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https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
internal/cmd/convertshaders: replace fxc.exe with D3DCompile
D3DCompile successfully compiles shaders fxc.exe doesn't. As a bonus the DirectX SDK is no longer required (it includes fxc.exe). Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -9,8 +9,6 @@ import (
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"syscall"
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gunsafe "gioui.org/internal/unsafe"
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"golang.org/x/sys/windows"
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)
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@@ -360,14 +358,6 @@ type _ID3D11InputLayout struct {
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}
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}
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type _ID3DBlob struct {
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vtbl *struct {
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_IUnknownVTbl
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GetBufferPointer uintptr
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GetBufferSize uintptr
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}
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}
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type _D3D11_DEPTH_STENCIL_DESC struct {
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DepthEnable uint32
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DepthWriteMask uint32
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@@ -560,10 +550,6 @@ var (
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__D3D11CreateDevice = d3d11.NewProc("D3D11CreateDevice")
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__D3D11CreateDeviceAndSwapChain = d3d11.NewProc("D3D11CreateDeviceAndSwapChain")
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d3dcompiler_47 = windows.NewLazySystemDLL("d3dcompiler_47.dll")
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__D3DCompile = d3dcompiler_47.NewProc("D3DCompile")
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)
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const (
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@@ -699,41 +685,6 @@ func _D3D11CreateDeviceAndSwapChain(driverType uint32, flags uint32, swapDesc *_
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return dev, ctx, swchain, featLvl, nil
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}
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func _D3DCompile(src []byte, entryPoint, target string) ([]byte, error) {
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var (
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code *_ID3DBlob
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errors *_ID3DBlob
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)
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entryPoint0 := []byte(entryPoint + "\x00")
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target0 := []byte(target + "\x00")
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r, _, _ := __D3DCompile.Call(
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uintptr(unsafe.Pointer(&src[0])),
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uintptr(len(src)),
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0, // pSourceName
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0, // pDefines
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0, // pInclude
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uintptr(unsafe.Pointer(&entryPoint0[0])),
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uintptr(unsafe.Pointer(&target0[0])),
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0, // Flags1
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0, // Flags2
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uintptr(unsafe.Pointer(&code)),
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uintptr(unsafe.Pointer(&errors)),
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)
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var compileErr string
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if errors != nil {
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compileErr = string(errors.data())
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_IUnknownRelease(unsafe.Pointer(errors), errors.vtbl.Release)
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}
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if r != 0 {
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return nil, fmt.Errorf("D3D11Compile: %#x: %s", r, compileErr)
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}
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bytecode := code.data()
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cp := make([]byte, len(bytecode))
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copy(cp, bytecode)
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_IUnknownRelease(unsafe.Pointer(code), code.vtbl.Release)
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return cp, nil
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}
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func (d *_ID3D11Device) CreateBuffer(desc *_D3D11_BUFFER_DESC, data []byte) (*_ID3D11Buffer, error) {
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var dataDesc *_D3D11_SUBRESOURCE_DATA
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if len(data) > 0 {
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@@ -1281,34 +1232,6 @@ func (c *_ID3D11DeviceContext) OMSetDepthStencilState(state *_ID3D11DepthStencil
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)
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}
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func (b *_ID3DBlob) GetBufferPointer() uintptr {
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ptr, _, _ := syscall.Syscall(
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b.vtbl.GetBufferPointer,
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1,
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uintptr(unsafe.Pointer(b)),
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0,
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0,
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)
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return ptr
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}
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func (b *_ID3DBlob) GetBufferSize() uintptr {
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sz, _, _ := syscall.Syscall(
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b.vtbl.GetBufferSize,
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1,
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uintptr(unsafe.Pointer(b)),
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0,
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0,
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)
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return sz
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}
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func (b *_ID3DBlob) data() []byte {
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data := gunsafe.SliceOf(b.GetBufferPointer())
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n := int(b.GetBufferSize())
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return data[:n:n]
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}
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func (d *_IDXGIObject) GetParent(guid *_GUID) (*_IDXGIObject, error) {
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var parent *_IDXGIObject
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r, _, _ := syscall.Syscall(
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@@ -0,0 +1,9 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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// +build !windows
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package main
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func compileHLSL(src, entry, profile string) ([]byte, error) {
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return nil, nil
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}
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@@ -0,0 +1,9 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package main
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import "gioui.org/internal/d3dcompile"
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func compileHLSL(src, entry, profile string) ([]byte, error) {
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return d3dcompile.D3DCompile([]byte(src), entry, profile)
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}
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@@ -55,8 +55,6 @@ func generate() error {
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if err != nil {
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return err
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}
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fxc, err := exec.LookPath("fxc")
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fxcFound := err == nil
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shaders, err := filepath.Glob(filepath.Join(absShadersDir, "*"))
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if err != nil {
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return err
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@@ -117,11 +115,9 @@ func generate() error {
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return fmt.Errorf("unrecognized shader type %s", shader)
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}
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var hlslc []byte
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if fxcFound {
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hlslc, err = compileHLSL(tmp, fxc, hlsl, "main", hlslProf+"_4_0")
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if err != nil {
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return err
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}
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hlslc, err = compileHLSL(hlsl, "main", hlslProf+"_4_0")
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if err != nil {
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return err
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}
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// OpenGL 3.2 Core only accepts GLSL version 1.50, but is
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// otherwise compatible with version 1.30.
