* Add d3d4linux to 3rdparty for Linux HLSL shader compilation
- Added d3d4linux wrapper library for D3DCompiler access on Linux
- Includes Microsoft D3DCompiler DLLs (versions 43 and 47)
- Source from https://github.com/samhocevar/d3d4linux
- Commit: c9b1ca9 (Handle D3DReflect() regardless of DLL version)
- Enables HLSL shader cross-compilation on Linux via Wine
This is the first step toward implementing issue #1869:
Enable DirectX shader compilation on Linux platforms without
requiring Windows machines in the build pipeline.
Components included:
- d3d4linux.cpp - Wine-based D3DCompiler wrapper
- d3dcompiler_43.dll & d3dcompiler_47.dll - MS compiler DLLs
- Header files for D3D API compatibility
- Makefile for building the wrapper library
- Test files for validation
* Fix d3d4linux struct alignment for D3DReflect compatibility
- Add D3D_MIN_PRECISION enum to d3d4linux_enums.h
- Add MinPrecision field and padding to D3D11_SIGNATURE_PARAMETER_DESC
- Fixes struct size mismatch (32 bytes -> 40 bytes) with d3dcompiler_47.dll
- All 4 D3D functions now work: D3DCompile, D3DReflect, D3DStripShader, D3DDisassemble
- Add implementation_log.md documenting the integration process
Part of issue #1869: Enable HLSL shader compilation on Linux via Wine
* Integrate d3d4linux with bgfx shaderc for Linux HLSL compilation
Add support for HLSL shader compilation on Linux via d3d4linux (Wine-based).
This enables building D3D11/D3D12 shaders on Linux without Windows.
Changes:
- shaderc.h: Add SHADERC_CONFIG_HLSL_D3D4LINUX option to enable HLSL on Linux
- shaderc_hlsl.cpp: Add d3d4linux code path with conditional compilation
- Uses d3d4linux inline functions instead of Windows DLL loading
- load() returns d3d4linux compiler info on Linux
- unload() is no-op on d3d4linux (no DLL to close)
- shaderc.lua: Add d3d4linux include path for Linux/macOS builds
Usage:
Build with -DSHADERC_CONFIG_HLSL_D3D4LINUX=1
Set D3D4LINUX_WINE, D3D4LINUX_EXE, D3D4LINUX_DLL environment variables
Requires: Wine, d3d4linux.exe, d3dcompiler_47.dll
Part of issue #1869: Enable HLSL shader compilation on Linux
* d3d4linux: Complete shaderc HLSL integration with Wine
Full working HLSL shader compilation on Linux via d3dcompiler_47.dll and Wine.
d3d4linux fixes:
- Add D3D_MIN_PRECISION enum and MinPrecision field to D3D11_SIGNATURE_PARAMETER_DESC
(fixes struct size mismatch: 32 bytes -> 40 bytes to match Windows ABI)
- Add missing D3DCOMPILE_* flags used by shaderc
- Add ID3D11ShaderReflectionType struct with GetType() support
- Wine 11+ compatibility: default path changed from wine64 to wine with fallback
- Fix D3DDisassemble IPC protocol bug (only write comment string when present)
shaderc integration:
- Add SHADERC_CONFIG_HLSL_D3D4LINUX=1 define for Linux/macOS builds
- Restructure shaderc_hlsl.cpp with conditional compilation for d3d4linux vs Windows
- Fix null pointer crash when D3DCompile returns error without message
- Initialize ID3DBlob pointers to NULL
Usage:
D3D4LINUX_EXE=/path/to/d3d4linux.exe shaderc -f shader.sc -o out.bin \
--type vertex --platform windows -p s_5_0
Tested with vs_cubes.sc, fs_cubes.sc, vs_bump.sc - all compile successfully.
D3DCompile, D3DReflect, D3DStripShader, D3DDisassemble all working.
