void ShaderVariation::ParseParameters(unsigned char* bufData, unsigned bufSize)
{
    MOJOSHADER_parseData const* parseData = MOJOSHADER_parse("bytecode", bufData, bufSize, 0, 0, 0, 0, 0, 0, 0);

    for (int i = 0; i < parseData->symbol_count; i++)
    {
        MOJOSHADER_symbol const& symbol = parseData->symbols[i];

        String name(symbol.name);
        unsigned reg = symbol.register_index;
        unsigned regCount = symbol.register_count;

        // Check if the parameter is a constant or a texture sampler
        bool isSampler = (name[0] == 's');
        name = name.Substring(1);

        if (isSampler)
        {
            // Skip if it's a G-buffer sampler, which are aliases for the standard texture units
            if (reg < MAX_TEXTURE_UNITS)
            {
                if (name != "AlbedoBuffer" && name != "NormalBuffer" && name != "DepthBuffer" && name != "LightBuffer")
                    useTextureUnit_[reg] = true;
            }
        }
        else
        {
            ShaderParameter parameter;
            parameter.type_ = type_;
            parameter.name_ = name;
            parameter.register_ = reg;
            parameter.regCount_ = regCount;
            parameters_[StringHash(name)] = parameter;
        }
    }

    MOJOSHADER_freeParseData(parseData);
}
Example #2
0
// !!! FIXME: this is sort of a big, ugly function.
const MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
                                                const unsigned char *buf,
                                                const unsigned int _len,
                                                const MOJOSHADER_swizzle *swiz,
                                                const unsigned int swizcount,
                                                const MOJOSHADER_samplerMap *smap,
                                                const unsigned int smapcount,
                                                MOJOSHADER_malloc m,
                                                MOJOSHADER_free f,
                                                void *d)
{
    if ( ((m == NULL) && (f != NULL)) || ((m != NULL) && (f == NULL)) )
        return &MOJOSHADER_out_of_mem_effect;  // supply both or neither.

    if (m == NULL) m = MOJOSHADER_internal_malloc;
    if (f == NULL) f = MOJOSHADER_internal_free;

    MOJOSHADER_effect *retval = (MOJOSHADER_effect*)m(sizeof (MOJOSHADER_effect), d);
    if (retval == NULL)
        return &MOJOSHADER_out_of_mem_effect;  // supply both or neither.
    memset(retval, '\0', sizeof (*retval));

    retval->malloc = m;
    retval->free = f;
    retval->malloc_data = d;

    const uint8 *ptr = (const uint8 *) buf;
    uint32 len = (uint32) _len;
    size_t siz = 0;
    int i, j, k;

    if (len < 8)
        goto parseEffect_unexpectedEOF;

    const uint8 *base = NULL;
    if (readui32(&ptr, &len) != 0xFEFF0901) // !!! FIXME: is this always magic?
        goto parseEffect_notAnEffectsFile;
    else
    {
        const uint32 offset = readui32(&ptr, &len);
        base = ptr;
//printf("base offset == %u\n", offset);
        if (offset > len)
            goto parseEffect_unexpectedEOF;
        ptr += offset;
        len -= offset;
    } // else

    // params...

    if (len < 16)
        goto parseEffect_unexpectedEOF;

    const uint32 numparams = readui32(&ptr, &len);
    const uint32 numtechniques = readui32(&ptr, &len);

    readui32(&ptr, &len); // !!! FIXME: there are 8 unknown bytes here. Annotations?
    /*const uint32 numobjects = */ readui32(&ptr, &len);

    if (numparams > 0)
    {
        siz = sizeof (MOJOSHADER_effectParam) * numparams;
        retval->params = (MOJOSHADER_effectParam *) m(siz, d);
        if (retval->params == NULL)
            goto parseEffect_outOfMemory;
        memset(retval->params, '\0', siz);

        retval->param_count = numparams;

        for (i = 0; i < numparams; i++)
        {
            if (len < 16)
                goto parseEffect_unexpectedEOF;

            const uint32 typeoffset = readui32(&ptr, &len);
            /*const uint32 valoffset =*/ readui32(&ptr, &len);
            /*const uint32 flags =*/ readui32(&ptr, &len);
            const uint32 numannos = readui32(&ptr, &len);
            for (j = 0; j < numannos; j++)
            {
                if (len < 8)
                    goto parseEffect_unexpectedEOF;
                // !!! FIXME: parse annotations.
                readui32(&ptr, &len);
                readui32(&ptr, &len);
            } // for

            const uint8 *typeptr = base + typeoffset;
            unsigned int typelen = 9999999;  // !!! FIXME
            /*const uint32 paramtype =*/ readui32(&typeptr, &typelen);
            /*const uint32 paramclass =*/ readui32(&typeptr, &typelen);
            const uint32 paramname = readui32(&typeptr, &typelen);
            const uint32 paramsemantic = readui32(&typeptr, &typelen);

