mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-20 13:53:14 +01:00
shaderc: Added in/out hash. Fixed shader binary backward compatibility.
This commit is contained in:
@@ -3841,22 +3841,21 @@ namespace bgfx { namespace d3d11
|
||||
uint32_t magic;
|
||||
bx::read(&reader, magic);
|
||||
|
||||
switch (magic)
|
||||
const bool fragment = isShaderType(magic, 'F');
|
||||
|
||||
uint32_t hashIn;
|
||||
bx::read(&reader, hashIn);
|
||||
|
||||
uint32_t hashOut;
|
||||
|
||||
if (isShaderVerLess(magic, 6) )
|
||||
{
|
||||
case BGFX_CHUNK_MAGIC_CSH:
|
||||
case BGFX_CHUNK_MAGIC_FSH:
|
||||
case BGFX_CHUNK_MAGIC_VSH:
|
||||
break;
|
||||
|
||||
default:
|
||||
BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
|
||||
break;
|
||||
hashOut = hashIn;
|
||||
}
|
||||
else
|
||||
{
|
||||
bx::read(&reader, hashOut);
|
||||
}
|
||||
|
||||
bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
|
||||
|
||||
uint32_t iohash;
|
||||
bx::read(&reader, iohash);
|
||||
|
||||
uint16_t count;
|
||||
bx::read(&reader, count);
|
||||
@@ -3865,11 +3864,11 @@ namespace bgfx { namespace d3d11
|
||||
m_numUniforms = count;
|
||||
|
||||
BX_TRACE("%s Shader consts %d"
|
||||
, BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
|
||||
, getShaderTypeName(magic)
|
||||
, count
|
||||
);
|
||||
|
||||
uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
|
||||
const uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
|
||||
|
||||
if (0 < count)
|
||||
{
|
||||
@@ -3949,13 +3948,13 @@ namespace bgfx { namespace d3d11
|
||||
const void* code = reader.getDataPtr();
|
||||
bx::skip(&reader, shaderSize+1);
|
||||
|
||||
if (BGFX_CHUNK_MAGIC_FSH == magic)
|
||||
if (isShaderType(magic, 'F') )
|
||||
{
|
||||
m_hasDepthOp = hasDepthOp(code, shaderSize);
|
||||
DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
|
||||
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
|
||||
}
|
||||
else if (BGFX_CHUNK_MAGIC_VSH == magic)
|
||||
else if (isShaderType(magic, 'V') )
|
||||
{
|
||||
m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
|
||||
m_code = copy(code, shaderSize);
|
||||
@@ -3963,7 +3962,7 @@ namespace bgfx { namespace d3d11
|
||||
DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
|
||||
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
|
||||
}
|
||||
else
|
||||
else if (isShaderType(magic, 'C') )
|
||||
{
|
||||
DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
|
||||
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
|
||||
|
||||
Reference in New Issue
Block a user