Implements: bkaradzic/bgfx#1869
* docs: Add d3d4linux documentation
- docs/d3d4linux-shaderc-support.md: User guide explaining prerequisites,
installation, usage, environment variables, and troubleshooting for
compiling HLSL shaders on Linux/macOS via Wine
- implementation_log.md: Updated with shaderc integration completion details,
including all code changes made, test results, and commit references
* docs: Add EditorConfig/eclint notes to implementation log
Documents that eclint reports some style issues in modified files, but these
are pre-existing in the original codebase (copyright header comments using
spaces, line length in shaderc files). Our changes follow the existing code
style and do not introduce new violations.
* Fix d3d4linux integration after rebase onto upstream master
This commit fixes build issues that arose after rebasing onto the updated
upstream master which includes the TINT library and directx-headers.
Changes in this commit:
## shaderc.h
- Disable DXIL (DXC compiler) when d3d4linux is enabled
- DXIL uses DirectX Compiler (DXC) which requires directx-headers
- d3d4linux uses D3DCompiler via Wine which is a different compilation path
- These two approaches are mutually exclusive on Linux
## shaderc.lua
- Removed directx-headers include paths for Linux builds
- d3d4linux provides its own D3D type definitions
- directx-headers conflicts with d3d4linux headers (duplicate typedefs)
## shaderc_hlsl.cpp
- Made all D3D-related includes conditional on SHADERC_CONFIG_HLSL_D3D4LINUX
- Use <d3d4linux.h> when d3d4linux is enabled
- Use <d3dcompiler.h> and <d3d11shader.h> on Windows
- PFN_D3D_* function pointer typedefs (use WINAPI calling convention)
- D3DCompiler struct with IID_ID3D11ShaderReflection member
- s_d3dcompiler[] array of DLL versions
- s_d3dcompilerdll handle
- Added simplified D3DCompiler struct for d3d4linux path (fileName only)
- Fixed D3DReflect call to use d3d4linux's integer IID macro
## Testing
- Successfully compiled shaderc with SHADERC_CONFIG_HLSL_D3D4LINUX=1
- Successfully compiled vs_cubes.sc to D3D11 bytecode (DXBC format)
- Output verified with xxd showing VSH header and DXBC signature
* Cleanup d3d4linux integration per maintainer feedback
Simplified changes:
- Remove SHADERC_CONFIG_HLSL_D3D4LINUX define, use BX_PLATFORM_* directly
- SHADERC_CONFIG_HLSL now enabled on Windows/Linux/macOS
- SHADERC_CONFIG_DXIL now Windows-only (DXC needs native D3D)
Removed files:
- d3d4linux test files (compile-hlsl.cpp, ps_sample.hlsl)
- d3d4linux extras (UE4 patches)
- d3d4linux.Build.cs (UE4 build file)
- d3dcompiler_43.dll (only 47 needed)
- implementation_log.md
- docs/d3d4linux-shaderc-support.md
Build and test verified on Linux with Wine 11.0.
* Enable DXIL on Linux/macOS and configure d3d4linux paths
Changes:
- shaderc.h: Enable SHADERC_CONFIG_DXIL on Linux and macOS (previously Windows-only)
This allows Shader Model 6.0+ compilation via DXC on non-Windows platforms
- shaderc.lua: Configure d3d4linux and directx-headers for Linux/macOS
- Add directx-headers include paths for DXIL support
- Add WSL stubs include path for COM compatibility types
- Define D3D4LINUX_EXE path pointing to 3rdparty/d3d4linux/d3d4linux.exe
- Define D3D4LINUX_DLL path for d3dcompiler_47.dll (Wine Z: drive prefix)
Prerequisites for HLSL compilation on Linux:
1. Wine installed (/usr/bin/wine or /usr/bin/wine64)
2. Build d3d4linux.exe: cd 3rdparty/d3d4linux && make
(requires mingw-w64 cross-compiler: x86_64-w64-mingw32-c++)
3. d3dcompiler_47.dll in 3rdparty/d3d4linux/
Tested: SM 5.0 vertex shader compilation works via Wine/d3d4linux
DXIL (SM 6.0+) requires native DXC library installation
* Remove macOS from DXIL config (no DXC library available)
Microsoft's DXC releases only include:
- Windows: dxcompiler.dll
- Linux: libdxcompiler.so
There is no libdxcompiler.dylib for macOS. Updated SHADERC_CONFIG_DXIL
to only enable DXIL on Windows and Linux.
macOS still supports legacy HLSL (SM 5.0) via d3d4linux.