            // !!! FIXME: sanity checks!
            const char *namestr = ((const char *) base) + paramname;
            const char *semstr = ((const char *) base) + paramsemantic;
            uint32 len;
            char *strptr;
            len = *((const uint32 *) namestr);
            strptr = (char *) m(len + 1, d);
            memcpy(strptr, namestr + 4, len);
            strptr[len] = '\0';
            retval->params[i].name = strptr;
            len = *((const uint32 *) semstr);
            strptr = (char *) m(len + 1, d);
            memcpy(strptr, semstr + 4, len);
            strptr[len] = '\0';
            retval->params[i].semantic = strptr;
        } // for
    } // if

    uint32 numshaders = 0;  // we'll calculate this later.

    // techniques...

    if (numtechniques > 0)
    {
        siz = sizeof (MOJOSHADER_effectTechnique) * numtechniques;
        retval->techniques = (MOJOSHADER_effectTechnique *) m(siz, d);
        if (retval->techniques == NULL)
            goto parseEffect_outOfMemory;
        memset(retval->techniques, '\0', siz);

        retval->technique_count = numtechniques;

        for (i = 0; i < numtechniques; i++)
        {
            if (len < 12)
                goto parseEffect_unexpectedEOF;
            
            MOJOSHADER_effectTechnique *technique = &retval->techniques[i];

            const uint32 nameoffset = readui32(&ptr, &len);
            const uint32 numannos = readui32(&ptr, &len);
            const uint32 numpasses = readui32(&ptr, &len);

            if (nameoffset >= _len)
                goto parseEffect_unexpectedEOF;

            if (numannos > 0)
            {
                // !!! FIXME: expose these to the caller?
                for (j = 0; j < numannos; j++)
                {
                    if (len < 8)
                        goto parseEffect_unexpectedEOF;
                    readui32(&ptr, &len);  // typedef offset
                    readui32(&ptr, &len);  // value offset
                } // for
            } // if

            // !!! FIXME: verify this doesn't go past EOF looking for a null.
            {
                const char *namestr = ((char *) base) + nameoffset;
                uint32 len = *((const uint32 *) namestr);
                char *strptr = (char *) m(len + 1, d);
                memcpy(strptr, namestr + 4, len);
                strptr[len] = '\0';
                technique->name = strptr;
            }

            if (numpasses > 0)
            {
                technique->pass_count = numpasses;

                siz = sizeof (MOJOSHADER_effectPass) * numpasses;
                technique->passes = (MOJOSHADER_effectPass *) m(siz, d);
                if (technique->passes == NULL)
                    goto parseEffect_outOfMemory;
                memset(technique->passes, '\0', siz);

                for (j = 0; j < numpasses; j++)
                {
                    if (len < 12)
                        goto parseEffect_unexpectedEOF;

                    MOJOSHADER_effectPass *pass = &technique->passes[j];

                    const uint32 passnameoffset = readui32(&ptr, &len);
                    const uint32 numannos = readui32(&ptr, &len);
                    const uint32 numstates = readui32(&ptr, &len);

                    if (passnameoffset >= _len)
                        goto parseEffect_unexpectedEOF;

                    // !!! FIXME: verify this doesn't go past EOF looking for a null.
                    {
                        const char *namestr = ((char *) base) + passnameoffset;
                        uint32 len = *((const uint32 *) namestr);
                        char *strptr = (char *) m(len + 1, d);
                        memcpy(strptr, namestr + 4, len);
                        strptr[len] = '\0';
                        pass->name = strptr;
                    }

                    if (numannos > 0)
                    {
                        for (k = 0; k < numannos; k++)
                        {
                            if (len < 8)
                                goto parseEffect_unexpectedEOF;
                            // !!! FIXME: do something with this.
                            readui32(&ptr, &len);
                            readui32(&ptr, &len);
                        } // for
                    } // if

                    if (numstates > 0)
                    {
                        pass->state_count = numstates;

                        siz = sizeof (MOJOSHADER_effectState) * numstates;
                        pass->states = (MOJOSHADER_effectState *) m(siz, d);
                        if (pass->states == NULL)
                            goto parseEffect_outOfMemory;
                        memset(pass->states, '\0', siz);

