mirror of https://github.com/AxioDL/metaforce.git
git add of HLSL sources.. derp
This commit is contained in:
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#ifndef HECLBACKEND_HLSL_HPP
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#define HECLBACKEND_HLSL_HPP
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#include "ProgrammableCommon.hpp"
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namespace HECL
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{
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namespace Backend
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{
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struct HLSL : ProgrammableCommon
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{
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void reset(const IR& ir, Diagnostics& diag);
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std::string makeVert(unsigned col, unsigned uv, unsigned w,
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unsigned skinSlots, unsigned texMtxs) const;
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std::string makeFrag(const ShaderFunction& lighting=ShaderFunction()) const;
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std::string makeFrag(const ShaderFunction& lighting,
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const ShaderFunction& post) const;
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private:
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std::string GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const;
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std::string GenerateVertToFragStruct() const;
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std::string GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const;
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std::string EmitVec3(const atVec4f& vec) const
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{
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return HECL::Format("float3(%g,%g,%g)", vec.vec[0], vec.vec[1], vec.vec[2]);
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}
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std::string EmitTexGenSource2(TexGenSrc src, int uvIdx) const;
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std::string EmitTexGenSource4(TexGenSrc src, int uvIdx) const;
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};
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}
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}
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#endif // HECLBACKEND_HLSL_HPP
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#include "HECL/Backend/HLSL.hpp"
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#include "HECL/Runtime.hpp"
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#include <Athena/MemoryReader.hpp>
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#include <Athena/MemoryWriter.hpp>
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#include <boo/graphicsdev/D3D.hpp>
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static LogVisor::LogModule Log("HECL::Backend::HLSL");
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namespace HECL
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{
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namespace Backend
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{
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std::string HLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
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{
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switch (src)
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{
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case TG_POS:
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return "v.posIn.xy\n";
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case TG_NRM:
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return "v.normIn.xy\n";
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case TG_UV:
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return HECL::Format("v.uvIn[%u]", uvIdx);
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default: break;
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}
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return std::string();
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}
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std::string HLSL::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
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{
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switch (src)
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{
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case TG_POS:
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return "float4(v.posIn, 1.0)\n";
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case TG_NRM:
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return "float4(v.normIn, 1.0)\n";
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case TG_UV:
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return HECL::Format("float4(v.uvIn[%u], 0.0, 1.0)", uvIdx);
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default: break;
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}
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return std::string();
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}
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std::string HLSL::GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const
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{
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std::string retval =
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"struct VertData\n"
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"{\n"
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" float3 posIn : POSITION;\n"
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" float3 normIn : NORMAL;\n";
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if (col)
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retval += HECL::Format(" float4 colIn[%u] : COLOR;\n", col);
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if (uv)
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retval += HECL::Format(" float2 uvIn[%u] : UV;\n", uv);
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if (w)
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retval += HECL::Format(" float4 weightIn[%u] : WEIGHT;\n", w);
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return retval + "};\n";
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}
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std::string HLSL::GenerateVertToFragStruct() const
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{
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std::string retval =
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"struct VertToFrag\n"
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"{\n"
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" float4 mvpPos : SV_Position;\n"
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" float4 mvPos : POSITION;\n"
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" float4 mvNorm : NORMAL;\n";
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if (m_tcgs.size())
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retval += HECL::Format(" float2 tcgs[%u] : UV;\n", unsigned(m_tcgs.size()));
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return retval + "};\n";
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}
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std::string HLSL::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const
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{
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if (skinSlots == 0)
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skinSlots = 1;
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std::string retval = HECL::Format("cbuffer HECLVertUniform : register(b0)\n"
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"{\n"
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" float4x4 mv[%u];\n"
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" float4x4 mvInv[%u];\n"
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" float4x4 proj;\n",
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skinSlots, skinSlots);
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if (texMtxs)