* Remove d3d4linux build files from bgfx repo
Users should obtain d3d4linux.exe and d3dcompiler_47.dll from:
https://github.com/killerdevildog/d3d4linux
Only headers are needed for bgfx compilation.
* Fix d3d4linux reflection: deserialize D3D11_SHADER_TYPE_DESC
Fixes uniform extraction bug where type info was not being read from
the IPC stream. This is required for bgfx to properly determine uniform
types and array element counts via findUniformType().
* Add d3d4linux source with reflection serialization fix
Include d3d4linux.cpp and Makefile with fixes for D3D11_SHADER_TYPE_DESC
serialization. This allows building shaderc with proper uniform extraction
while upstream PR is pending: https://github.com/samhocevar/d3d4linux/pull/1
* Apply maintainer cleanup: unified code paths and header guards
* Force D3D_SVF_USED flag on all uniform variables
This forces all uniform variables to be marked as 'used' during reflection
deserialization, ensuring bgfx extracts type info for all uniforms.
Note: This deviates from native D3D compiler behavior where unused uniforms
do not have the D3D_SVF_USED flag set. Native behavior would skip extraction
for uniforms not actually referenced in shader code.
* Fix D3DDisassemble serialization mismatch
Only write comment string when szComments is non-null to match
server-side read behavior. Fixes 'bad message received' error.
* shaderc: Improve d3d4linux integration and error handling
This commit enhances the d3d4linux integration for HLSL shader compilation
on Linux and macOS platforms with several key improvements:
Key Changes:
- Dynamic path detection for d3d4linux binaries instead of hardcoded paths
- Relocate d3dcompiler_47.dll from 3rdparty/d3d4linux/ to tools/bin/windows/
- Remove d3d4linux.exe from 3rdparty (now managed separately)
- Improved error handling with proper null checks and user feedback
- Enhanced logging using BX_TRACE for consistency
- Remove --verbose flag from shader compilation make rules for cleaner output
- Automatic environment variable setup (D3D4LINUX_EXE, D3D4LINUX_DLL)
Technical Details:
- shaderc_hlsl.cpp now dynamically locates d3d4linux.exe and d3dcompiler_47.dll
relative to the executable directory
- Proper error messages when required files are not found
- Simplified Makefile in 3rdparty/d3d4linux/
- Removed hardcoded D3D4LINUX_EXE and D3D4LINUX_DLL defines from shaderc.lua
Files Modified:
- 3rdparty/d3d4linux/Makefile: Simplified build rules
- scripts/shader.mk: Removed --verbose flags from compilation commands
- scripts/shaderc.lua: Removed hardcoded path defines
- tools/shaderc/shaderc_hlsl.cpp: Enhanced d3d4linux integration logic
Files Deleted:
- 3rdparty/d3d4linux/d3d4linux.exe
- 3rdparty/d3d4linux/d3dcompiler_47.dll
This improves portability and makes the build system more maintainable
by removing hardcoded paths and improving runtime binary discovery.
Credit: bkaradzic provided patch
* Delete d3d4linux.md
* Delete examples/runtime/shaders/dx11/vs_cubes.bin
* Remove macOS.
---------
Co-authored-by: Branimir Karadžić <branimirkaradzic@gmail.com>
* Added bindings for C3 lang
* Fix sub-struct generation. Fix empty struct. Fix doc comments. These issues didn't allow the c3 compilation
* Add @extern for each function to match C API
* Add gen suffix to keep naming consistency
* Updated README (with World Of Goo 2).
* Updated README (with World Of Goo 2).
* Updated cgltf.
* Updated meshoptimizer.
* Updated ImGui.
* Updated glslang.
* Updated spirv-headers.
* Updated spirv-tools.
* Updated spirv-cross.
* Updated Vulkan headers.
* Fix a crash in renderer_d3d12.cpp (#3349)
If querying the debug1 interface fails, don't attempt to release it.
