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https://git.sr.ht/~eliasnaur/gio
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internal/cmd/convertshaders: add Windows comp shader compilation
Use dxc (DirectXShaderCompiler) for compiling, which is newer than fxc and doesn't not fail compilation with dynamically uniform flows with barriers. Currently requires -directcompute to enable generating the shaders. Signed-off-by: Egon Elbre <egonelbre@gmail.com>
This commit is contained in:
+6
-102
@@ -6,124 +6,28 @@ import "gioui.org/gpu/backend"
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var (
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var (
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shader_input_vert = backend.ShaderSources{
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shader_input_vert = backend.ShaderSources{
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Name: "input.vert",
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Inputs: []backend.InputLocation{{Name: "position", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 4}},
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Inputs: []backend.InputLocation{{Name: "position", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 4}},
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GLSL100ES: "\nattribute vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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GLSL100ES: "\nattribute vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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GLSL300ES: "#version 300 es\n\nlayout(location = 0) in vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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GLSL300ES: "#version 300 es\n\nlayout(location = 0) in vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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GLSL130: "#version 130\n\nin vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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GLSL130: "#version 130\n\nin vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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GLSL150: "#version 150\n\nin vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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GLSL150: "#version 150\n\nin vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
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/*
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static float4 gl_Position;
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static float4 position;
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struct SPIRV_Cross_Input
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{
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float4 position : POSITION;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = position;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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position = stage_input.position;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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*/
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}
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}
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shader_simple_frag = backend.ShaderSources{
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shader_simple_frag = backend.ShaderSources{
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Name: "simple.frag",
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GLSL100ES: "precision mediump float;\nprecision highp int;\n\nvoid main()\n{\n gl_FragData[0] = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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GLSL100ES: "precision mediump float;\nprecision highp int;\n\nvoid main()\n{\n gl_FragData[0] = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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GLSL130: "#version 130\n\nout vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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GLSL130: "#version 130\n\nout vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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GLSL150: "#version 150\n\nout vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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GLSL150: "#version 150\n\nout vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.550000011920928955078125, 0.75, 1.0);\n}\n\n",