                        for (k = 0; k < numstates; k++)
                        {
                            if (len < 16)
                                goto parseEffect_unexpectedEOF;

                            MOJOSHADER_effectState *state = &pass->states[k];
                            const uint32 type = readui32(&ptr, &len);
                            readui32(&ptr, &len);  // !!! FIXME: don't know what this field does.
                            /*const uint32 offsetend = */ readui32(&ptr, &len);
                            /*const uint32 offsetstart = */ readui32(&ptr, &len);
                            state->type = type;

                            if ((type == 0x92) || (type == 0x93))
                                numshaders++;
                        } // for
                    } // if
                } // for
            } // if
        } // for
    } // if

    // textures...

    if (len < 8)
        goto parseEffect_unexpectedEOF;

    const int numtextures = readui32(&ptr, &len);
    const int numobjects = readui32(&ptr, &len);  // !!! FIXME: "objects" for lack of a better word.

    if (numtextures > 0)
    {
        siz = sizeof (MOJOSHADER_effectTexture) * numtextures;
        retval->textures = (MOJOSHADER_effectTexture*)m(siz, d);
        if (retval->textures == NULL)
            goto parseEffect_outOfMemory;
        memset(retval->textures, '\0', siz);

        for (i = 0; i < numtextures; i++)
        {
            if (len < 8)
                goto parseEffect_unexpectedEOF;

            MOJOSHADER_effectTexture *texture = &retval->textures[i];
            const uint32 texparam = readui32(&ptr, &len);
            const uint32 texsize = readui32(&ptr, &len);
            // apparently texsize will pad out to 32 bits.
            const uint32 readsize = (((texsize + 3) / 4) * 4);
            if (len < readsize)
                goto parseEffect_unexpectedEOF;

            texture->param = texparam;
            char *str = (char*)m(texsize + 1, d);
            if (str == NULL)
                goto parseEffect_outOfMemory;
            memcpy(str, ptr, texsize);
            str[texsize] = '\0';
            texture->name = str;

            ptr += readsize;
            len -= readsize;
        } // for
    } // if

    // shaders...

    if (numshaders > 0)
    {
        siz = sizeof (MOJOSHADER_effectShader) * numshaders;
        retval->shaders = (MOJOSHADER_effectShader *) m(siz, d);
        if (retval->shaders == NULL)
            goto parseEffect_outOfMemory;
        memset(retval->shaders, '\0', siz);

        retval->shader_count = numshaders;

        // !!! FIXME: I wonder if we should pull these from offsets and not
        // !!! FIXME:  count on them all being in a line like this.
        for (i = 0; i < numshaders; i++)
        {
            if (len < 24)
                goto parseEffect_unexpectedEOF;

            MOJOSHADER_effectShader *shader = &retval->shaders[i];
            const uint32 technique = readui32(&ptr, &len);
            const uint32 pass = readui32(&ptr, &len);
            readui32(&ptr, &len);  // !!! FIXME: don't know what this does.
            readui32(&ptr, &len);  // !!! FIXME: don't know what this does (vertex/pixel/geometry?)
            readui32(&ptr, &len);  // !!! FIXME: don't know what this does.
            const uint32 shadersize = readui32(&ptr, &len);

            if (len < shadersize)
                goto parseEffect_unexpectedEOF;

            shader->technique = technique;
            shader->pass = pass;
            shader->shader = MOJOSHADER_parse(profile, ptr, shadersize,
                                              swiz, swizcount, smap, smapcount,
                                              m, f, d);

            // !!! FIXME: check for errors.

            ptr += shadersize;
            len -= shadersize;
        } // for
    } // if

    // !!! FIXME: we parse this, but don't expose the data, yet.
    // mappings ...
    assert(numshaders <= numobjects);
    const uint32 nummappings = numobjects - numshaders;
    if (nummappings > 0)
    {
        for (i = 0; i < nummappings; i++)
        {
            if (len < 24)
                goto parseEffect_unexpectedEOF;

