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ShaderUtils.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace ShaderEditor
{
public class ShaderUtils
{
//static string myDLLPath = $"{System.Reflection.Assembly.GetEntryAssembly().Location}\\dlls\\FX2.dll";
[DllImport("dlls\\fx.dll", EntryPoint = "math_add", CallingConvention = CallingConvention.StdCall)]
static extern int Add(int a, int b);
[DllImport("dlls\\fx.dll", EntryPoint = "bytecode_to_asm", CallingConvention = CallingConvention.StdCall)]
//[return: MarshalAs(UnmanagedType.BStr)]
static extern int Disassemble(byte[] buf, int buflen, byte[] outShader, int[] newSize);
[DllImport("dlls\\fx.dll", EntryPoint = "asm_to_bytecode", CallingConvention = CallingConvention.StdCall)]
static extern int Assemble(string shader, uint shaderSize, byte[] pDestination, int[] DestSize, byte[] err, int[] errSize);
//[DllImport("dlls\\fx.dll", EntryPoint = "get_asm_shader_size", CallingConvention = CallingConvention.StdCall)]
//static extern int GetASMSize(string shader, uint shaderSize);
[DllImport("dlls\\fx.dll", EntryPoint = "hlsl_to_bytecode", CallingConvention = CallingConvention.StdCall)]
static extern int Compile(string shader, uint shaderSize, byte[] pDestination, int DestSize, string entryPoint, string profile);
[DllImport("dlls\\fx.dll", EntryPoint = "get_hlsl_shader_size", CallingConvention = CallingConvention.StdCall)]
static extern int GetHLSLSize(string shader, uint shaderSize, string entryPoint, string profile);
int CompileHLSL(string inShader, ref byte[] pDestination, string entryPoint, string profile)
{
int size = GetHLSLSize(inShader, (uint)inShader.Length, entryPoint, profile);
Array.Resize<byte>(ref pDestination, size);
return Compile(inShader, (uint)inShader.Length, pDestination, pDestination.Length, entryPoint, profile);
}
public static void DisassembleShader(byte[] inShader, ref string outShader)
{
byte[] outShaderAsByte = new byte[50000];
int[] newSize = new int[1];
Disassemble(inShader, inShader.Length, outShaderAsByte, newSize);
Array.Resize<byte>(ref outShaderAsByte, newSize[0]);
//char[] sss = Convert.ToChar;
//outShader = sss;
outShader = System.Text.Encoding.Default.GetString(outShaderAsByte);
}
public static int AssembleShader(string inShader, ref byte[] outShader)
{
//int size = GetASMSize(inShader, (uint)inShader.Length);
Array.Resize<byte>(ref outShader, 20000);
//if (size == 0) return 0;
byte[] error = new byte[500];
int[] newSize = new int[1];
int[] errorSize = new int[1];
int e = 0;
int result = Assemble(inShader, (uint)inShader.ToCharArray().Length, outShader, newSize, error, errorSize);
if (result == 1)
{
Array.Resize<byte>(ref outShader, newSize[0]);
return 1;
}
else
{
Array.Resize<byte>(ref error, errorSize[0]);
//throw new Exception(System.Text.Encoding.Default.GetString(error));
Console.WriteLine(System.Text.Encoding.Default.GetString(error));
Console.ReadKey();
return 0;
}
}
public static int BuildComments(ref byte[] outShader, Structures.SHADER_VARIABLE[] shader_var, Structures.VARIABLE[] globalVariables, Structures.VARIABLE[] localVariables)
{
Structures.VARIABLE[] allVar = globalVariables.Concat(localVariables).ToArray();
Structures.SM3 shader = new Structures.SM3();
MemoryStream stream = new MemoryStream(outShader);
BinaryReader br = new BinaryReader(stream);
shader.version.version1 = br.ReadByte();
shader.version.version2 = br.ReadByte();
shader.shaderType = br.ReadUInt16();
shader.bytecode = br.ReadBytes(outShader.Length - 4);
stream.Close();
br.Close();
// а теперь дополняем шейдер
shader._f4 = 65534;
shader.CTAB = 1111577667;
shader.comments._f0 = 28;
shader.comments.creator = "Shvab's Shader Editor";
shader.comments.version = shader.version;
shader.comments.shaderType = shader.shaderType;
shader.comments.paramCount = (uint)shader_var.Length;
shader.comments._f10 = 28;
shader.comments._f14 = 264;
if (shader.comments.shaderType != 65535) shader.comments.profile = $"vs_{shader.comments.version.version2}_{shader.comments.version.version1}";
else shader.comments.profile = $"ps_{shader.comments.version.version2}_{shader.comments.version.version1}";
shader.comments.variables = new Structures.SM3_COMMENTS_VARIABLE[shader.comments.paramCount];
for (int a = 0; a < shader.comments.paramCount; a++)
{
shader.comments.variables[a].name = shader_var[a].name;
shader.comments.variables[a].index = shader_var[a].index;
for (int b = 0; b < allVar.Length; b++)
{
if (allVar[b].name1 == shader.comments.variables[a].name)
{
if((allVar[b].type >= 2&& allVar[b].type <=5)|| (allVar[b].type >= 8 && allVar[b].type <= 9))
{
shader.comments.variables[a].registerType = 2;
if (allVar[b].type < 6)
{
shader.comments.variables[a].types.type1 = allVar[b].type == 2 ? (ushort)0 : (ushort)1;