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retval += HECL::Format(" float4x4 texMtxs[%u];\n", texMtxs);
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return retval + "};\n";
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}
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void HLSL::reset(const IR& ir, Diagnostics& diag)
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{
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/* Common programmable interpretation */
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ProgrammableCommon::reset(ir, diag, "HLSL");
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}
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std::string HLSL::makeVert(unsigned col, unsigned uv, unsigned w,
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unsigned s, unsigned tm) const
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{
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std::string retval =
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GenerateVertInStruct(col, uv, w) + "\n" +
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GenerateVertToFragStruct() + "\n" +
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GenerateVertUniformStruct(s, tm) + "\n" +
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n";
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if (s)
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{
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/* skinned */
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retval += " vec4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
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" vec4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
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for (size_t i=0 ; i<s ; ++i)
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retval += HECL::Format(" posAccum += mul(mv[%" PRISize "], float4(v.posIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n"
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" normAccum += mul(mvInv[%" PRISize "], float4(v.normIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n",
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i, i/4, i%4, i, i/4, i%4);
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retval += " posAccum[3] = 1.0;\n"
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" vtf.mvPos = posAccum;\n"
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" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
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" vtf.mvpPos = mul(proj, posAccum);\n";
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}
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else
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{
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/* non-skinned */
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retval += " vtf.mvPos = mul(mv[0], float4(v.posIn, 1.0));\n"
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" vtf.mvNorm = mul(mvInv[0], float4(v.normIn, 0.0));\n"
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" vtf.mvpPos = mul(proj, vtf.mvPos);\n";
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}
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int tcgIdx = 0;
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for (const TexCoordGen& tcg : m_tcgs)
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{
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if (tcg.m_mtx < 0)
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retval += HECL::Format(" vtf.tcgs[%u] = %s;\n", tcgIdx,
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EmitTexGenSource2(tcg.m_src, tcg.m_uvIdx).c_str());
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else
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retval += HECL::Format(" vtf.tcgs[%u] = mul(texMtxs[%u], %s).xy;\n", tcgIdx, tcg.m_mtx,
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EmitTexGenSource4(tcg.m_src, tcg.m_uvIdx).c_str());
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++tcgIdx;
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}
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return retval + " return vtf;\n"
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"}\n";
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}
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std::string HLSL::makeFrag(const ShaderFunction& lighting) const
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{
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std::string lightingSrc;
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if (lighting.m_source)
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lightingSrc = lighting.m_source;
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std::string texMapDecl;
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if (m_texMapEnd)
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texMapDecl = HECL::Format("Texture2D texs[%u] : register(t0);\n", m_texMapEnd);
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std::string retval =
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"SamplerState samp : register(s0);\n" +
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GenerateVertToFragStruct() +
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texMapDecl + "\n" +
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lightingSrc + "\n" +
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"float4 main(in VertToFrag vtf) : SV_Target0\n{\n";
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if (m_lighting)
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{
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if (lighting.m_entry)
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retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
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else
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retval += " float4 lighting = vec4(1.0,1.0,1.0,1.0);\n";
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}
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unsigned sampIdx = 0;
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for (const TexSampling& sampling : m_texSamplings)
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retval += HECL::Format(" float4 sampling%u = texs[%u].Sample(samp, vtf.tcgs[%u]);\n",
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sampIdx++, sampling.mapIdx, sampling.tcgIdx);
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if (m_alphaExpr.size())
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retval += " return float4(" + m_colorExpr + ", " + m_alphaExpr + ");\n";
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else
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retval += " return float4(" + m_colorExpr + ", 1.0);\n";
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return retval + "}\n";
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}
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std::string HLSL::makeFrag(const ShaderFunction& lighting,
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const ShaderFunction& post) const
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{
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std::string lightingSrc;
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if (lighting.m_source)
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lightingSrc = lighting.m_source;
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std::string postSrc;
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if (post.m_source)
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postSrc = post.m_source;
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std::string postEntry;
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if (post.m_entry)
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postEntry = post.m_entry;
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std::string texMapDecl;
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if (m_texMapEnd)
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texMapDecl = HECL::Format("Texture2D texs[%u] : register(t0);\n", m_texMapEnd);
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std::string retval =
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"SamplerState samp : register(s0);\n" +
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GenerateVertToFragStruct() +
