shaderc: Use HLSL code path for SPIR-V.

This commit is contained in:
Branimir Karadžić 2016-11-03 22:00:55 -07:00
Родитель b9c1deceee
Коммит e795d8227a
2 изменённых файлов: 33 добавлений и 35 удалений

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@ -28,7 +28,7 @@
# define EARLY_DEPTH_STENCIL
#endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
# define CONST(_x) static const _x
# define dFdx(_x) ddx(_x)
# define dFdy(_y) ddy(-_y)
@ -45,8 +45,8 @@
# define REGISTER(_type, _reg) register(_type ## _reg)
# endif // BGFX_SHADER_LANGUAGE_HLSL
# if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL
# if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL
# if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
# if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
# define dFdxCoarse(_x) ddx_coarse(_x)
# define dFdxFine(_x) ddx_fine(_x)
# define dFdyCoarse(_y) ddy_coarse(-_y)
@ -80,6 +80,7 @@ uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
#if !BGFX_SHADER_LANGUAGE_SPIRV
uint packHalf2x16(vec2 _x)
{
return (f32tof16(_x.x)<<16) | f32tof16(_x.y);
@ -89,6 +90,7 @@ vec2 unpackHalf2x16(uint _x)
{
return vec2(f16tof32(_x >> 16), f16tof32(_x) );
}
#endif // !BGFX_SHADER_LANGUAGE_SPIRV
struct BgfxSampler2D
{
@ -449,11 +451,11 @@ vec2 vec2_splat(float _x) { return vec2(_x, _x); }
vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL
#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL
#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
uniform vec4 u_viewRect;
uniform vec4 u_viewTexel;

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@ -915,6 +915,7 @@ namespace bgfx
preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_HLSL");
preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_METAL");
preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_PSSL");
preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_SPIRV");
preprocessor.setDefaultDefine("BGFX_SHADER_TYPE_COMPUTE");
preprocessor.setDefaultDefine("BGFX_SHADER_TYPE_FRAGMENT");
@ -923,9 +924,7 @@ namespace bgfx
char glslDefine[128];
bx::snprintf(glslDefine, BX_COUNTOF(glslDefine)
, "BGFX_SHADER_LANGUAGE_GLSL=%d"
, essl ? 1
: spirv ? 130
: glsl
, essl ? 1 : glsl
);
if (0 == bx::stricmp(platform, "android") )
@ -946,7 +945,14 @@ namespace bgfx
else if (0 == bx::stricmp(platform, "linux") )
{
preprocessor.setDefine("BX_PLATFORM_LINUX=1");
preprocessor.setDefine(glslDefine);
if (0 != spirv)
{
preprocessor.setDefine("BGFX_SHADER_LANGUAGE_SPIRV=1");
}
else
{
preprocessor.setDefine(glslDefine);
}
}
else if (0 == bx::stricmp(platform, "nacl") )
{
@ -1251,8 +1257,7 @@ namespace bgfx
{
if (0 != glsl
|| 0 != essl
|| 0 != metal
|| 0 != spirv)
|| 0 != metal)
{
}
else
@ -1439,8 +1444,7 @@ namespace bgfx
{
if (0 != glsl
|| 0 != essl
|| 0 != metal
|| 0 != spirv)
|| 0 != metal)
{
if (0 == essl)
{
@ -1822,8 +1826,7 @@ namespace bgfx
if (0 != glsl
|| 0 != essl
|| 0 != metal
|| 0 != spirv )
|| 0 != metal)
{
std::string code;
@ -1845,10 +1848,6 @@ namespace bgfx
{
bx::stringPrintf(code, "#version 120\n");
}
else if (0 != spirv)
{
bx::stringPrintf(code, "#version 130\n");
}
else
{
bx::stringPrintf(code, "#version %s\n", need130 ? "130" : profile);
@ -1978,22 +1977,19 @@ namespace bgfx
code += preprocessor.m_preprocessed;
if (0 != spirv)
{
compiled = compileSPIRVShader(cmdLine
, 0
, code
, writer
);
}
else
{
compiled = compileGLSLShader(cmdLine
, metal ? BX_MAKEFOURCC('M', 'T', 'L', 0) : essl
, code
, writer
);
}
compiled = compileGLSLShader(cmdLine
, metal ? BX_MAKEFOURCC('M', 'T', 'L', 0) : essl
, code
, writer
);
}
else if (0 != spirv)
{
compiled = compileSPIRVShader(cmdLine
, 0
, preprocessor.m_preprocessed
, writer
);
}
else if (0 != pssl)
{