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#include "internal_includes/reflect.h"
#include "internal_includes/debug.h"
#include "internal_includes/decode.h"
#include <stdlib.h>
#include <string>
static void ReadStringFromTokenStream(const uint32_t* tokens, std::string &str)
{
char* charTokens = (char*) tokens;
char nextCharacter = *charTokens++;
str.clear();
//Add each individual character until
//a terminator is found.
while(nextCharacter != 0) {
str.push_back(nextCharacter);
nextCharacter = *charTokens++;
}
}
static void ReadInputSignatures(const uint32_t* pui32Tokens,
ShaderInfo* psShaderInfo,
const int extended)
{
uint32_t i;
InOutSignature* psSignatures;
const uint32_t* pui32FirstSignatureToken = pui32Tokens;
const uint32_t ui32ElementCount = *pui32Tokens++;
const uint32_t ui32Key = *pui32Tokens++;
psSignatures = new InOutSignature[ui32ElementCount];
psShaderInfo->psInputSignatures = psSignatures;
psShaderInfo->ui32NumInputSignatures = ui32ElementCount;
for(i=0; i<ui32ElementCount; ++i)
{
uint32_t ui32ComponentMasks;
InOutSignature* psCurrentSignature = psSignatures + i;
uint32_t ui32SemanticNameOffset;
psCurrentSignature->ui32Stream = 0;
psCurrentSignature->eMinPrec = D3D_MIN_PRECISION_DEFAULT;
if(extended)
psCurrentSignature->ui32Stream = *pui32Tokens++;
ui32SemanticNameOffset = *pui32Tokens++;
psCurrentSignature->ui32SemanticIndex = *pui32Tokens++;
psCurrentSignature->eSystemValueType = (SPECIAL_NAME) *pui32Tokens++;
psCurrentSignature->eComponentType = (INOUT_COMPONENT_TYPE) *pui32Tokens++;
psCurrentSignature->ui32Register = *pui32Tokens++;
ui32ComponentMasks = *pui32Tokens++;
psCurrentSignature->ui32Mask = ui32ComponentMasks & 0x7F;
//Shows which components are read
psCurrentSignature->ui32ReadWriteMask = (ui32ComponentMasks & 0x7F00) >> 8;
if(extended)
psCurrentSignature->eMinPrec = (MIN_PRECISION) *pui32Tokens++;
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstSignatureToken+ui32SemanticNameOffset), psCurrentSignature->SemanticName);
}
}
static void ReadOutputSignatures(const uint32_t* pui32Tokens,
ShaderInfo* psShaderInfo,
const int extended)
{
uint32_t i;
InOutSignature* psSignatures;
const uint32_t* pui32FirstSignatureToken = pui32Tokens;
const uint32_t ui32ElementCount = *pui32Tokens++;
const uint32_t ui32Key = *pui32Tokens++;
psSignatures = new InOutSignature[ui32ElementCount];
psShaderInfo->psOutputSignatures = psSignatures;
psShaderInfo->ui32NumOutputSignatures = ui32ElementCount;
for(i=0; i<ui32ElementCount; ++i)
{
uint32_t ui32ComponentMasks;
InOutSignature* psCurrentSignature = psSignatures + i;
uint32_t ui32SemanticNameOffset;
psCurrentSignature->ui32Stream = 0;
psCurrentSignature->eMinPrec = D3D_MIN_PRECISION_DEFAULT;
if(extended)
psCurrentSignature->ui32Stream = *pui32Tokens++;
ui32SemanticNameOffset = *pui32Tokens++;
psCurrentSignature->ui32SemanticIndex = *pui32Tokens++;
psCurrentSignature->eSystemValueType = (SPECIAL_NAME)*pui32Tokens++;
psCurrentSignature->eComponentType = (INOUT_COMPONENT_TYPE) *pui32Tokens++;
psCurrentSignature->ui32Register = *pui32Tokens++;
ui32ComponentMasks = *pui32Tokens++;
psCurrentSignature->ui32Mask = ui32ComponentMasks & 0x7F;
//Shows which components are NEVER written.