* D bindings: Fix a casing error (#3350)
* Fix error in dynamic version of D bindings
Dazed and confused but trying to continue
* Fix dispatch_indirect still using uint16_t in bgfx.idl
* D bindings: Mark enum conv. functions `nothrow @nogc pure @safe`
* D bindings: Fix a casing error
* fix typo (scrach -> scratch) (#3353)
* Imgui: Add ability to link external STB libs.
* Revert "Updated spirv-tools."
This reverts commit 7cda7c988f.
* Rebuilt spir-v shaders.
* Properly support Wayland under EGL and Vulkan. (#3358)
* Improve NX Vulkan support. (#3357)
This change was developed using publicly available information found in Vulkan headers and official documentation. No proprietary NX resources were used.
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* Dynamically load libwayland-egl.so.1 when dealing with Wayland to remove dependencies at program startup. (#3359)
* Cleanup.
* Cleanup.
* Support both X11 and Wayland in the same build. (#3360)
* Support both X11 and Wayland in the same build.
- Works for both Vulkan and OpenGL.
- Remove --with-wayland from genie options.
- Vulkan loads all three extensions for surface creation instead of only one.
- Add width and height parameter to GlContext::createSwapChain(), which is needed for EGL to create
a SwapChain with the given window size.
- Dirty-fix the example-22-windows to recreate the FrameBuffer by first destroying and then
recreating to make sure the window is released of its swapchain.
- Fix dbgText glitch in example-22-windows.
- Remove old X11-related dependencies for GLFW3.
* Formatting.
* Build documentation improvements (#3362)
* Some documentation improvements: extra info on using GENie.
* Some grammer.
* Bump minimum GLFW version to 3.4.
* Insert vkDeviceWaitIdle to prevent VK_DEVICE_LOST. (#3363)
* Cleanup.
* Updated version.
* Updated meshoptimizer.
* Updated glslang.
* Updated spirv-headers.
* Updated spirv-tools.
* Updated spirv-cross.
* Updated Vulkan headers.
* Cleanup.
* Updated ImGui.
* shaderc: Fixed build.
* wasm: Fixed build.
* Cleanup.
* Fixed clang-debug target trying to build with gcc. (#3368)
Co-authored-by: -- <-->
* Fix compiling entry_noop (#3369)
* Updated GHA containers.
* Use DXGI_SWAP_CHAIN_DESC1 if available for additional scaling options. (#3370)
* Fix: Fix Uniform buffer doing too many iterations when updating renderer uniforms (#3372)
* Fixed IDL, added C++ IDL template.
* Updated version.
* Cleanup.
* Silent clang warnings.
* Updated README.md, fix typo(s) (#3376)
* Disable mingw-clang due broken winnt.h header.
* Fix various typos (#3377)
Found via `codespell -q 3 -S "./3rdparty,*.ttf,*.bin,./examples/common/imgui,./examples/common/font" -L attribut,ba,clude,conly,constan,espace,hashin,indext,inout,lod,nclude,retur,ser,sroll,struc,te,truct,unknwn,usin,utput,varyin`
* Assert on OOM.
* Fix Vulkan swapchain invalidation issue. (#3379)
* Fix Vulkan swapchain invalidation issue.
* Always clamp render pass to frame buffer size.
* Fix formatting.
* Cleanup.
* shaderc: Show correct error line.
* Cleanup.
* Format files to remove trailing spaces (#3384)
* Updated bindings.
* Updated docs.
* Cleanup.
* Cleanup.
* Fixed MSVC warnings.
* Removing alloca compat include.
* Fixed build.
* Fixed warning.
* Updated ImGui.
* Updated cgltf.
* Updated meshoptimizer.
* Updated glslang.
* Updated spirv-headers.
* Updated spirv-tools.
* Updated spirv-cross.
* Updated version.
* Revert "Fix: Fix Uniform buffer doing too many iterations when updating rende…" (#3391)
This reverts commit 4bc652939f.
* Happy New Year!
* Update README.md (#3394)
Added Off The Road 2
* Fix#3344 (#3399)
* Fix UniformBuffer UB regarding UniformType::Enum with extra bits. (#3398)
* Fix only one frame rendered in mobile opengles with intermediate frame buffer (#3405)
* Another fix for crashing with VK_DEVICE_LOST (#3404)
* Fix wasm tinystl compile error (#3406)
* utilize bx::strLen instead of C function
* utilize bx::strCopy instead of C function
* Updated ImGui.