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/*
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static float4 fragColor;
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|
||||||
struct SPIRV_Cross_Output
|
|
||||||
{
|
|
||||||
float4 fragColor : SV_Target0;
|
|
||||||
};
|
|
||||||
|
|
||||||
void frag_main()
|
|
||||||
{
|
|
||||||
fragColor = float4(0.25f, 0.550000011920928955078125f, 0.75f, 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
SPIRV_Cross_Output main()
|
|
||||||
{
|
|
||||||
frag_main();
|
|
||||||
SPIRV_Cross_Output stage_output;
|
|
||||||
stage_output.fragColor = fragColor;
|
|
||||||
return stage_output;
|
|
||||||
}
|
|
||||||
|
|
||||||
*/
|
|
||||||
HLSL: []byte{0x44, 0x58, 0x42, 0x43, 0xf5, 0x46, 0xde, 0x66, 0x24, 0x29, 0xa8, 0xbb, 0x56, 0xea, 0x73, 0xb5, 0x6b, 0x73, 0x12, 0x72, 0x1, 0x0, 0x0, 0x0, 0xdc, 0x1, 0x0, 0x0, 0x6, 0x0, 0x0, 0x0, 0x38, 0x0, 0x0, 0x0, 0x90, 0x0, 0x0, 0x0, 0xd0, 0x0, 0x0, 0x0, 0x4c, 0x1, 0x0, 0x0, 0x98, 0x1, 0x0, 0x0, 0xa8, 0x1, 0x0, 0x0, 0x41, 0x6f, 0x6e, 0x39, 0x50, 0x0, 0x0, 0x0, 0x50, 0x0, 0x0, 0x0, 0x0, 0x2, 0xff, 0xff, 0x2c, 0x0, 0x0, 0x0, 0x24, 0x0, 0x0, 0x0, 0x0, 0x0, 0x24, 0x0, 0x0, 0x0, 0x24, 0x0, 0x0, 0x0, 0x24, 0x0, 0x0, 0x0, 0x24, 0x0, 0x0, 0x0, 0x24, 0x0, 0x0, 0x2, 0xff, 0xff, 0x51, 0x0, 0x0, 0x5, 0x0, 0x0, 0xf, 0xa0, 0x0, 0x0, 0x80, 0x3e, 0xcd, 0xcc, 0xc, 0x3f, 0x0, 0x0, 0x40, 0x3f, 0x0, 0x0, 0x80, 0x3f, 0x1, 0x0, 0x0, 0x2, 0x0, 0x8, 0xf, 0x80, 0x0, 0x0, 0xe4, 0xa0, 0xff, 0xff, 0x0, 0x0, 0x53, 0x48, 0x44, 0x52, 0x38, 0x0, 0x0, 0x0, 0x40, 0x0, 0x0, 0x0, 0xe, 0x0, 0x0, 0x0, 0x65, 0x0, 0x0, 0x3, 0xf2, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x36, 0x0, 0x0, 0x8, 0xf2, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x80, 0x3e, 0xcd, 0xcc, 0xc, 0x3f, 0x0, 0x0, 0x40, 0x3f, 0x0, 0x0, 0x80, 0x3f, 0x3e, 0x0, 0x0, 0x1, 0x53, 0x54, 0x41, 0x54, 0x74, 0x0, 0x0, 0x0, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x52, 0x44, 0x45, 0x46, 0x44, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1c, 0x0, 0x0, 0x0, 0x0, 0x4, 0xff, 0xff, 0x0, 0x1, 0x0, 0x0, 0x1c, 0x0, 0x0, 0x0, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x0, 0x49, 0x53, 0x47, 0x4e, 0x8, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x8, 0x0, 0x0, 0x0, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x8, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf, 0x0, 0x0, 0x0, 0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x0, 0xab, 0xab},
|
|
||||||
}
|
}
|
||||||
shader_simple_vert = backend.ShaderSources{
|
shader_simple_vert = backend.ShaderSources{
|
||||||
|
Name: "simple.vert",
|
||||||
GLSL100ES: "\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
GLSL100ES: "\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
||||||
GLSL300ES: "#version 300 es\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
GLSL300ES: "#version 300 es\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
||||||
GLSL130: "#version 130\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
GLSL130: "#version 130\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
||||||
GLSL150: "#version 150\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
GLSL150: "#version 150\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
|
||||||
/*
|
HLSL: []byte{0x44, 0x58, 0x42, 0x43, 0xc8, 0x20, 0x5c, 0x22, 0xec, 0xe9, 0xb2, 0x29, 0x40, 0xdf, 0x7c, 0x5a, 0x28, 0xea, 0xc, 0xb8, 0x1, 0x0, 0x0, 0x0, 0x48, 0x2, 0x0, 0x0, 0x5, 0x0, 0x0, 0x0, 0x34, 0x0, 0x0, 0x0, 0x80, 0x0, 0x0, 0x0, 0xb4, 0x0, 0x0, 0x0, 0xe8, 0x0, 0x0, 0x0, 0xcc, 0x1, 0x0, 0x0, 0x52, 0x44, 0x45, 0x46, 0x44, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1c, 0x0, 0x0, 0x0, 0x0, 0x4, 0xfe, 0xff, 0x0, 0x1, 0x0, 0x0, 0x1c, 0x0, 0x0, 0x0, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x0, 0x49, 0x53, 0x47, 0x4e, 0x2c, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x8, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x1, 0x0, 0x0, 0x53, 0x56, 0x5f, 