shader.comments.variables[a].types.count2 = allVar[b].type == 2 ? (ushort)0 : (ushort)(allVar[b].type - 1);
shader.comments.variables[a].size = allVar[b].arrayCount > 0 ? (ushort)(1 * allVar[b].arrayCount) : (ushort)1;
}
else
{
shader.comments.variables[a].types.type1 = 2;
shader.comments.variables[a].types.count2 = (ushort)(allVar[b].type - 5);
shader.comments.variables[a].size = allVar[b].arrayCount > 0 ? (ushort)((allVar[b].type - 5) * allVar[b].arrayCount) : (ushort)(allVar[b].type - 5);
}
shader.comments.variables[a].types.type2 = 3;
shader.comments.variables[a].types.count1 = allVar[b].type < 6?(ushort)0: (ushort)(allVar[b].type - 5);
shader.comments.variables[a].types.arrayCount = allVar[b].arrayCount;
shader.comments.variables[a].types._fa = 0;
shader.comments.variables[a].types._fc = 0;
}
else if(allVar[b].type == 6)
{
shader.comments.variables[a].registerType = 3;
shader.comments.variables[a].types.type2 = 7;
shader.comments.variables[a].types.count1 = 0;
shader.comments.variables[a].types.arrayCount = 0;
shader.comments.variables[a].types._fa = 0;
shader.comments.variables[a].types._fc = 0;
shader.comments.variables[a].size = allVar[b].arrayCount > 0 ? (ushort)(1 * allVar[b].arrayCount) : (ushort)1;
}
else if (allVar[b].type == 7)
{
shader.comments.variables[a].registerType = 0;
shader.comments.variables[a].types.type2 = 1;
shader.comments.variables[a].types.count1 = 0;
shader.comments.variables[a].types.arrayCount = 0;
shader.comments.variables[a].types._fa = 0;
shader.comments.variables[a].types._fc = 0;
shader.comments.variables[a].size = allVar[b].arrayCount > 0 ? (ushort)(1 * allVar[b].arrayCount) : (ushort)1;
}
else if (allVar[b].type == 1)
{
shader.comments.variables[a].registerType = 2;
shader.comments.variables[a].types.type2 = 2;
shader.comments.variables[a].types.count1 = 0;
shader.comments.variables[a].types.arrayCount = 0;
shader.comments.variables[a].types._fa = 0;
shader.comments.variables[a].types._fc = 0;
shader.comments.variables[a].size = allVar[b].arrayCount > 0 ? (ushort)(1 * allVar[b].arrayCount) : (ushort)1;
}
}
}
shader.comments.variables[a]._f14 = 0;
}
byte[] values = new byte[(shader.comments.paramCount * 20) + 28];
byte[] trash = new byte[100* shader.comments.paramCount+100];
for (int a = 0; a < trash.Length; a++) trash[a] = 171;
uint posInValuesBuffer = 0;
uint posTrashBuffer = 0;
uint trashAlignVal = 4;
DataUtils.WriteValueToByteArray(ref values, shader.comments._f0, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, (int)(posTrashBuffer + values.Length), ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.creator, ref posTrashBuffer);
DataUtils.Align(ref posTrashBuffer, trashAlignVal);// aa
DataUtils.WriteValueToByteArray(ref values, shader.comments.version.version1, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments.version.version2, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments.shaderType, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments.paramCount, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments._f10, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments._f14, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, (int)(posTrashBuffer + values.Length), ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.profile, ref posTrashBuffer);
DataUtils.Align(ref posTrashBuffer, trashAlignVal);// aa
for (int a = 0; a < shader.comments.paramCount; a++)
{
DataUtils.WriteValueToByteArray(ref values, (int)(posTrashBuffer + values.Length), ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].name, ref posTrashBuffer);
DataUtils.Align(ref posTrashBuffer, trashAlignVal);// aa
DataUtils.WriteValueToByteArray(ref values, shader.comments.variables[a].registerType, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments.variables[a].index, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments.variables[a].size, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, shader.comments.variables[a]._f0a, ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref values, (int)(posTrashBuffer + values.Length), ref posInValuesBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types.type1, ref posTrashBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types.type2, ref posTrashBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types.count1, ref posTrashBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types.count2, ref posTrashBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types.arrayCount, ref posTrashBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types._fa, ref posTrashBuffer);
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types._fc, ref posTrashBuffer);//??
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types._fc, ref posTrashBuffer);//??
DataUtils.WriteValueToByteArray(ref trash, shader.comments.variables[a].types._fc, ref posTrashBuffer);//??
