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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-04-21 10:58:44 +00:00

chore: remove vkd3d shader compilation

* It does not produce usable output for DirectX unfortunately
This commit is contained in:
Jan Laupetin
2026-04-03 14:01:06 +02:00
parent 273ea0ae30
commit 4801b59b2c

View File

@@ -11,136 +11,15 @@
#include <utility>
#ifdef _WIN32
#include <Windows.h>
#else
#include <dlfcn.h>
#include <d3dcompiler.h>
#endif
namespace
{
// The types based on vkd3d which is licensed under the
// GNU Lesser General Public License as published by the Free Software Foundation
// All types are prefixed with OAT_ to not cause conflicts as the original definition may be included
// depending on the platform.
// Types were duplicated to be available on any platform and to not require the corresponding library
// to be installed
typedef int OAT_HRESULT;
#define OAT_SUCCEEDED(hr) ((OAT_HRESULT)(hr) >= 0)
#define OAT_FAILED(hr) ((OAT_HRESULT)(hr) < 0)
typedef unsigned int OAT_ULONG;
typedef unsigned long OAT_ULONG_PTR;
typedef OAT_ULONG_PTR OAT_SIZE_T;
#define OAT_HRESULT_TYPEDEF(x) ((OAT_HRESULT)x)
#define OAT_S_OK OAT_HRESULT_TYPEDEF(0)
#define OAT_S_FALSE OAT_HRESULT_TYPEDEF(1)
#define OAT_E_FAIL OAT_HRESULT_TYPEDEF(0x80004005)
#define OAT_D3DCOMPILE_DEBUG 0x00000001
#define OAT_D3DCOMPILE_SKIP_VALIDATION 0x00000002
#define OAT_D3DCOMPILE_SKIP_OPTIMIZATION 0x00000004
#define OAT_D3DCOMPILE_PACK_MATRIX_ROW_MAJOR 0x00000008
#define OAT_D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR 0x00000010
#define OAT_D3DCOMPILE_PARTIAL_PRECISION 0x00000020
#define OAT_D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT 0x00000040
#define OAT_D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT 0x00000080
#define OAT_D3DCOMPILE_NO_PRESHADER 0x00000100
#define OAT_D3DCOMPILE_AVOID_FLOW_CONTROL 0x00000200
#define OAT_D3DCOMPILE_PREFER_FLOW_CONTROL 0x00000400
#define OAT_D3DCOMPILE_ENABLE_STRICTNESS 0x00000800
#define OAT_D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY 0x00001000
#define OAT_D3DCOMPILE_IEEE_STRICTNESS 0x00002000
#define OAT_D3DCOMPILE_OPTIMIZATION_LEVEL0 0x00004000
#define OAT_D3DCOMPILE_OPTIMIZATION_LEVEL1 0x00000000
#define OAT_D3DCOMPILE_OPTIMIZATION_LEVEL2 0x0000c000
#define OAT_D3DCOMPILE_OPTIMIZATION_LEVEL3 0x00008000
#define OAT_D3DCOMPILE_RESERVED16 0x00010000
#define OAT_D3DCOMPILE_RESERVED17 0x00020000
#define OAT_D3DCOMPILE_WARNINGS_ARE_ERRORS 0x00040000
#define OAT_D3DCOMPILE_RESOURCES_MAY_ALIAS 0x00080000
#define OAT_D3DCOMPILE_ENABLE_UNBOUNDED_DESCRIPTOR_TABLES 0x00100000
#define OAT_D3DCOMPILE_ALL_RESOURCES_BOUND 0x00200000
#define OAT_D3DCOMPILE_DEBUG_NAME_FOR_SOURCE 0x00400000
#define OAT_D3DCOMPILE_DEBUG_NAME_FOR_BINARY 0x00800000
#ifndef _WIN32
#ifdef __x86_64__
#define __stdcall __attribute__((ms_abi))
#else
#if (__GNUC__ > 4) || ((__GNUC__ == 4) && (__GNUC_MINOR__ >= 2)) || defined(__APPLE__)