0x56, 0x65, 0x72, 0x74, 0x65, 0x78, 0x49, 0x44, 0x0, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x8, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf, 0x0, 0x0, 0x0, 0x53, 0x56, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x0, 0x53, 0x48, 0x44, 0x52, 0xdc, 0x0, 0x0, 0x0, 0x40, 0x0, 0x1, 0x0, 0x37, 0x0, 0x0, 0x0, 0x60, 0x0, 0x0, 0x4, 0x12, 0x10, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x0, 0x0, 0x0, 0x67, 0x0, 0x0, 0x4, 0xf2, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x68, 0x0, 0x0, 0x2, 0x1, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x7, 0x12, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0xa, 0x10, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x40, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x37, 0x0, 0x0, 0xf, 0x32, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x0, 0x0, 0xbf, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0xbf, 0x0, 0x0, 0x0, 0xbf, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x37, 0x0, 0x0, 0xc, 0x32, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x10, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x46, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x36, 0x0, 0x0, 0x8, 0xc2, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x0, 0x80, 0x3f, 0x3e, 0x0, 0x0, 0x1, 0x53, 0x54, 0x41, 0x54, 0x74, 0x0, 0x0, 0x0, 0x5, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0},
|
||||||
static float4 gl_Position;
|
|
||||||
static int gl_VertexIndex;
|
|
||||||
struct SPIRV_Cross_Input
|
|
||||||
{
|
|
||||||
uint gl_VertexIndex : SV_VertexID;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct SPIRV_Cross_Output
|
|
||||||
{
|
|
||||||
float4 gl_Position : SV_Position;
|
|
||||||
};
|
|
||||||
|
|
||||||
void vert_main()
|
|
||||||
{
|
|
||||||
float x;
|
|
||||||
float y;
|
|
||||||
if (gl_VertexIndex == 0)
|
|
||||||
{
|
|
||||||
x = 0.0f;
|
|
||||||
y = 0.5f;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (gl_VertexIndex == 1)
|
|
||||||
{
|
|
||||||
x = 0.5f;
|
|
||||||
y = -0.5f;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
x = -0.5f;
|
|
||||||
y = -0.5f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
gl_Position = float4(x, y, 0.5f, 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
|
||||||
{
|
|
||||||
gl_VertexIndex = int(stage_input.gl_VertexIndex);
|
|
||||||
vert_main();
|
|
||||||
SPIRV_Cross_Output stage_output;
|
|
||||||
stage_output.gl_Position = gl_Position;
|
|
||||||
return stage_output;
|
|
||||||
}
|
|
||||||
|
|
||||||
*/
|
|
||||||
HLSL: []byte{0x44, 0x58, 0x42, 0x43, 0xc8, 0x20, 0x5c, 0x22, 0xec, 0xe9, 0xb2, 0x29, 0x40, 0xdf, 0x7c, 0x5a, 0x28, 0xea, 0xc, 0xb8, 0x1, 0x0, 0x0, 0x0, 0x48, 0x2, 0x0, 0x0, 0x5, 0x0, 0x0, 0x0, 0x34, 0x0, 0x0, 0x0, 0x80, 0x0, 0x0, 0x0, 0xb4, 0x0, 0x0, 0x0, 0xe8, 0x0, 0x0, 0x0, 0xcc, 0x1, 0x0, 0x0, 0x52, 0x44, 0x45, 0x46, 0x44, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1c, 0x0, 0x0, 0x0, 0x0, 0x4, 0xfe, 0xff, 0x0, 0x1, 0x0, 0x0, 0x1c, 0x0, 0x0, 0x0, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2e, 0x31, 0x0, 0x49, 0x53, 0x47, 0x4e, 0x2c, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x8, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x1, 0x0, 0x0, 0x53, 0x56, 0x5f, 0x56, 0x65, 0x72, 0x74, 0x65, 0x78, 0x49, 0x44, 0x0, 0x4f, 0x53, 0x47, 0x4e, 0x2c, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x8, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf, 0x0, 0x0, 0x0, 0x53, 0x56, 0x5f, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x0, 0x53, 0x48, 0x44, 0x52, 0xdc, 0x0, 0x0, 0x0, 0x40, 0x0, 0x1, 0x0, 0x37, 0x0, 0x0, 0x0, 0x60, 0x0, 0x0, 0x4, 0x12, 0x10, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x0, 0x0, 0x0, 0x67, 0x0, 0x0, 0x4, 0xf2, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x68, 0x0, 0x0, 0x2, 0x1, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x7, 0x12, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0xa, 0x10, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x40, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x37, 0x0, 0x0, 0xf, 0x32, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x0, 0x0, 0xbf, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0xbf, 0x0, 0x0, 0x0, 0xbf, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x37, 0x0, 0x0, 0xc, 0x32, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6, 0x10, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x46, 0x0, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x36, 0x0, 0x0, 0x8, 0xc2, 0x20, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x40, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x0, 0x80, 0x3f, 0x3e, 0x0, 0x0, 0x1, 0x53, 0x54, 0x41, 0x54, 0x74, 0x0, 0x0, 0x0, 0x5, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0},