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texMapDecl + "\n" +
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lightingSrc + "\n" +
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postSrc +
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"\nfloat4 main(in VertToFrag vtf) : SV_Target0\n{\n";
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if (m_lighting)
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{
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if (lighting.m_entry)
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retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
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else
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retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
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}
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unsigned sampIdx = 0;
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for (const TexSampling& sampling : m_texSamplings)
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retval += HECL::Format(" float4 sampling%u = texs[%u].Sample(samp, vtf.tcgs[%u]);\n",
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sampIdx++, sampling.mapIdx, sampling.tcgIdx);
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if (m_alphaExpr.size())
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retval += " return " + postEntry + "(float4(" + m_colorExpr + ", " + m_alphaExpr + "));\n";
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else
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retval += " return " + postEntry + "(float4(" + m_colorExpr + ", 1.0));\n";
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return retval + "}\n";
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}
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}
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namespace Runtime
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{
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struct HLSLBackendFactory : IShaderBackendFactory
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{
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Backend::HLSL m_backend;
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boo::ID3DDataFactory* m_gfxFactory;
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HLSLBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
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: m_gfxFactory(dynamic_cast<boo::ID3DDataFactory*>(gfxFactory)) {}
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ShaderCachedData buildShaderFromIR(const ShaderTag& tag,
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const HECL::Frontend::IR& ir,
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HECL::Frontend::Diagnostics& diag,
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boo::IShaderPipeline** objOut)
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{
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m_backend.reset(ir, diag);
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std::string vertSource =
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m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
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tag.getSkinSlotCount(), tag.getTexMtxCount());
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std::string fragSource = m_backend.makeFrag();
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ComPtr<ID3DBlob> vertBlob;
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ComPtr<ID3DBlob> fragBlob;
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ComPtr<ID3DBlob> pipelineBlob;
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*objOut =
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m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
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vertBlob, fragBlob, pipelineBlob,
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tag.newVertexFormat(m_gfxFactory),
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m_backend.m_blendSrc, m_backend.m_blendDst,
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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if (!*objOut)
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Log.report(LogVisor::FatalError, "unable to build shader");
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atUint32 vertSz = 0;
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atUint32 fragSz = 0;
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atUint32 pipelineSz = 0;
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if (vertBlob)
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vertSz = vertBlob->GetBufferSize();
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if (fragBlob)
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fragSz = fragBlob->GetBufferSize();
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if (pipelineBlob)
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pipelineSz = pipelineBlob->GetBufferSize();
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size_t cachedSz = 14 + vertSz + fragSz + pipelineSz;
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ShaderCachedData dataOut(tag, cachedSz);
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Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(m_backend.m_blendSrc);
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w.writeUByte(m_backend.m_blendDst);
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if (vertBlob)
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{
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w.writeUint32Big(vertSz);
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w.writeUBytes((atUint8*)vertBlob->GetBufferPointer(), vertSz);
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}
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else
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w.writeUint32Big(0);
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if (fragBlob)
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{
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w.writeUint32Big(fragSz);
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w.writeUBytes((atUint8*)fragBlob->GetBufferPointer(), fragSz);
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}
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else
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w.writeUint32Big(0);
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if (pipelineBlob)
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{
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w.writeUint32Big(pipelineSz);
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w.writeUBytes((atUint8*)pipelineBlob->GetBufferPointer(), pipelineSz);
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}
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else
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w.writeUint32Big(0);
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return dataOut;
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}
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boo::IShaderPipeline* buildShaderFromCache(const ShaderCachedData& data)
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{
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const ShaderTag& tag = data.m_tag;
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Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
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boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
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boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
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atUint32 vertSz = r.readUint32Big();
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ComPtr<ID3DBlob> vertBlob;
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if (vertSz)
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{
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D3DCreateBlobPROC(vertSz, &vertBlob);
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r.readUBytesToBuf(vertBlob->GetBufferPointer(), vertSz);
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}
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atUint32 fragSz = r.readUint32Big();
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ComPtr<ID3DBlob> fragBlob;
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if (fragSz)