#define __stdcall __attribute__((__stdcall__)) __attribute__((__force_align_arg_pointer__))
#else
#define __stdcall __attribute__((__stdcall__))
#endif
#endif
#endif
#define STDMETHODCALLTYPE __stdcall
enum OAT_D3D_INCLUDE_TYPE : uint32_t
{
OAT_D3D_INCLUDE_LOCAL = 0,
OAT_D3D_INCLUDE_SYSTEM = 1
};
struct OAT_ID3DInclude
{
// clang-format off
virtual OAT_HRESULT STDMETHODCALLTYPE Open(OAT_D3D_INCLUDE_TYPE includeType, const char* fileName, const void* parentData, const void** data, unsigned int* size) = 0;
virtual OAT_HRESULT STDMETHODCALLTYPE Close(const void* data) = 0;
// clang-format on
};
struct OAT_GUID
{
unsigned int Data1;
unsigned short Data2;
unsigned short Data3;
unsigned char Data4[8];
};
typedef OAT_GUID OAT_IID;
struct OAT_IUnknown
{
virtual OAT_HRESULT STDMETHODCALLTYPE QueryInterface(const OAT_IID& riid, void** object) = 0;
virtual OAT_ULONG STDMETHODCALLTYPE AddRef() = 0;
virtual OAT_ULONG STDMETHODCALLTYPE Release() = 0;
};
struct OAT_ID3DBlob : OAT_IUnknown
{
virtual void* STDMETHODCALLTYPE GetBufferPointer() = 0;
virtual OAT_SIZE_T STDMETHODCALLTYPE GetBufferSize() = 0;
};
struct OAT_D3D_SHADER_MACRO
{
const char* Name;
const char* Definition;
};
typedef OAT_HRESULT(STDMETHODCALLTYPE* D3DCompile_t)(const void* data,
OAT_SIZE_T dataSize,
const char* filename,
const OAT_D3D_SHADER_MACRO* defines,
OAT_ID3DInclude* include,
const char* entrypoint,
const char* target,
unsigned int flags,
unsigned int effectFlags,
OAT_ID3DBlob** shader,
OAT_ID3DBlob** errorMessages);
#ifdef _WIN32
constexpr size_t MAX_SHADER_SIZE = 0x1900000u;
class ShaderIncludeHandler : public OAT_ID3DInclude
class ShaderIncludeHandler : public ID3DInclude
{
public:
explicit ShaderIncludeHandler(ISearchPath& searchPath)
@@ -148,18 +27,17 @@ namespace
{
}
OAT_HRESULT
STDMETHODCALLTYPE Open(OAT_D3D_INCLUDE_TYPE includeType, const char* fileName, const void* parentData, const void** data, unsigned int* size) override
HRESULT __stdcall Open(D3D_INCLUDE_TYPE includeType, const char* fileName, const void* parentData, const void** data, unsigned int* size) override
{
const auto fullFileName = shader::GetSourceFileNameForShaderAssetName(fileName);
auto file = m_search_path.Open(fullFileName);
if (!file.IsOpen() || file.m_length <= 0)
return OAT_E_FAIL;
return E_FAIL;
if (std::cmp_greater(file.m_length, MAX_SHADER_SIZE))
{
con::error("Invalid shader source \"{}\": File too big: {}\n", fileName, file.m_length);
return OAT_E_FAIL;
return E_FAIL;
}
const auto shaderSize = static_cast<size_t>(file.m_length);
@@ -172,21 +50,21 @@ namespace
m_file_buffers_in_use.push_back(std::move(shaderData));
return OAT_S_OK;
return S_OK;
}
OAT_HRESULT STDMETHODCALLTYPE Close(const void* data) override
HRESULT STDMETHODCALLTYPE Close(const void* data) override
{
for (auto i = m_file_buffers_in_use.begin(); i != m_file_buffers_in_use.end(); ++i)
{
if (i->get() == data)
{
m_file_buffers_in_use.erase(i);
return OAT_S_OK;
return S_OK;
}
}
return OAT_E_FAIL;
return E_FAIL;
}
private:
@@ -196,28 +74,21 @@ namespace
bool initialized = false;
bool compilationAvailable = false;
D3DCompile_t d3dCompile = nullptr;
pD3DCompile d3dCompile = nullptr;
void PrintInitializationFailedMessage()
{
#ifdef _WIN32
con::warn("Could not initialize shader compilation. Make sure DirectX is installed on your machine if you want to make use of it.");
#else
#ifdef ARCH_x86
#define REQUIRED_VKD3D "lib32-vkd3d"
#else
#define REQUIRED_VKD3D "vkd3d"
#endif
con::warn("Could not initialize shader compilation. Make sure " REQUIRED_VKD3D " is installed if you want to make use of it.");
#endif
}
#endif
void InitializeShaderCompilation()
{
#ifdef _WIN32
initialized = true;
#ifdef _WIN32
const auto d3dCompiler = LoadLibraryA("D3DCOMPILER_47.dll");
const auto d3dCompiler = LoadLibraryA("d3dcompiler_47.dll");
if (!d3dCompiler)
{
PrintInitializationFailedMessage();
@@ -231,24 +102,7 @@ namespace
return;
}
d3dCompile = reinterpret_cast<D3DCompile_t>(d3dCompileAddress);
compilationAvailable = true;
#else
const auto libvkd3dUtils = dlopen("libvkd3d-utils.so", RTLD_NOW);
if (!libvkd3dUtils)
{
PrintInitializationFailedMessage();
return;
}
const auto d3dCompileAddress = dlsym(libvkd3dUtils, "D3DCompile");
if (!d3dCompileAddress)
{
PrintInitializationFailedMessage();
return;
}
d3dCompile = reinterpret_cast<D3DCompile_t>(d3dCompileAddress);
d3dCompile = reinterpret_cast<pD3DCompile>(d3dCompileAddress);
compilationAvailable = true;
#endif
}
@@ -258,10 +112,14 @@ namespace shader
{
bool ShaderCompilationAvailable()
{
#ifdef _WIN32
if (!initialized)
InitializeShaderCompilation();
return compilationAvailable;
#else
return false;
#endif
}
result::Expected<std::optional<CompiledShader>, std::string> CompileShader(const std::string& shaderFile,
@@ -271,6 +129,7 @@ namespace shader
ISearchPath& searchPath,
MemoryManager& memory)
{
#ifdef _WIN32
if (!initialized)
InitializeShaderCompilation();
if (!compilationAvailable)
@@ -289,16 +148,16 @@ namespace shader
file.m_stream->read(shaderData.get(), static_cast<std::streamsize>(shaderSize));
file.m_stream.reset();
unsigned shaderFlags = OAT_D3DCOMPILE_OPTIMIZATION_LEVEL1;
unsigned shaderFlags = D3DCOMPILE_OPTIMIZATION_LEVEL1;
if (debug)
shaderFlags |= OAT_D3DCOMPILE_DEBUG;
shaderFlags |= D3DCOMPILE_DEBUG;
ShaderIncludeHandler shaderIncluder(searchPath);
OAT_ID3DBlob* shaderBlob = nullptr;
OAT_ID3DBlob* errorBlob = nullptr;
ID3DBlob* shaderBlob = nullptr;
ID3DBlob* errorBlob = nullptr;
const auto errorCode = d3dCompile(shaderData.get(),
static_cast<OAT_SIZE_T>(shaderSize),
static_cast<SIZE_T>(shaderSize),
fileName.c_str(),
nullptr,
&shaderIncluder,
@@ -309,7 +168,7 @@ namespace shader
&shaderBlob,
&errorBlob);
if (OAT_FAILED(errorCode))
if (FAILED(errorCode))
{
std::string errorMessage;
@@ -339,5 +198,8 @@ namespace shader
.m_shader_bin = assetShaderBuffer,
.m_shader_size = shaderBlobSize,
});
#else
return result::Unexpected<std::string>("Shader compilation unavailable");
#endif
}
} // namespace shader