* Updated meshoptimizer.
* Updated cgltf.
* Updated glslang.
* Updated spirv-headers.
* Updated spirv-tools.
* Updated spirv-cross.
* mini-fix: update docs config for doxygen (#3411)
* Remove STB nonsense todo assert.
* docs: clarify Android API version requirement in README (#3414)
Change Android version notation from "14+" to "4.0+ (API 14 or later)" for better clarity among Android developers
* Fixed C++20 deprecated lambda capture.
* Updated cgltf.
* Updated meshoptimizer.
* Updated glslang.
* Updated spirv-headers.
* Updated spirv-tools.
* Updated spirv-cross.
* Rebuilt metal & spir-v shaders.
* Add a file formatting script (#3383)
* Updated version.
* Beef bindings: Fix int32_t as int32
---------
Co-authored-by: Aleš Mlakar <ales.ambits@gmail.com>
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
Co-authored-by: Daniel Kalmar <1355747+kalmard0@users.noreply.github.com>
Co-authored-by: IchorDev <15670465+ichordev@users.noreply.github.com>
Co-authored-by: James Fulop <40307536+jamesfAnet@users.noreply.github.com>
Co-authored-by: Martijn Courteaux <courteauxmartijn@gmail.com>
Co-authored-by: imaginaryPineapple <hannespalomaki@gmail.com>
Co-authored-by: Raziel Alphadios <64050682+RazielXYZ@users.noreply.github.com>
Co-authored-by: Matt Tytel <matt@vital.audio>
Co-authored-by: Nuno Silva <little.coding.fox@gmail.com>
Co-authored-by: Bob Conan <sufssl03@gmail.com>
Co-authored-by: luzpaz <luzpaz@users.noreply.github.com>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Co-authored-by: attilaz <kocsisa78@gmail.com>
Co-authored-by: nathanstouffer <nathanstouffer1999@gmail.com>
Co-authored-by: Kevin J. <jerebicakevin@gmail.com>
Co-authored-by: Dipendra Sharma <17643682+dipendra-sharma@users.noreply.github.com>
* Support both X11 and Wayland in the same build.
- Works for both Vulkan and OpenGL.
- Remove --with-wayland from genie options.
- Vulkan loads all three extensions for surface creation instead of only one.
- Add width and height parameter to GlContext::createSwapChain(), which is needed for EGL to create
a SwapChain with the given window size.
- Dirty-fix the example-22-windows to recreate the FrameBuffer by first destroying and then
recreating to make sure the window is released of its swapchain.
- Fix dbgText glitch in example-22-windows.
- Remove old X11-related dependencies for GLFW3.
* Formatting.
* Fix error in dynamic version of D bindings
Dazed and confused but trying to continue
* Fix dispatch_indirect still using uint16_t in bgfx.idl
* D bindings: Mark enum conv. functions `nothrow @nogc pure @safe`
* D bindings: Fix a casing error
* Fix error in dynamic version of D bindings
Dazed and confused but trying to continue
* Fix dispatch_indirect still using uint16_t in bgfx.idl
* D bindings: Mark enum conv. functions `nothrow @nogc pure @safe`
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Culled D bindings for header-only C++ functions
* Added missing default to bgfx.idl
* cppinline now supported by all auto-gen bindings
The pattern "func.cppinline and not func.conly" is to make sure that C bindings for `bgfx_vertex_layout_has` are still generated.
* Fix mangling issue; use updated BindBC-Common API
* Add missing default to setTransform in IDL
* Fix erroneous generation of `uc_int64`
Non-deterministic ordering of hash-maps were the culprit all along!
* Add missing default to overrideInternal IDL & re-generate
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Culled D bindings for header-only C++ functions
* Added missing default to bgfx.idl
* cppinline now supported by all auto-gen bindings
The pattern "func.cppinline and not func.conly" is to make sure that C bindings for `bgfx_vertex_layout_has` are still generated.
* Fix mangling issue; use updated BindBC-Common API