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{
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D3DCreateBlobPROC(fragSz, &fragBlob);
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r.readUBytesToBuf(fragBlob->GetBufferPointer(), fragSz);
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}
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atUint32 pipelineSz = r.readUint32Big();
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ComPtr<ID3DBlob> pipelineBlob;
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if (pipelineSz)
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{
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D3DCreateBlobPROC(pipelineSz, &pipelineBlob);
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r.readUBytesToBuf(pipelineBlob->GetBufferPointer(), pipelineSz);
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}
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boo::IShaderPipeline* ret =
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m_gfxFactory->newShaderPipeline(nullptr, nullptr,
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vertBlob, fragBlob, pipelineBlob,
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tag.newVertexFormat(m_gfxFactory),
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blendSrc, blendDst,
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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if (!ret)
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Log.report(LogVisor::FatalError, "unable to build shader");
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return ret;
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}
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ShaderCachedData buildExtendedShaderFromIR(const ShaderTag& tag,
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const HECL::Frontend::IR& ir,
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HECL::Frontend::Diagnostics& diag,
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const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
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FReturnExtensionShader returnFunc)
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{
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m_backend.reset(ir, diag);
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std::string vertSource =
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m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
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tag.getSkinSlotCount(), tag.getTexMtxCount());
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ComPtr<ID3DBlob> vertBlob;
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std::vector<std::pair<ComPtr<ID3DBlob>, ComPtr<ID3DBlob>>> fragPipeBlobs;
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fragPipeBlobs.reserve(extensionSlots.size());
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size_t cachedSz = 6 + 8 * extensionSlots.size();
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for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
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{
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std::string fragSource = m_backend.makeFrag(slot.lighting, slot.post);
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fragPipeBlobs.emplace_back();
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std::pair<ComPtr<ID3DBlob>, ComPtr<ID3DBlob>>& fragPipeBlob = fragPipeBlobs.back();
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boo::IShaderPipeline* ret =
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m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
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vertBlob, fragPipeBlob.first, fragPipeBlob.second,
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tag.newVertexFormat(m_gfxFactory),
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m_backend.m_blendSrc, m_backend.m_blendDst,
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tag.getDepthTest(), tag.getDepthWrite(),
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tag.getBackfaceCulling());
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if (!ret)
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Log.report(LogVisor::FatalError, "unable to build shader");
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if (fragPipeBlob.first)
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cachedSz += fragPipeBlob.first->GetBufferSize();
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if (fragPipeBlob.second)
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cachedSz += fragPipeBlob.second->GetBufferSize();
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returnFunc(ret);
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}
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if (vertBlob)
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cachedSz += vertBlob->GetBufferSize();
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ShaderCachedData dataOut(tag, cachedSz);
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Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
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w.writeUByte(m_backend.m_blendSrc);
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w.writeUByte(m_backend.m_blendDst);
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if (vertBlob)
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{
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w.writeUint32Big(vertBlob->GetBufferSize());
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w.writeUBytes((atUint8*)vertBlob->GetBufferPointer(), vertBlob->GetBufferSize());
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}
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else
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w.writeUint32Big(0);
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|
||||
for (const std::pair<ComPtr<ID3DBlob>, ComPtr<ID3DBlob>>& fragPipeBlob : fragPipeBlobs)
|
||||
{
|
||||
if (fragPipeBlob.first)
|
||||
{
|
||||
w.writeUint32Big(fragPipeBlob.first->GetBufferSize());
|
||||
w.writeUBytes((atUint8*)fragPipeBlob.first->GetBufferPointer(), fragPipeBlob.first->GetBufferSize());
|
||||
}
|
||||
else
|
||||
w.writeUint32Big(0);
|
||||
|
||||
if (fragPipeBlob.second)
|
||||
{
|
||||
w.writeUint32Big(fragPipeBlob.second->GetBufferSize());
|
||||
w.writeUBytes((atUint8*)fragPipeBlob.second->GetBufferPointer(), fragPipeBlob.second->GetBufferSize());
|
||||
}
|
||||
else
|
||||
w.writeUint32Big(0);
|
||||
}
|
||||
|
||||
return dataOut;
|
||||
}
|
||||
|
||||
void buildExtendedShaderFromCache(const ShaderCachedData& data,
|
||||
const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
|
||||
FReturnExtensionShader returnFunc)
|
||||
{
|
||||
const ShaderTag& tag = data.m_tag;
|
||||
Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
|
||||
boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
|
||||
boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
|
||||
|
||||
atUint32 vertSz = r.readUint32Big();
|
||||
ComPtr<ID3DBlob> vertBlob;
|
||||
if (vertSz)
|
||||
{
|
||||
D3DCreateBlobPROC(vertSz, &vertBlob);
|
||||
r.readUBytesToBuf(vertBlob->GetBufferPointer(), vertSz);
|
||||
}
|
||||
|
||||
for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
|
||||
{
|
||||
atUint32 fragSz = r.readUint32Big();
|
||||
ComPtr<ID3DBlob> fragBlob;
|
||||
if (fragSz)
|
||||
{
|
||||
D3DCreateBlobPROC(fragSz, &fragBlob);
|
||||
r.readUBytesToBuf(fragBlob->GetBufferPointer(), fragSz);
|
||||
}
|
||||
|
||||
atUint32 pipelineSz = r.readUint32Big();
|
||||
ComPtr<ID3DBlob> pipelineBlob;
|
||||
if (pipelineSz)
|
||||
{
|
||||
D3DCreateBlobPROC(pipelineSz, &pipelineBlob);
|
||||
r.readUBytesToBuf(pipelineBlob->GetBufferPointer(), pipelineSz);
|
||||
}
|
||||
|
||||
boo::IShaderPipeline* ret =
|
||||
m_gfxFactory->newShaderPipeline(nullptr, nullptr,
|
||||
vertBlob, fragBlob, pipelineBlob,
|
||||
tag.newVertexFormat(m_gfxFactory),
|
||||
blendSrc, blendDst,
|
||||
tag.getDepthTest(), tag.getDepthWrite(),
|
||||
tag.getBackfaceCulling());
|
||||
if (!ret)
|
||||
Log.report(LogVisor::FatalError, "unable to build shader");
|
||||
returnFunc(ret);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
IShaderBackendFactory* _NewHLSLBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
|
||||
{
|
||||
return new struct HLSLBackendFactory(gfxFactory);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue