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https://github.com/doitsujin/dxvk.git
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d424fb87aa
Makes compiling SM5.1 shaders for D3D12 a bit less painful.
65 lines
1.7 KiB
C++
65 lines
1.7 KiB
C++
#include <cstring>
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#include <fstream>
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#include <vector>
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#include <d3dcompiler.h>
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#include <shellapi.h>
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#include <windows.h>
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#include <windowsx.h>
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#include "../test_utils.h"
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using namespace dxvk;
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int WINAPI WinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow) {
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int argc = 0;
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LPWSTR* argv = CommandLineToArgvW(
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GetCommandLineW(), &argc);
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if (argc < 5) {
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std::cerr << "Usage: hlsl-compiler target entrypoint input.hlsl output.dxbc" << std::endl;
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return 1;
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}
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const LPWSTR target = argv[1];
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const LPWSTR entryPoint = argv[2];
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const LPWSTR inputFile = argv[3];
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const LPWSTR outputFile = argv[4];
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std::ifstream ifile(str::fromws(inputFile), std::ios::binary);
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ifile.ignore(std::numeric_limits<std::streamsize>::max());
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std::streamsize length = ifile.gcount();
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ifile.clear();
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ifile.seekg(0, std::ios_base::beg);
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std::vector<char> hlslCode(length);
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ifile.read(hlslCode.data(), length);
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Com<ID3DBlob> binary;
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Com<ID3DBlob> errors;
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HRESULT hr = D3DCompile(
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hlslCode.data(),
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hlslCode.size(),
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"Shader", nullptr, nullptr,
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str::fromws(entryPoint).c_str(),
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str::fromws(target).c_str(),
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D3DCOMPILE_OPTIMIZATION_LEVEL3 |
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D3DCOMPILE_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES,
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0, &binary, &errors);
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if (FAILED(hr)) {
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if (errors != nullptr)
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std::cerr << reinterpret_cast<const char*>(errors->GetBufferPointer()) << std::endl;
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return 1;
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}
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std::ofstream outputStream(str::fromws(outputFile), std::ios::binary | std::ios::trunc);
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outputStream.write(reinterpret_cast<const char*>(binary->GetBufferPointer()), binary->GetBufferSize());
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return 0;
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}
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