|
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
|
|||||||
+23
-805
File diff suppressed because one or more lines are too long
@@ -27,6 +27,7 @@ import (
|
|||||||
var (
|
var (
|
||||||
packageName = flag.String("package", "", "specify Go package name")
|
packageName = flag.String("package", "", "specify Go package name")
|
||||||
shadersDir = flag.String("dir", "shaders", "specify shader directory")
|
shadersDir = flag.String("dir", "shaders", "specify shader directory")
|
||||||
|
directCompute = flag.Bool("directcompute", false, "enable compiling DirectCompute shaders")
|
||||||
absShadersDir string
|
absShadersDir string
|
||||||
)
|
)
|
||||||
|
|
||||||
@@ -101,19 +102,17 @@ func generateComputeShader(tmp string, out io.Writer, shader string) error {
|
|||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
var src backend.ShaderSources
|
shaders, err := convertComputeShader(tmp, glslangValidator, spirv_cross, shader)
|
||||||
glsl310es, err := convertComputeShader(tmp, glslangValidator, spirv_cross, shader)
|
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
src.Name = filepath.Base(shader)
|
filename := filepath.Base(shader)
|
||||||
src.GLSL310ES = glsl310es
|
varname := strings.ReplaceAll(filename, ".", "_")
|
||||||
name := filepath.Base(shader)
|
fmt.Fprintf(out, "\tshader_%s = ", varname)
|
||||||
name = strings.ReplaceAll(name, ".", "_")
|
|
||||||
fmt.Fprintf(out, "\tshader_%s = ", name)
|
|
||||||
fmt.Fprintf(out, "backend.ShaderSources{\n")
|
fmt.Fprintf(out, "backend.ShaderSources{\n")
|
||||||
fmt.Fprintf(out, "Name: %#v,\n", src.Name)
|
fmt.Fprintf(out, "Name: %#v,\n", filename)
|
||||||
fmt.Fprintf(out, "GLSL310ES: %#v,\n", src.GLSL310ES)
|
fmt.Fprintf(out, "GLSL310ES: %#v,\n", shaders.glsl310es)
|
||||||
|
fmt.Fprintf(out, "HLSL: %#v,\n", shaders.hlsl)
|
||||||
fmt.Fprintf(out, "}")
|
fmt.Fprintf(out, "}")
|
||||||
fmt.Fprintf(out, "\n")
|
fmt.Fprintf(out, "\n")
|
||||||
return nil
|
return nil
|
||||||
@@ -121,10 +120,7 @@ func generateComputeShader(tmp string, out io.Writer, shader string) error {
|
|||||||
|
|
||||||
func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
|
func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
|
||||||
const nvariants = 3
|
const nvariants = 3
|
||||||
var variants [nvariants]struct {
|
var variants [nvariants]backend.ShaderSources
|
||||||
backend.ShaderSources
|
|
||||||
hlslSrc string
|
|
||||||
}
|
|
||||||
args := [nvariants]shaderArgs{
|
args := [nvariants]shaderArgs{
|
||||||
{
|
{
|
||||||
FetchColorExpr: `_color`,
|
FetchColorExpr: `_color`,
|
||||||
@@ -154,7 +150,7 @@ func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
|
|||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
if err := parseReflection(reflect, &variants[i].ShaderSources); err != nil {
|
if err := parseReflection(reflect, &variants[i]); err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
var hlslProf string
|
var hlslProf string
|
||||||
@@ -167,12 +163,12 @@ func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
|
|||||||
return fmt.Errorf("unrecognized shader type %s", shader)
|
return fmt.Errorf("unrecognized shader type %s", shader)
|
||||||
}
|
}
|
||||||
var hlslc []byte
|
var hlslc []byte
|
||||||
hlslc, err = compileHLSL(tmp, shader, hlsl, "main", hlslProf+"_4_0_level_9_1")
|
hlslc, err = compileHLSL_FXC(tmp, shader, hlsl, "main", hlslProf+"_4_0_level_9_1")
|
||||||
if err != nil {
|
if err != nil {
|
||||||
// Attempt shader model 4.0. Only the app/headless
|
// Attempt shader model 4.0. Only the app/headless
|
||||||
// test shaders use features not supported by level
|
// test shaders use features not supported by level
|
||||||
// 9.1.
|
// 9.1.
