Files
LNXRNT/Kinc/Backends/Graphics5/Direct3D12/Sources/kinc/backend/graphics5/shader.c.h
2025-01-29 10:55:49 +01:00

88 lines
2.8 KiB
C

#include <kinc/backend/SystemMicrosoft.h>
#include <kinc/graphics5/shader.h>
#include <kinc/math/core.h>
void kinc_g5_shader_init(kinc_g5_shader_t *shader, const void *_data, size_t length, kinc_g5_shader_type_t type) {
memset(shader->impl.constants, 0, sizeof(shader->impl.constants));
memset(shader->impl.attributes, 0, sizeof(shader->impl.attributes));
memset(shader->impl.textures, 0, sizeof(shader->impl.textures));
unsigned index = 0;
uint8_t *data = (uint8_t *)_data;
#ifndef KINC_KONG
int attributesCount = data[index++];
for (int i = 0; i < attributesCount; ++i) {
char name[64];
for (unsigned i2 = 0; i2 < 63; ++i2) {
name[i2] = data[index++];
if (name[i2] == 0)
break;
}
strcpy(shader->impl.attributes[i].name, name);
shader->impl.attributes[i].attribute = data[index++];
}
uint8_t texCount = data[index++];
for (unsigned i = 0; i < texCount; ++i) {
char name[64];
for (unsigned i2 = 0; i2 < 63; ++i2) {
name[i2] = data[index++];
if (name[i2] == 0)
break;
}
strcpy(shader->impl.textures[i].name, name);
shader->impl.textures[i].texture = data[index++];
}
shader->impl.texturesCount = texCount;
uint8_t constantCount = data[index++];
shader->impl.constantsSize = 0;
for (unsigned i = 0; i < constantCount; ++i) {
char name[64];
for (unsigned i2 = 0; i2 < 63; ++i2) {
name[i2] = data[index++];
if (name[i2] == 0)
break;
}
ShaderConstant constant;
constant.offset = *(uint32_t *)&data[index];
index += 4;
constant.size = *(uint32_t *)&data[index];
index += 4;
#ifdef KORE_WINDOWS
index += 2; // columns and rows
#endif
strcpy(constant.name, name);
shader->impl.constants[i] = constant;
shader->impl.constantsSize = constant.offset + constant.size;
}
#endif
shader->impl.length = (int)length - index;
shader->impl.data = (uint8_t *)malloc(shader->impl.length);
memcpy(shader->impl.data, &data[index], shader->impl.length);
switch (type) {
case KINC_G5_SHADER_TYPE_VERTEX:
// Microsoft::affirm(device->CreateVertexShader(this->data, this->length, nullptr, (ID3D11VertexShader**)&shader));
break;
case KINC_G5_SHADER_TYPE_FRAGMENT:
// Microsoft::affirm(device->CreatePixelShader(this->data, this->length, nullptr, (ID3D11PixelShader**)&shader));
break;
case KINC_G5_SHADER_TYPE_GEOMETRY:
// Microsoft::affirm(device->CreateGeometryShader(this->data, this->length, nullptr, (ID3D11GeometryShader**)&shader));
break;
case KINC_G5_SHADER_TYPE_TESSELLATION_CONTROL:
// Microsoft::affirm(device->CreateHullShader(this->data, this->length, nullptr, (ID3D11HullShader**)&shader));
break;
case KINC_G5_SHADER_TYPE_TESSELLATION_EVALUATION:
// Microsoft::affirm(device->CreateDomainShader(this->data, this->length, nullptr, (ID3D11DomainShader**)&shader));
break;
}
}
void kinc_g5_shader_destroy(kinc_g5_shader_t *shader) {
free(shader->impl.data);
}