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@@ -310,26 +306,6 @@ func parseDataType(t string) (backend.DataType, int, error) {
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}
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}
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func compileHLSL(tmp, fxc, src, entry, profile string) ([]byte, error) {
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tmpfile := filepath.Join(tmp, "shader.hlsl")
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if err := ioutil.WriteFile(tmpfile, []byte(src), 0644); err != nil {
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return nil, err
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}
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outFile := filepath.Join(tmp, "shader.bin")
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cmd := exec.Command(fxc,
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"/T", profile,
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"/E", entry,
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"/nologo",
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"/Fo", outFile,
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tmpfile,
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)
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cmd.Stderr = os.Stderr
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if err := cmd.Run(); err != nil {
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return nil, err
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}
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return ioutil.ReadFile(outFile)
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}
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func convertShader(tmp, glslcc, path, lang, profile string, args *shaderArgs, flattenUBOs bool) (string, []byte, error) {
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shaderTmpl, err := template.ParseFiles(path)
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if err != nil {
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@@ -0,0 +1,107 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package d3dcompile
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import (
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"fmt"
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"unsafe"
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"syscall"
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gunsafe "gioui.org/internal/unsafe"
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"golang.org/x/sys/windows"
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)
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var (
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d3dcompiler_47 = windows.NewLazySystemDLL("d3dcompiler_47.dll")
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__D3DCompile = d3dcompiler_47.NewProc("D3DCompile")
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)
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type _IUnknownVTbl struct {
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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}
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type _ID3DBlob struct {
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vtbl *struct {
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_IUnknownVTbl
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GetBufferPointer uintptr
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GetBufferSize uintptr
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}
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}
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func D3DCompile(src []byte, entryPoint, target string) ([]byte, error) {
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var (
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code *_ID3DBlob
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errors *_ID3DBlob
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)
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entryPoint0 := []byte(entryPoint + "\x00")
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target0 := []byte(target + "\x00")
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r, _, _ := __D3DCompile.Call(
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uintptr(unsafe.Pointer(&src[0])),
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uintptr(len(src)),
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0, // pSourceName
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0, // pDefines
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0, // pInclude
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uintptr(unsafe.Pointer(&entryPoint0[0])),
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uintptr(unsafe.Pointer(&target0[0])),
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0, // Flags1
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0, // Flags2
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uintptr(unsafe.Pointer(&code)),
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uintptr(unsafe.Pointer(&errors)),
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)
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var compileErr string
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if errors != nil {
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compileErr = string(errors.data())
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_IUnknownRelease(unsafe.Pointer(errors), errors.vtbl.Release)
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}
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if r != 0 {
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return nil, fmt.Errorf("D3D11Compile: %#x: %s", r, compileErr)
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}
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bytecode := code.data()
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cp := make([]byte, len(bytecode))
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copy(cp, bytecode)
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_IUnknownRelease(unsafe.Pointer(code), code.vtbl.Release)
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return cp, nil
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}
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func (b *_ID3DBlob) GetBufferPointer() uintptr {
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ptr, _, _ := syscall.Syscall(
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b.vtbl.GetBufferPointer,
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1,
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uintptr(unsafe.Pointer(b)),
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0,
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0,
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)
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return ptr
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}
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func (b *_ID3DBlob) GetBufferSize() uintptr {
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sz, _, _ := syscall.Syscall(
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b.vtbl.GetBufferSize,
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1,
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uintptr(unsafe.Pointer(b)),
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0,
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0,
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)
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return sz
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}
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func (b *_ID3DBlob) data() []byte {
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data := gunsafe.SliceOf(b.GetBufferPointer())
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n := int(b.GetBufferSize())
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return data[:n:n]
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}
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func _IUnknownRelease(obj unsafe.Pointer, releaseMethod uintptr) {
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syscall.Syscall(
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releaseMethod,
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1,
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uintptr(obj),
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0,
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0,
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)
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}
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