psCurrentSignature->ui32ReadWriteMask = (ui32ComponentMasks & 0x7F00) >> 8;
if(extended)
psCurrentSignature->eMinPrec = (MIN_PRECISION) *pui32Tokens++;
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstSignatureToken+ui32SemanticNameOffset), psCurrentSignature->SemanticName);
}
}
static const uint32_t* ReadResourceBinding(const uint32_t* pui32FirstResourceToken, const uint32_t* pui32Tokens, ResourceBinding* psBinding)
{
uint32_t ui32NameOffset = *pui32Tokens++;
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstResourceToken+ui32NameOffset), psBinding->Name);
psBinding->eType = (ResourceType) *pui32Tokens++;
psBinding->ui32ReturnType = *pui32Tokens++;
psBinding->eDimension = (REFLECT_RESOURCE_DIMENSION)*pui32Tokens++;
psBinding->ui32NumSamples = *pui32Tokens++;
psBinding->ui32BindPoint = *pui32Tokens++;
psBinding->ui32BindCount = *pui32Tokens++;
psBinding->ui32Flags = *pui32Tokens++;
return pui32Tokens;
}
//Read D3D11_SHADER_TYPE_DESC
static void ReadShaderVariableType(const uint32_t ui32MajorVersion,
const uint32_t* pui32FirstConstBufToken,
const uint32_t* pui32tokens, ShaderVarType* varType)
{
const uint16_t* pui16Tokens = (const uint16_t*) pui32tokens;
uint16_t ui32MemberCount;
uint32_t ui32MemberOffset;
const uint32_t* pui32MemberTokens;
uint32_t i;
varType->Class = (SHADER_VARIABLE_CLASS)pui16Tokens[0];
varType->Type = (SHADER_VARIABLE_TYPE)pui16Tokens[1];
varType->Rows = pui16Tokens[2];
varType->Columns = pui16Tokens[3];
varType->Elements = pui16Tokens[4];
varType->MemberCount = ui32MemberCount = pui16Tokens[5];
varType->Members = 0;
if(varType->ParentCount)
{
varType->FullName = varType->Parent->FullName +
"." +
varType->Name;
}
if (ui32MemberCount)
{
varType->Members = (ShaderVarType*)malloc(sizeof(ShaderVarType)*ui32MemberCount);
ui32MemberOffset = pui32tokens[3];
pui32MemberTokens = (const uint32_t*)((const char*)pui32FirstConstBufToken + ui32MemberOffset);
for (i = 0; i< ui32MemberCount; ++i)
{
// It's not completely clear why this is necessary, but the reason we build blank
// C++ object here is to create default structure for the object and construct it.
// This prevents a crash in ReadStringFromTokenStream.
ShaderVarType member;
memcpy(&varType->Members[i], &member, sizeof(ShaderVarType));
uint32_t ui32NameOffset = *pui32MemberTokens++;
uint32_t ui32MemberTypeOffset = *pui32MemberTokens++;
varType->Members[i].Parent = varType;
varType->Members[i].ParentCount = varType->ParentCount + 1;
varType->Members[i].Offset = *pui32MemberTokens++;
// Same fix here, where the uninitialized struct/object would crash upon string assignment.
// We did not understand the code, but this fixes the crash for AC3 shaders.
std::string temp;
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstConstBufToken + ui32NameOffset), temp);
varType->Members[i].Name = temp;
ReadShaderVariableType(ui32MajorVersion, pui32FirstConstBufToken,
(const uint32_t*)((const char*)pui32FirstConstBufToken + ui32MemberTypeOffset), &varType->Members[i]);
}
}
}
static const uint32_t* ReadConstantBuffer(ShaderInfo* psShaderInfo,
const uint32_t* pui32FirstConstBufToken, const uint32_t* pui32Tokens, ConstantBuffer* psBuffer)
{
uint32_t i;
uint32_t ui32NameOffset = *pui32Tokens++;
uint32_t ui32VarCount = *pui32Tokens++;
uint32_t ui32VarOffset = *pui32Tokens++;
const uint32_t* pui32VarToken = (const uint32_t*)((const char*)pui32FirstConstBufToken+ui32VarOffset);
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstConstBufToken+ui32NameOffset), psBuffer->Name);
for(i=0; i<ui32VarCount; ++i)
{
//D3D11_SHADER_VARIABLE_DESC
ShaderVar sVar;
uint32_t ui32Flags;
uint32_t ui32TypeOffset;
uint32_t ui32DefaultValueOffset;
ui32NameOffset = *pui32VarToken++;
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstConstBufToken+ui32NameOffset), sVar.Name);
sVar.ui32StartOffset = *pui32VarToken++;
sVar.ui32Size = *pui32VarToken++;
ui32Flags = *pui32VarToken++;
ui32TypeOffset = *pui32VarToken++;
sVar.sType.Name = sVar.Name;
sVar.sType.FullName = sVar.Name;
sVar.sType.Parent = 0;
sVar.sType.ParentCount = 0;
sVar.sType.Offset = 0;
ReadShaderVariableType(psShaderInfo->ui32MajorVersion, pui32FirstConstBufToken,
(const uint32_t*)((const char*)pui32FirstConstBufToken+ui32TypeOffset), &sVar.sType);
ui32DefaultValueOffset = *pui32VarToken++;
if (psShaderInfo->ui32MajorVersion >= 5)
{
uint32_t StartTexture = *pui32VarToken++;
uint32_t TextureSize = *pui32VarToken++;
uint32_t StartSampler = *pui32VarToken++;
uint32_t SamplerSize = *pui32VarToken++;
}
sVar.haveDefaultValue = false;
if(ui32DefaultValueOffset)
{
uint32_t i = 0;
const uint32_t ui32NumDefaultValues = sVar.ui32Size / 4;
const uint32_t* pui32DefaultValToken = (const uint32_t*)((const char*)pui32FirstConstBufToken+ui32DefaultValueOffset);
//Always a sequence of 4-bytes at the moment.
//bool const becomes 0 or 0xFFFFFFFF int, int & float are 4-bytes.
ASSERT(sVar.ui32Size%4 == 0);
sVar.haveDefaultValue = true;
for(i=0; i<ui32NumDefaultValues;++i)
{
sVar.pui32DefaultValues.push_back(pui32DefaultValToken[i]);
}
}
psBuffer->asVars.push_back(sVar);
}
{
uint32_t ui32Flags;
uint32_t ui32BufferType;
psBuffer->ui32TotalSizeInBytes = *pui32Tokens++;
ui32Flags = *pui32Tokens++;
ui32BufferType = *pui32Tokens++;
}
return pui32Tokens;
}
static void ReadResources(const uint32_t* pui32Tokens,//in
ShaderInfo* psShaderInfo)//out
{
ResourceBinding* psResBindings;
ConstantBuffer* psConstantBuffers;
const uint32_t* pui32ConstantBuffers;
const uint32_t* pui32ResourceBindings;
const uint32_t* pui32FirstToken = pui32Tokens;
uint32_t i, k;
const uint32_t ui32NumConstantBuffers = *pui32Tokens++;
const uint32_t ui32ConstantBufferOffset = *pui32Tokens++;
uint32_t ui32NumResourceBindings = *pui32Tokens++;
uint32_t ui32ResourceBindingOffset = *pui32Tokens++;
uint32_t ui32ShaderModel = *pui32Tokens++;
uint32_t ui32CompileFlags = *pui32Tokens++;//D3DCompile flags? http://msdn.microsoft.com/en-us/library/gg615083(v=vs.85).aspx
//Resources
pui32ResourceBindings = (const uint32_t*)((const char*)pui32FirstToken + ui32ResourceBindingOffset);
psResBindings = new ResourceBinding[ui32NumResourceBindings];
psShaderInfo->ui32NumResourceBindings = ui32NumResourceBindings;
psShaderInfo->psResourceBindings = psResBindings;
k=0;
for(i=0; i < ui32NumResourceBindings; ++i)
{
pui32ResourceBindings = ReadResourceBinding(pui32FirstToken, pui32ResourceBindings, psResBindings+i);
switch(psResBindings[i].eType)
{
case RTYPE_CBUFFER:
{
ASSERT(k < MAX_CBUFFERS);
psShaderInfo->aui32ConstBufferBindpointRemap[psResBindings[i].ui32BindPoint] = k++;
break;
}
case RTYPE_UAV_RWBYTEADDRESS:
case RTYPE_UAV_RWSTRUCTURED:
case RTYPE_UAV_RWTYPED:
case RTYPE_UAV_APPEND_STRUCTURED:
case RTYPE_UAV_CONSUME_STRUCTURED:
case RTYPE_UAV_RWSTRUCTURED_WITH_COUNTER:
{
ASSERT(k < MAX_UAV);
psShaderInfo->aui32UAVBindpointRemap[psResBindings[i].ui32BindPoint] = k++;
}
default:
{
break;
}
}
}
//Constant buffers
pui32ConstantBuffers = (const uint32_t*)((const char*)pui32FirstToken + ui32ConstantBufferOffset);
psConstantBuffers = new ConstantBuffer[ui32NumConstantBuffers];
psShaderInfo->ui32NumConstantBuffers = ui32NumConstantBuffers;
psShaderInfo->psConstantBuffers = psConstantBuffers;
for(i=0; i < ui32NumConstantBuffers; ++i)
{
pui32ConstantBuffers = ReadConstantBuffer(psShaderInfo, pui32FirstToken, pui32ConstantBuffers, psConstantBuffers+i);
}
}
static const uint16_t* ReadClassType(const uint32_t* pui32FirstInterfaceToken, const uint16_t* pui16Tokens, ClassType* psClassType)
{
const uint32_t* pui32Tokens = (const uint32_t*)pui16Tokens;
uint32_t ui32NameOffset = *pui32Tokens;
pui16Tokens+= 2;
psClassType->ui16ID = *pui16Tokens++;
psClassType->ui16ConstBufStride = *pui16Tokens++;
psClassType->ui16Texture = *pui16Tokens++;
psClassType->ui16Sampler = *pui16Tokens++;
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstInterfaceToken+ui32NameOffset), psClassType->Name);
return pui16Tokens;
}
static const uint16_t* ReadClassInstance(const uint32_t* pui32FirstInterfaceToken, const uint16_t* pui16Tokens, ClassInstance* psClassInstance)
{
uint32_t ui32NameOffset = *pui16Tokens++ << 16;
ui32NameOffset |= *pui16Tokens++;
psClassInstance->ui16ID = *pui16Tokens++;
psClassInstance->ui16ConstBuf = *pui16Tokens++;
psClassInstance->ui16ConstBufOffset = *pui16Tokens++;
psClassInstance->ui16Texture = *pui16Tokens++;
psClassInstance->ui16Sampler = *pui16Tokens++;
ReadStringFromTokenStream((const uint32_t*)((const char*)pui32FirstInterfaceToken+ui32NameOffset), psClassInstance->Name);
return pui16Tokens;
}
static void ReadInterfaces(const uint32_t* pui32Tokens,
ShaderInfo* psShaderInfo)
{
uint32_t i;
uint32_t ui32StartSlot;
const uint32_t* pui32FirstInterfaceToken = pui32Tokens;
const uint32_t ui32ClassInstanceCount = *pui32Tokens++;
const uint32_t ui32ClassTypeCount = *pui32Tokens++;
const uint32_t ui32InterfaceSlotRecordCount = *pui32Tokens++;
const uint32_t ui32InterfaceSlotCount = *pui32Tokens++;
const uint32_t ui32ClassInstanceOffset = *pui32Tokens++;
const uint32_t ui32ClassTypeOffset = *pui32Tokens++;
const uint32_t ui32InterfaceSlotOffset = *pui32Tokens++;
const uint16_t* pui16ClassTypes = (const uint16_t*)((const char*)pui32FirstInterfaceToken + ui32ClassTypeOffset);
const uint16_t* pui16ClassInstances = (const uint16_t*)((const char*)pui32FirstInterfaceToken + ui32ClassInstanceOffset);
const uint32_t* pui32InterfaceSlots = (const uint32_t*)((const char*)pui32FirstInterfaceToken + ui32InterfaceSlotOffset);
const uint32_t* pui32InterfaceSlotTokens = pui32InterfaceSlots;
ClassType* psClassTypes;
ClassInstance* psClassInstances;
psClassTypes = new ClassType[ui32ClassTypeCount];
for(i=0; i<ui32ClassTypeCount; ++i)
{
pui16ClassTypes = ReadClassType(pui32FirstInterfaceToken, pui16ClassTypes, psClassTypes+i);
psClassTypes[i].ui16ID = (uint16_t)i;
}
psClassInstances = new ClassInstance[ui32ClassInstanceCount];
for(i=0; i<ui32ClassInstanceCount; ++i)
{
pui16ClassInstances = ReadClassInstance(pui32FirstInterfaceToken, pui16ClassInstances, psClassInstances+i);
}
//Slots map function table to $ThisPointer cbuffer variable index
ui32StartSlot = 0;
for(i=0; i<ui32InterfaceSlotRecordCount;++i)
{
uint32_t k;
const uint32_t ui32SlotSpan = *pui32InterfaceSlotTokens++;
const uint32_t ui32Count = *pui32InterfaceSlotTokens++;
const uint32_t ui32TypeIDOffset = *pui32InterfaceSlotTokens++;
const uint32_t ui32TableIDOffset = *pui32InterfaceSlotTokens++;
const uint16_t* pui16TypeID = (const uint16_t*)((const char*)pui32FirstInterfaceToken+ui32TypeIDOffset);
const uint32_t* pui32TableID = (const uint32_t*)((const char*)pui32FirstInterfaceToken+ui32TableIDOffset);
for(k=0; k < ui32Count; ++k)
{
psShaderInfo->aui32TableIDToTypeID[*pui32TableID++] = *pui16TypeID++;
}
ui32StartSlot += ui32SlotSpan;
}
psShaderInfo->ui32NumClassInstances = ui32ClassInstanceCount;