|
||||||
hlslc, err = compileHLSL(tmp, shader, hlsl, "main", hlslProf+"_4_0")
|
hlslc, err = compileHLSL_FXC(tmp, shader, hlsl, "main", hlslProf+"_4_0")
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
@@ -185,7 +181,6 @@ func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
|
|||||||
variants[i].GLSL300ES = glsl300es
|
variants[i].GLSL300ES = glsl300es
|
||||||
variants[i].GLSL130 = glsl130
|
variants[i].GLSL130 = glsl130
|
||||||
variants[i].GLSL150 = glsl150
|
variants[i].GLSL150 = glsl150
|
||||||
variants[i].hlslSrc = hlsl
|
|
||||||
variants[i].HLSL = hlslc
|
variants[i].HLSL = hlslc
|
||||||
}
|
}
|
||||||
name := filepath.Base(shader)
|
name := filepath.Base(shader)
|
||||||
@@ -217,7 +212,6 @@ func generateShader(glslcc, tmp string, out io.Writer, shader string) error {
|
|||||||
fmt.Fprintf(out, "GLSL300ES: %#v,\n", src.GLSL300ES)
|
fmt.Fprintf(out, "GLSL300ES: %#v,\n", src.GLSL300ES)
|
||||||
fmt.Fprintf(out, "GLSL130: %#v,\n", src.GLSL130)
|
fmt.Fprintf(out, "GLSL130: %#v,\n", src.GLSL130)
|
||||||
fmt.Fprintf(out, "GLSL150: %#v,\n", src.GLSL150)
|
fmt.Fprintf(out, "GLSL150: %#v,\n", src.GLSL150)
|
||||||
fmt.Fprintf(out, "/*\n%s\n*/\n", src.hlslSrc)
|
|
||||||
fmt.Fprintf(out, "HLSL: %#v,\n", src.HLSL)
|
fmt.Fprintf(out, "HLSL: %#v,\n", src.HLSL)
|
||||||
fmt.Fprintf(out, "}")
|
fmt.Fprintf(out, "}")
|
||||||
if multiVariant {
|
if multiVariant {
|
||||||
@@ -373,7 +367,7 @@ func parseDataType(t string) (backend.DataType, int, error) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func compileHLSL(tmp, path, src, entry, profile string) ([]byte, error) {
|
func compileHLSL_FXC(tmp, path, src, entry, profile string) ([]byte, error) {
|
||||||
base := filepath.Base(path)
|
base := filepath.Base(path)
|
||||||
tmppath := filepath.Join(tmp, base)
|
tmppath := filepath.Join(tmp, base)
|
||||||
defer os.Remove(tmppath)
|
defer os.Remove(tmppath)
|
||||||
@@ -414,6 +408,47 @@ func compileHLSL(tmp, path, src, entry, profile string) ([]byte, error) {
|
|||||||
return ioutil.ReadFile(outfile)
|
return ioutil.ReadFile(outfile)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func compileHLSL_DXC(tmp, path, src, entry, profile string) ([]byte, error) {
|
||||||
|
base := filepath.Base(path)
|
||||||
|
tmppath := filepath.Join(tmp, base)
|
||||||
|
defer os.Remove(tmppath)
|
||||||
|
if err := ioutil.WriteFile(tmppath, []byte(src), 0644); err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
outfile := filepath.Join(tmp, base+".obj")
|
||||||
|
defer os.Remove(outfile)
|
||||||
|
dxcInput := tmppath
|
||||||
|
dxcOutput := outfile
|
||||||
|
var dxc *exec.Cmd
|
||||||
|
if runtime.GOOS == "windows" {
|
||||||
|
dxc = exec.Command("dxc.exe")
|
||||||
|
} else {
|
||||||
|
// Convert paths to wine Windows format.
|
||||||
|
var err error
|
||||||
|
dxcInput, err = windowsPath(dxcInput)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
dxcOutput, err = windowsPath(dxcOutput)
|
||||||
|
if err != nil {
|
||||||
|
return nil, err
|
||||||
|
}
|
||||||
|
dxc = exec.Command("wine", "dxc.exe")
|
||||||
|
}
|
||||||
|
var stdout, stderr bytes.Buffer
|
||||||
|
dxc.Stderr = &stderr
|
||||||
|
dxc.Stdout = &stdout
|
||||||
|
dxc.Args = append(dxc.Args, "-Fo", dxcOutput, "-T", profile, "-Qstrip_reflect", "-E", entry, dxcInput)
|
||||||
|
if err := dxc.Run(); err != nil {
|
||||||
|
info := ""
|
||||||
|
if runtime.GOOS != "windows" {
|
||||||
|
info = "If the dxc tool cannot be found, set WINEPATH to the Windows path for the Windows SDK.\n"
|
||||||
|
}
|
||||||
|
return nil, fmt.Errorf("%s\n%s\n%s%s: %v", stderr.Bytes(), stdout.Bytes(), info, dxc, err)
|
||||||
|
}
|
||||||
|
return ioutil.ReadFile(outfile)
|
||||||
|
}
|
||||||
|
|
||||||
// windowsPath uses the winepath tool to convert a path to Windows format. The returned
|
// windowsPath uses the winepath tool to convert a path to Windows format. The returned
|
||||||
// path can be used as arguments for Windows command line tools.
