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							- /******************************************************************************
 
-     Copyright (C) 2023 by Lain Bailey <[email protected]>
 
-     This program is free software: you can redistribute it and/or modify
 
-     it under the terms of the GNU General Public License as published by
 
-     the Free Software Foundation, either version 2 of the License, or
 
-     (at your option) any later version.
 
-     This program is distributed in the hope that it will be useful,
 
-     but WITHOUT ANY WARRANTY; without even the implied warranty of
 
-     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
-     GNU General Public License for more details.
 
-     You should have received a copy of the GNU General Public License
 
-     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
- ******************************************************************************/
 
- #include "d3d11-subsystem.hpp"
 
- #include "d3d11-shaderprocessor.hpp"
 
- #include <sstream>
 
- using namespace std;
 
- static const char *semanticInputNames[] = {"POSITION", "NORMAL",   "COLOR",
 
- 					   "TANGENT",  "TEXCOORD", "VERTEXID"};
 
- static const char *semanticOutputNames[] = {
 
- 	"SV_Position", "NORMAL", "COLOR", "TANGENT", "TEXCOORD", "VERTEXID"};
 
- static const char *ConvertSemanticName(const char *name)
 
- {
 
- 	const size_t num = sizeof(semanticInputNames) / sizeof(const char *);
 
- 	for (size_t i = 0; i < num; i++) {
 
- 		if (strcmp(name, semanticInputNames[i]) == 0)
 
- 			return semanticOutputNames[i];
 
- 	}
 
- 	throw "Unknown Semantic Name";
 
- }
 
- static void GetSemanticInfo(shader_var *var, const char *&name, uint32_t &index)
 
- {
 
- 	const char *mapping = var->mapping;
 
- 	const char *indexStr = mapping;
 
- 	while (*indexStr && !isdigit(*indexStr))
 
- 		indexStr++;
 
- 	index = (*indexStr) ? strtol(indexStr, NULL, 10) : 0;
 
- 	string nameStr;
 
- 	nameStr.assign(mapping, indexStr - mapping);
 
- 	name = ConvertSemanticName(nameStr.c_str());
 
- }
 
- static void AddInputLayoutVar(shader_var *var,
 
- 			      vector<D3D11_INPUT_ELEMENT_DESC> &layout)
 
- {
 
- 	D3D11_INPUT_ELEMENT_DESC ied;
 
- 	const char *semanticName;
 
- 	uint32_t semanticIndex;
 
- 	GetSemanticInfo(var, semanticName, semanticIndex);
 
- 	memset(&ied, 0, sizeof(ied));
 
- 	ied.SemanticName = semanticName;
 
- 	ied.SemanticIndex = semanticIndex;
 
- 	ied.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
 
- 	if (strcmp(var->mapping, "COLOR") == 0) {
 
- 		ied.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 
- 	} else if (strcmp(var->mapping, "POSITION") == 0 ||
 
- 		   strcmp(var->mapping, "NORMAL") == 0 ||
 
- 		   strcmp(var->mapping, "TANGENT") == 0) {
 
- 		ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
 
- 	} else if (astrcmp_n(var->mapping, "TEXCOORD", 8) == 0) {
 
- 		/* type is always a 'float' type */
 
- 		switch (var->type[5]) {
 
- 		case 0:
 
- 			ied.Format = DXGI_FORMAT_R32_FLOAT;
 
- 			break;
 
- 		case '2':
 
- 			ied.Format = DXGI_FORMAT_R32G32_FLOAT;
 
- 			break;
 
- 		case '3':
 
- 		case '4':
 
- 			ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
 
- 			break;
 
- 		}
 
- 	}
 
- 	layout.push_back(ied);
 
- }
 
- static inline bool SetSlot(vector<D3D11_INPUT_ELEMENT_DESC> &layout,
 
- 			   const char *name, uint32_t index, uint32_t &slotIdx)
 
- {
 
- 	for (size_t i = 0; i < layout.size(); i++) {
 
- 		D3D11_INPUT_ELEMENT_DESC &input = layout[i];
 
- 		if (input.SemanticIndex == index &&
 
- 		    strcmpi(input.SemanticName, name) == 0) {
 
- 			layout[i].InputSlot = slotIdx++;
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- static void BuildInputLayoutFromVars(shader_parser *parser, darray *vars,
 
- 				     vector<D3D11_INPUT_ELEMENT_DESC> &layout)
 
- {
 
- 	shader_var *array = (shader_var *)vars->array;
 
- 	for (size_t i = 0; i < vars->num; i++) {
 
- 		shader_var *var = array + i;
 
- 		if (var->mapping) {
 
- 			if (strcmp(var->mapping, "VERTEXID") != 0)
 
- 				AddInputLayoutVar(var, layout);
 
- 		} else {
 
- 			shader_struct *st =
 
- 				shader_parser_getstruct(parser, var->type);
 
- 			if (st)
 
- 				BuildInputLayoutFromVars(parser, &st->vars.da,
 
- 							 layout);
 