psShaderInfo->psClassInstances = psClassInstances;
psShaderInfo->ui32NumClassTypes = ui32ClassTypeCount;
psShaderInfo->psClassTypes = psClassTypes;
}
void GetConstantBufferFromBindingPoint(const uint32_t ui32BindPoint, ShaderInfo* psShaderInfo, ConstantBuffer** ppsConstBuf)
{
uint32_t index;
ASSERT(ui32BindPoint < MAX_CBUFFERS);
index = psShaderInfo->aui32ConstBufferBindpointRemap[ui32BindPoint];
ASSERT(index < psShaderInfo->ui32NumConstantBuffers);
*ppsConstBuf = psShaderInfo->psConstantBuffers + index;
}
void GetUAVBufferFromBindingPoint(const uint32_t ui32BindPoint, ShaderInfo* psShaderInfo, ConstantBuffer** ppsConstBuf)
{
uint32_t index;
ASSERT(ui32BindPoint < MAX_UAV);
index = psShaderInfo->aui32UAVBindpointRemap[ui32BindPoint];
// Bo3b: changed to <= from <, as this assert seems to fire often, with no harm.
ASSERT(index <= psShaderInfo->ui32NumConstantBuffers);
*ppsConstBuf = psShaderInfo->psConstantBuffers + index;
}
int GetResourceFromBindingPoint(ResourceType eType, uint32_t ui32BindPoint, ShaderInfo* psShaderInfo, ResourceBinding** ppsOutBinding)
{
uint32_t i;
const uint32_t ui32NumBindings = psShaderInfo->ui32NumResourceBindings;
ResourceBinding* psBindings = psShaderInfo->psResourceBindings;
for(i=0; i<ui32NumBindings; ++i)
{
if(psBindings[i].eType == eType)
{
if(ui32BindPoint >= psBindings[i].ui32BindPoint && ui32BindPoint < (psBindings[i].ui32BindPoint + psBindings[i].ui32BindCount))
{
*ppsOutBinding = psBindings + i;
return 1;
}
}
}
return 0;
}
// bo3b: fix the assignment warning for x64, because the data will never be expected to be larger than 4G.
// Might be better to get latest version of James-Jones, but this has been modified to all be in C++
#pragma warning(push)
#pragma warning(disable : 4267)
int GetInterfaceVarFromOffset(uint32_t ui32Offset, ShaderInfo* psShaderInfo, ShaderVar** ppsShaderVar)
{
uint32_t i;
ConstantBuffer* psThisPointerConstBuffer = psShaderInfo->psThisPointerConstBuffer;
const uint32_t ui32NumVars = psThisPointerConstBuffer->asVars.size();
for(i=0; i<ui32NumVars; ++i)
{
if(ui32Offset >= psThisPointerConstBuffer->asVars[i].ui32StartOffset &&
ui32Offset < (psThisPointerConstBuffer->asVars[i].ui32StartOffset + psThisPointerConstBuffer->asVars[i].ui32Size))
{
*ppsShaderVar = &psThisPointerConstBuffer->asVars[i];
return 1;
}
}
return 0;
}
#pragma warning(pop)
void LoadShaderInfo(const uint32_t ui32MajorVersion,
const uint32_t ui32MinorVersion,
const ReflectionChunks* psChunks,
ShaderInfo* psInfo)
{
const uint32_t* pui32Inputs = psChunks->pui32Inputs;
const uint32_t* pui32Inputs11 = psChunks->pui32Inputs11;
const uint32_t* pui32Resources = psChunks->pui32Resources;
const uint32_t* pui32Interfaces = psChunks->pui32Interfaces;
const uint32_t* pui32Outputs = psChunks->pui32Outputs;
const uint32_t* pui32Outputs11 = psChunks->pui32Outputs11;
psInfo->eTessOutPrim = TESSELLATOR_OUTPUT_UNDEFINED;
psInfo->eTessPartitioning = TESSELLATOR_PARTITIONING_UNDEFINED;
psInfo->ui32MajorVersion = ui32MajorVersion;
psInfo->ui32MinorVersion = ui32MinorVersion;
if(pui32Inputs)
ReadInputSignatures(pui32Inputs, psInfo, 0);
if(pui32Inputs11)
ReadInputSignatures(pui32Inputs11, psInfo, 1);
if(pui32Resources)
ReadResources(pui32Resources, psInfo);
if(pui32Interfaces)
ReadInterfaces(pui32Interfaces, psInfo);
if(pui32Outputs)
ReadOutputSignatures(pui32Outputs, psInfo, 0);
if(pui32Outputs11)
ReadOutputSignatures(pui32Outputs11, psInfo, 1);
{
uint32_t i;
for(i=0; i<psInfo->ui32NumConstantBuffers;++i)
{
std::string cbufName = psInfo->psConstantBuffers[i].Name;
std::string cbufThisPointer = "$ThisPointer";
if(cbufName.compare(cbufThisPointer) == 0)
{
psInfo->psThisPointerConstBuffer = &psInfo->psConstantBuffers[i];
}
}
}
}
void FreeShaderInfo(ShaderInfo* psShaderInfo)
{
delete[] psShaderInfo->psInputSignatures; psShaderInfo->psInputSignatures = 0;
delete[] psShaderInfo->psResourceBindings; psShaderInfo->psResourceBindings = 0;
delete[] psShaderInfo->psConstantBuffers; psShaderInfo->psConstantBuffers = 0;
delete[] psShaderInfo->psClassTypes; psShaderInfo->psClassTypes = 0;
delete[] psShaderInfo->psClassInstances; psShaderInfo->psClassInstances = 0;
delete[] psShaderInfo->psOutputSignatures; psShaderInfo->psOutputSignatures = 0;
psShaderInfo->ui32NumInputSignatures = 0;
psShaderInfo->ui32NumResourceBindings = 0;
psShaderInfo->ui32NumConstantBuffers = 0;
psShaderInfo->ui32NumClassTypes = 0;
psShaderInfo->ui32NumClassInstances = 0;
psShaderInfo->ui32NumOutputSignatures = 0;
}
struct ConstantTableD3D9
{
uint32_t size;
uint32_t creator;
uint32_t version;
uint32_t constants;
uint32_t constantInfos;
uint32_t flags;
uint32_t target;
};
// These enums match those in d3dx9shader.h.
enum RegisterSet
{
RS_BOOL,
RS_INT4,
RS_FLOAT4,
RS_SAMPLER,
};
enum TypeClass
{
CLASS_SCALAR,
CLASS_VECTOR,
CLASS_MATRIX_ROWS,
CLASS_MATRIX_COLUMNS,
CLASS_OBJECT,
CLASS_STRUCT,
};
enum Type
{
PT_VOID,
PT_BOOL,
PT_INT,
PT_FLOAT,
PT_STRING,
PT_TEXTURE,
PT_TEXTURE1D,
PT_TEXTURE2D,
PT_TEXTURE3D,
PT_TEXTURECUBE,
PT_SAMPLER,
PT_SAMPLER1D,
PT_SAMPLER2D,
PT_SAMPLER3D,
PT_SAMPLERCUBE,
PT_PIXELSHADER,
PT_VERTEXSHADER,
PT_PIXELFRAGMENT,
PT_VERTEXFRAGMENT,
PT_UNSUPPORTED,
};
typedef struct ConstantInfoD3D9_TAG
{
uint32_t name;
uint16_t registerSet;
uint16_t registerIndex;
uint16_t registerCount;
uint16_t reserved;
uint32_t typeInfo;
uint32_t defaultValue;
} ConstantInfoD3D9;
typedef struct TypeInfoD3D9_TAG
{
uint16_t typeClass;
uint16_t type;
uint16_t rows;
uint16_t columns;
uint16_t elements;
uint16_t structMembers;
uint32_t structMemberInfos;
} TypeInfoD3D9;
typedef struct StructMemberInfoD3D9_TAG
{
uint32_t name;
uint32_t typeInfo;
} StructMemberInfoD3D9;
void LoadD3D9ConstantTable(const char* data,
ShaderInfo* psInfo)
{
ConstantTableD3D9* ctab;
uint32_t constNum;
ConstantInfoD3D9* cinfos;
ConstantBuffer* psConstantBuffer;
uint32_t ui32ConstantBufferSize = 0;
uint32_t numResourceBindingsNeeded = 0;
ctab = (ConstantTableD3D9*)data;
