*>(pGLSLSourceBlob->GetDataPtr());
ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_GLSL;
ShaderCI.UseCombinedTextureSamplers = true;
RefCntAutoPtr<IShader> pTestShader;
pDevice->CreateShader(ShaderCI, &pTestShader);
if(!pTestShader)
{
LOG_ERROR_MESSAGE("Failed to compile converted source \'", InputPath, '\'');
return -1;
}
LOG_INFO_MESSAGE("Done");
}
return 0;
}
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