|
// path can be used as arguments for Windows command line tools.
|
||||||
func windowsPath(path string) (string, error) {
|
func windowsPath(path string) (string, error) {
|
||||||
@@ -493,7 +528,12 @@ func convertShader(tmp, glslcc, path, lang, profile string, args *shaderArgs, fl
|
|||||||
return string(src), reflect, nil
|
return string(src), reflect, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func convertComputeShader(tmp, glslangValidator, spirv_cross, path string) (string, error) {
|
type computeShaders struct {
|
||||||
|
glsl310es string
|
||||||
|
hlsl []byte
|
||||||
|
}
|
||||||
|
|
||||||
|
func convertComputeShader(tmp, glslangValidator, spirv_cross, path string) (computeShaders, error) {
|
||||||
spvFile := filepath.Join(tmp, "shader.spv")
|
spvFile := filepath.Join(tmp, "shader.spv")
|
||||||
cmd := exec.Command(glslangValidator,
|
cmd := exec.Command(glslangValidator,
|
||||||
"-G100", // OpenGL ES 3.1.
|
"-G100", // OpenGL ES 3.1.
|
||||||
@@ -505,18 +545,47 @@ func convertComputeShader(tmp, glslangValidator, spirv_cross, path string) (stri
|
|||||||
cmd.Stdout = os.Stdout
|
cmd.Stdout = os.Stdout
|
||||||
cmd.Stderr = os.Stderr
|
cmd.Stderr = os.Stderr
|
||||||
if err := cmd.Run(); err != nil {
|
if err := cmd.Run(); err != nil {
|
||||||
return "", fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
|
return computeShaders{}, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
|
||||||
}
|
}
|
||||||
cmd = exec.Command(spirv_cross,
|
|
||||||
"--es",
|
var output computeShaders
|
||||||
"--version", "310",
|
{
|
||||||
spvFile,
|
cmd = exec.Command(spirv_cross,
|
||||||
)
|
"--es",
|
||||||
var shaderDump bytes.Buffer
|
"--version", "310",
|
||||||
cmd.Stdout = &shaderDump
|
spvFile,
|
||||||
cmd.Stderr = os.Stderr
|
)
|
||||||
if err := cmd.Run(); err != nil {
|
var shaderDump bytes.Buffer
|
||||||
return "", fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
|
cmd.Stdout = &shaderDump
|
||||||
|
cmd.Stderr = os.Stderr
|
||||||
|
if err := cmd.Run(); err != nil {
|
||||||
|
return output, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
|
||||||
|
}
|
||||||
|
output.glsl310es = unixLineEnding(shaderDump.String())
|
||||||
}
|
}
|
||||||
return shaderDump.String(), nil
|
if *directCompute {
|
||||||
|
cmd = exec.Command(spirv_cross,
|
||||||
|
"--hlsl",
|
||||||
|
"--shader-model", "50",
|
||||||
|
spvFile,
|
||||||
|
)
|
||||||
|
var shaderDump bytes.Buffer
|
||||||
|
cmd.Stdout = &shaderDump
|
||||||
|
cmd.Stderr = os.Stderr
|
||||||
|
if err := cmd.Run(); err != nil {
|
||||||
|
return output, fmt.Errorf("%s: %v", strings.Join(cmd.Args, " "), err)
|
||||||
|
}
|
||||||
|
hlslSrc := shaderDump.String()
|
||||||
|
|
||||||
|
var err error
|
||||||
|
output.hlsl, err = compileHLSL_DXC(tmp, path, hlslSrc, "main", "cs_5_0")
|
||||||
|
if err != nil {
|
||||||
|
return output, err
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return output, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
func unixLineEnding(s string) string {
|
||||||
|
return strings.ReplaceAll(s, "\r\n", "\n")
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user