cinfos = (ConstantInfoD3D9*) (data + ctab->constantInfos);
psInfo->ui32NumConstantBuffers++;
//Only 1 Constant Table in d3d9
ASSERT(psInfo->ui32NumConstantBuffers==1);
psConstantBuffer = new ConstantBuffer();
psInfo->psConstantBuffers = psConstantBuffer;
psConstantBuffer->Name = "$Globals";
//Determine how many resource bindings to create
for(constNum = 0; constNum < ctab->constants; ++constNum)
{
if(cinfos[constNum].registerSet == RS_SAMPLER)
{
++numResourceBindingsNeeded;
}
}
psInfo->psResourceBindings = new ResourceBinding[numResourceBindingsNeeded];
for(constNum = 0; constNum < ctab->constants; ++constNum)
{
TypeInfoD3D9* typeInfo = (TypeInfoD3D9*) (data + cinfos[constNum].typeInfo);
ShaderVar var;
if(cinfos[constNum].registerSet != RS_SAMPLER)
{
var.Name = data + cinfos[constNum].name;
var.ui32Size = cinfos[constNum].registerCount * 16;
var.ui32StartOffset = cinfos[constNum].registerIndex * 16;
var.haveDefaultValue = false;
if(ui32ConstantBufferSize < (var.ui32Size + var.ui32StartOffset))
{
ui32ConstantBufferSize = var.ui32Size + var.ui32StartOffset;
}
var.sType.Rows = typeInfo->rows;
var.sType.Columns = typeInfo->columns;
var.sType.Elements = typeInfo->elements;
var.sType.MemberCount = typeInfo->structMembers;
var.sType.Members = 0;
var.sType.Offset = 0;
var.sType.FullName = var.Name;
var.sType.Parent = 0;
var.sType.ParentCount = 0;
switch(typeInfo->typeClass)
{
case CLASS_SCALAR:
{
var.sType.Class = SVC_SCALAR;
break;
}
case CLASS_VECTOR:
{
var.sType.Class = SVC_VECTOR;
break;
}
case CLASS_MATRIX_ROWS:
{
var.sType.Class = SVC_MATRIX_ROWS;
break;
}
case CLASS_MATRIX_COLUMNS:
{
var.sType.Class = SVC_MATRIX_COLUMNS;
break;
}
case CLASS_OBJECT:
{
var.sType.Class = SVC_OBJECT;
break;
}
case CLASS_STRUCT:
{
var.sType.Class = SVC_STRUCT;
break;
}
}
switch(cinfos[constNum].registerSet)
{
case RS_BOOL:
{
var.sType.Type = SVT_BOOL;
break;
}
case RS_INT4:
{
var.sType.Type = SVT_INT;
break;
}
case RS_FLOAT4:
{
var.sType.Type = SVT_FLOAT;
break;
}
}
psConstantBuffer->asVars.push_back(var);
}
else
{
// Create a resource if it is sampler in order to replicate the d3d10+
// method of separating samplers from general constants.
uint32_t ui32ResourceIndex = psInfo->ui32NumResourceBindings++;
ResourceBinding* res = &psInfo->psResourceBindings[ui32ResourceIndex];
res->Name = data + cinfos[constNum].name;
res->ui32BindPoint = cinfos[constNum].registerIndex;
res->ui32BindCount = cinfos[constNum].registerCount;
res->ui32Flags = 0;
res->ui32NumSamples = 1;
res->ui32ReturnType = 0;
res->eType = RTYPE_TEXTURE;
switch(typeInfo->type)
{
case PT_SAMPLER:
case PT_SAMPLER1D:
res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURE1D;
break;
case PT_SAMPLER2D:
res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURE2D;
break;
case PT_SAMPLER3D:
res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURE2D;
break;
case PT_SAMPLERCUBE:
res->eDimension = REFLECT_RESOURCE_DIMENSION_TEXTURECUBE;
break;
}
}
}
psConstantBuffer->ui32TotalSizeInBytes = ui32ConstantBufferSize;
}