- 		}
 
- 	}
 
- 	/*
 
- 	 * Sets the input slot value for each semantic, however we do it in
 
- 	 * a specific order so that it will always match the vertex buffer's
 
- 	 * sub-buffer order (points-> normals-> colors-> tangents-> uvcoords)
 
- 	 */
 
- 	uint32_t slot = 0;
 
- 	SetSlot(layout, "SV_Position", 0, slot);
 
- 	SetSlot(layout, "NORMAL", 0, slot);
 
- 	SetSlot(layout, "COLOR", 0, slot);
 
- 	SetSlot(layout, "TANGENT", 0, slot);
 
- 	uint32_t index = 0;
 
- 	while (SetSlot(layout, "TEXCOORD", index++, slot))
 
- 		;
 
- }
 
- void ShaderProcessor::BuildInputLayout(vector<D3D11_INPUT_ELEMENT_DESC> &layout)
 
- {
 
- 	shader_func *func = shader_parser_getfunc(&parser, "main");
 
- 	if (!func)
 
- 		throw "Failed to find 'main' shader function";
 
- 	BuildInputLayoutFromVars(&parser, &func->params.da, layout);
 
- }
 
- gs_shader_param::gs_shader_param(shader_var &var, uint32_t &texCounter)
 
- 	: name(var.name),
 
- 	  type(get_shader_param_type(var.type)),
 
- 	  textureID(texCounter),
 
- 	  arrayCount(var.array_count),
 
- 	  changed(false)
 
- {
 
- 	defaultValue.resize(var.default_val.num);
 
- 	memcpy(defaultValue.data(), var.default_val.array, var.default_val.num);
 
- 	if (type == GS_SHADER_PARAM_TEXTURE)
 
- 		texCounter++;
 
- 	else
 
- 		textureID = 0;
 
- }
 
- static inline void AddParam(shader_var &var, vector<gs_shader_param> ¶ms,
 
- 			    uint32_t &texCounter)
 
- {
 
- 	if (var.var_type != SHADER_VAR_UNIFORM ||
 
- 	    strcmp(var.type, "sampler") == 0)
 
- 		return;
 
- 	params.push_back(gs_shader_param(var, texCounter));
 
- }
 
- void ShaderProcessor::BuildParams(vector<gs_shader_param> ¶ms)
 
- {
 
- 	uint32_t texCounter = 0;
 
- 	for (size_t i = 0; i < parser.params.num; i++)
 
- 		AddParam(parser.params.array[i], params, texCounter);
 
- }
 
- static inline void AddSampler(gs_device_t *device, shader_sampler &sampler,
 
- 			      vector<unique_ptr<ShaderSampler>> &samplers)
 
- {
 
- 	gs_sampler_info si;
 
- 	shader_sampler_convert(&sampler, &si);
 
- 	samplers.emplace_back(new ShaderSampler(sampler.name, device, &si));
 
- }
 
- void ShaderProcessor::BuildSamplers(vector<unique_ptr<ShaderSampler>> &samplers)
 
- {
 
- 	for (size_t i = 0; i < parser.samplers.num; i++)
 
- 		AddSampler(device, parser.samplers.array[i], samplers);
 
- }
 
- void ShaderProcessor::BuildString(string &outputString)
 
- {
 
- 	stringstream output;
 
- 	output << "static const bool obs_glsl_compile = false;\n\n";
 
- 	cf_token *token = cf_preprocessor_get_tokens(&parser.cfp.pp);
 
- 	while (token->type != CFTOKEN_NONE) {
 
- 		/* cheaply just replace specific tokens */
 
- 		if (strref_cmp(&token->str, "POSITION") == 0)
 
- 			output << "SV_Position";
 
- 		else if (strref_cmp(&token->str, "TARGET") == 0)
 
- 			output << "SV_Target";
 
- 		else if (strref_cmp(&token->str, "texture2d") == 0)
 
- 			output << "Texture2D";
 
- 		else if (strref_cmp(&token->str, "texture3d") == 0)
 
- 			output << "Texture3D";
 
- 		else if (strref_cmp(&token->str, "texture_cube") == 0)
 
- 			output << "TextureCube";
 
- 		else if (strref_cmp(&token->str, "texture_rect") == 0)
 
- 			throw "texture_rect is not supported in D3D";
 
- 		else if (strref_cmp(&token->str, "sampler_state") == 0)
 
- 			output << "SamplerState";
 
- 		else if (strref_cmp(&token->str, "VERTEXID") == 0)
 
- 			output << "SV_VertexID";
 
- 		else
 
- 			output.write(token->str.array, token->str.len);
 
- 		token++;
 
- 	}
 
- 	outputString = move(output.str());
 
- }
 
- void ShaderProcessor::Process(const char *shader_string, const char *file)
 
- {
 
- 	bool success = shader_parse(&parser, shader_string, file);
 
- 	char *str = shader_parser_geterrors(&parser);
 
- 	if (str) {
 
- 		blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
 
- 		bfree(str);
 
- 	}
 
- 	if (!success)
 
- 		throw "Failed to parse shader";
 
- }
 
 
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