|
| 1 | +/* |
| 2 | + * DXShaderReflection.cpp |
| 3 | + * |
| 4 | + * Copyright (c) 2015 Lukas Hermanns. All rights reserved. |
| 5 | + * Licensed under the terms of the BSD 3-Clause license (see LICENSE.txt). |
| 6 | + */ |
| 7 | + |
| 8 | +#include "DXShaderReflection.h" |
| 9 | + |
| 10 | + |
| 11 | +namespace LLGL |
| 12 | +{ |
| 13 | + |
| 14 | + |
| 15 | +ShaderResourceReflection* FetchOrInsertResource( |
| 16 | + ShaderReflection& outReflection, |
| 17 | + const char* name, |
| 18 | + const ResourceType type, |
| 19 | + std::uint32_t slot) |
| 20 | +{ |
| 21 | + /* Fetch resource from list */ |
| 22 | + for (ShaderResourceReflection& resource : outReflection.resources) |
| 23 | + { |
| 24 | + if (resource.binding.type == type && |
| 25 | + resource.binding.slot == slot && |
| 26 | + resource.binding.name.compare(name) == 0) |
| 27 | + { |
| 28 | + return (&resource); |
| 29 | + } |
| 30 | + } |
| 31 | + |
| 32 | + /* Allocate new resource and initialize parameters */ |
| 33 | + outReflection.resources.resize(outReflection.resources.size() + 1); |
| 34 | + ShaderResourceReflection* ref = &(outReflection.resources.back()); |
| 35 | + { |
| 36 | + ref->binding.name = std::string(name); |
| 37 | + ref->binding.type = type; |
| 38 | + ref->binding.slot = slot; |
| 39 | + } |
| 40 | + return ref; |
| 41 | +} |
| 42 | + |
| 43 | +UniformType MakeUniformVectorType(UniformType baseType, UINT elements) |
| 44 | +{ |
| 45 | + if (elements >= 1 && elements <= 4) |
| 46 | + return static_cast<UniformType>(static_cast<int>(baseType) + (elements - 1)); |
| 47 | + else |
| 48 | + return UniformType::Undefined; |
| 49 | +} |
| 50 | + |
| 51 | +UniformType MakeUniformMatrixType(UniformType baseType, UINT rows, UINT cols) |
| 52 | +{ |
| 53 | + if (rows < 2 || cols < 2) |
| 54 | + { |
| 55 | + if (baseType == UniformType::Float2x2) |
| 56 | + return MakeUniformVectorType(UniformType::Float1, std::max<int>(rows, cols)); |
| 57 | + } |
| 58 | + else if (rows <= 4 && cols <= 4) |
| 59 | + return static_cast<UniformType>(static_cast<int>(baseType) + (rows - 2)*3 + (cols - 2)); |
| 60 | + return UniformType::Undefined; |
| 61 | +} |
| 62 | + |
| 63 | +UniformType MapD3DShaderScalarTypeToUniformType(D3D_SHADER_VARIABLE_TYPE type) |
| 64 | +{ |
| 65 | + switch (type) |
| 66 | + { |
| 67 | + case D3D_SVT_BOOL: return UniformType::Bool1; |
| 68 | + case D3D_SVT_FLOAT: /*pass*/ |
| 69 | + case D3D_SVT_FLOAT16: return UniformType::Float1; |
| 70 | + case D3D_SVT_INT: return UniformType::Int1; |
| 71 | + case D3D_SVT_UINT: return UniformType::UInt1; |
| 72 | + default: return UniformType::Undefined; |
| 73 | + } |
| 74 | +} |
| 75 | + |
| 76 | +UniformType MapD3DShaderVectorTypeToUniformType(D3D_SHADER_VARIABLE_TYPE type, UINT elements) |
| 77 | +{ |
| 78 | + switch (type) |
| 79 | + { |
| 80 | + case D3D_SVT_BOOL: return MakeUniformVectorType(UniformType::Bool1, elements); |
| 81 | + case D3D_SVT_FLOAT: /*pass*/ |
| 82 | + case D3D_SVT_FLOAT16: return MakeUniformVectorType(UniformType::Float1, elements); |
| 83 | + case D3D_SVT_INT: return MakeUniformVectorType(UniformType::Int1, elements); |
| 84 | + case D3D_SVT_UINT: return MakeUniformVectorType(UniformType::UInt1, elements); |
| 85 | + default: return UniformType::Undefined; |
| 86 | + } |
| 87 | +} |
| 88 | + |
| 89 | +UniformType MapD3DShaderMatrixTypeToUniformType(D3D_SHADER_VARIABLE_TYPE type, UINT rows, UINT cols) |
| 90 | +{ |
| 91 | + switch (type) |
| 92 | + { |
| 93 | + case D3D_SVT_FLOAT: /*pass*/ |
| 94 | + case D3D_SVT_FLOAT16: return MakeUniformMatrixType(UniformType::Float2x2, rows, cols); |
| 95 | + default: return UniformType::Undefined; |
| 96 | + } |
| 97 | +} |
| 98 | + |
| 99 | + |
| 100 | +} // /namespace LLGL |
| 101 | + |
| 102 | + |
| 103 | + |
| 104 | +// ================================================================================ |
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