            /*const uint32 magic = */ readui32(&ptr, &len);
            /*const uint32 index = */ readui32(&ptr, &len);
            readui32(&ptr, &len);  // !!! FIXME: what is this field?
            readui32(&ptr, &len);  // !!! FIXME: what is this field?
            /*const uint32 type = */ readui32(&ptr, &len);
            const uint32 mapsize = readui32(&ptr, &len);
            if (mapsize > 0)
            {
                const uint32 readsize = (((mapsize + 3) / 4) * 4);
                if (len < readsize)
                    goto parseEffect_unexpectedEOF;
            } // if
        } // for
    } // if

    retval->profile = (char *) m(strlen(profile) + 1, d);
    if (retval->profile == NULL)
        goto parseEffect_outOfMemory;
    strcpy((char *) retval->profile, profile);

    return retval;


// !!! FIXME: do something with this.
parseEffect_notAnEffectsFile:
parseEffect_unexpectedEOF:
parseEffect_outOfMemory:
    MOJOSHADER_freeEffect(retval);
    return &MOJOSHADER_out_of_mem_effect;
} // MOJOSHADER_parseEffect
Example #3
0
static int do_file(const char *profile, const char *dname, const char *fn, int *total)
{
    int do_quit = 0;

    #if FINDERRORS_COMPILE_SHADERS
    SDL_Event e;  // pump event queue to keep OS happy.
    while (SDL_PollEvent(&e))
    {
        if (e.type == SDL_QUIT)
            do_quit = 1;
    } // while
    SDL_GL_SwapBuffers();
    #endif

    if (do_quit)
    {
        report("FAIL: user requested quit!\n");
        return 0;
    } // if

    int assembly = 0;
    if (strstr(fn, ".bytecode") != NULL)
        assembly = 0;
    else if (strstr(fn, ".disasm") != NULL)
        assembly = 1;
    else
        return 1;

    (*total)++;

    char *fname = (char *) alloca(strlen(fn) + strlen(dname) + 1);
    sprintf(fname, "%s/%s", dname, fn);
    FILE *io = fopen(fname, "rb");
    if (io == NULL)
    {
        report("FAIL: %s fopen() failed.\n", fname);
        return 1;
    } // if

    static unsigned char buf[1024 * 256];
    int rc = fread(buf, 1, sizeof (buf), io);
    fclose(io);
    if (rc == -1)
    {
        report("FAIL: %s %s\n", fname, strerror(errno));
        return 1;
    } // if

    if (assembly)
    {
        const MOJOSHADER_parseData *a;

        buf[rc] = '\0';  // make sure the source is null-terminated.
        a = MOJOSHADER_assemble(fname, (char *) buf, rc, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

        if (a->error_count > 0)
        {
            report("FAIL: %s (line %d) %s\n",
                a->errors[0].filename ? a->errors[0].filename : "???",
                a->errors[0].error_position,
                a->errors[0].error);
            return 1;
        } // if

        else if (a->output_len > sizeof (buf))
        {
            report("FAIL: %s buffer overflow in finderrors.c\n", fname);
            return 1;
        } // if

        rc = a->output_len;
        memcpy(buf, a->output, rc);
        MOJOSHADER_freeParseData(a);
    } // if

    #if FINDERRORS_COMPILE_SHADERS
    MOJOSHADER_glShader *shader = MOJOSHADER_glCompileShader(buf, rc, NULL, 0);
    if (shader == NULL)
        report("FAIL: %s %s\n", fname, MOJOSHADER_glGetError());
    else
    {
        const MOJOSHADER_parseData *pd = MOJOSHADER_glGetShaderParseData(shader);
        MOJOSHADER_glShader *v = (pd->shader_type == MOJOSHADER_TYPE_VERTEX) ? shader : NULL;
        MOJOSHADER_glShader *p = (pd->shader_type == MOJOSHADER_TYPE_PIXEL) ? shader : NULL;
        MOJOSHADER_glProgram *program = MOJOSHADER_glLinkProgram(v, p);
        if (program == NULL)
            report("FAIL: %s %s\n", fname, MOJOSHADER_glGetError());
        else
        {
            report("PASS: %s\n", fname);
            MOJOSHADER_glDeleteProgram(program);
        } // else
        MOJOSHADER_glDeleteShader(shader);
    }
    #else
    const MOJOSHADER_parseData *pd = MOJOSHADER_parse(profile, buf, rc, NULL, 0, NULL, NULL, NULL);
    if (pd->error_count == 0)
        report("PASS: %s\n", fname);
	else
	{
		int i;
		for (i = 0; i < pd->error_count; i++)
		{
			report("FAIL: %s (position %d) %s\n", pd->errors[i].filename,
			       pd->errors[i].error_position, pd->errors[i].error);
		} // for
	} // else
    MOJOSHADER_freeParseData(pd);
    #endif

    return 1;
} // do_file