DataUtils.Align(ref posTrashBuffer, trashAlignVal);// aa
DataUtils.WriteValueToByteArray(ref values, shader.comments.variables[a]._f14, ref posInValuesBuffer);
}
DataUtils.Align(ref posTrashBuffer, 4);
Array.Resize<byte>(ref trash, (int)posTrashBuffer);
shader.bytecodePosition = (ushort)(((values.Length + trash.Length) / 4)+1);
outShader = new byte[values.Length + trash.Length + 12];
uint posInOutShader = 0;
DataUtils.WriteValueToByteArray(ref outShader, shader.version.version1, ref posInOutShader);
DataUtils.WriteValueToByteArray(ref outShader, shader.version.version2, ref posInOutShader);
DataUtils.WriteValueToByteArray(ref outShader, shader.shaderType, ref posInOutShader);
DataUtils.WriteValueToByteArray(ref outShader, shader._f4, ref posInOutShader);
DataUtils.WriteValueToByteArray(ref outShader, shader.bytecodePosition, ref posInOutShader);
DataUtils.WriteValueToByteArray(ref outShader, shader.CTAB, ref posInOutShader);
DataUtils.WriteToByteArray(ref outShader, values, ref posInOutShader);
DataUtils.WriteToByteArray(ref outShader, trash, ref posInOutShader);
Array.Resize<byte>(ref outShader, outShader.Length + shader.bytecode.Length);
DataUtils.WriteToByteArray(ref outShader, shader.bytecode, ref posInOutShader);
return 0;
//return Assemble(inShader, (uint)inShader.Length, outShader, size);
}
public static void CheckPlatform_IV(Structures.FXC_IV fxc)
/*
Проверяем первый шейдер fxc файла.
приоритет Xenon меньше, чем в PC, поэтому проверка не идеальная.
Проверка состоит из проверки 4-х байтов в начале шейдера, которые совпадают только в однаковых профилях и платформах
*/
{
int isPC = 0;
int isXenon = 0;
for (int a = 0; a < fxc.vertexFragmentCount; a++)
if (fxc.vertexFragmentCount > 0)
if (fxc.vertexFragment[0].shader[0] == 0x0 &&
fxc.vertexFragment[0].shader[1] == 0x3 &&
fxc.vertexFragment[0].shader[2] == 0xFE &&
fxc.vertexFragment[0].shader[3] == 0xFF)
isPC++;
else
if (fxc.vertexFragment[0].shader[0] == 0x10 &&
fxc.vertexFragment[0].shader[1] == 0x2A &&
fxc.vertexFragment[0].shader[2] == 0x11 &&
fxc.vertexFragment[0].shader[3] == 0x01)
throw new Exception("Unknown Shader");
for (int a = 0; a < fxc.pixelFragmentCount; a++)
if (fxc.pixelFragmentCount > 0)
if (fxc.pixelFragment[0].shader[0] == 0x0 &&
fxc.pixelFragment[0].shader[1] == 0x3 &&
fxc.pixelFragment[0].shader[2] == 0xFF &&
fxc.pixelFragment[0].shader[3] == 0xFF)
isPC++;
else
if (fxc.pixelFragment[0].shader[0] == 0x10 &&
fxc.pixelFragment[0].shader[1] == 0x2A &&
fxc.pixelFragment[0].shader[2] == 0x11 &&
fxc.pixelFragment[0].shader[3] == 0x00)
throw new Exception("Unknown Shader");
Settings.platform = (int)DataUtils.ePlatform.PC;
}
public static int CheckMagicMP3(BinaryReader br)
// проверка предназначена для проверки игры по шейдеру
// нужен стандартный v шейдер.
{
uint magic = br.ReadUInt32();
uint vertexFlags = br.ReadUInt32();
byte presetParamCount = br.ReadByte();
byte tempstringSize;
byte valueType;
string tempstring;
for (int a = 0; a < presetParamCount; a++)
{
tempstringSize = br.ReadByte();
br.ReadBytes(tempstringSize);
valueType = br.ReadByte();
switch (valueType)
{
case 0:
br.ReadInt32();
break;
case 1:
br.ReadSingle();
break;
case 2:
tempstringSize = br.ReadByte();
br.ReadBytes(tempstringSize);
break;
}
}
byte vsCount = br.ReadByte();
tempstring = DataUtils.ReadString(br);
br.BaseStream.Position = 0;
if (tempstring.Contains("NULL")) return 1;
else return 2;
}
public static void WriteShader(byte[] shader, string filePath)
// 0 - bytecode
// 1 - asm
{
if (!Directory.Exists($"{FileInfo.filePath}\\{FileInfo.baseFileName}"))
Directory.CreateDirectory($"{FileInfo.filePath}\\{FileInfo.baseFileName}");
string shader1 = "";
if (Settings.platform == (int)DataUtils.ePlatform.PC)
{
switch (Settings.shaderExportModePC)
{
case 0:
File.WriteAllBytes(filePath, shader);
break;
case 1:
// File.WriteAllText(filePath, shaderASM);
ShaderUtils.DisassembleShader(shader, ref shader1);
File.WriteAllText(filePath, shader1);
break;
}
}
//else
//{
// Settings.shaderExportModeXenon = 0;
// switch (Settings.shaderExportModeXenon)
// {
// case 0:
// File.WriteAllBytes(filePath, shader);
// break;
// case 1:
// //File.WriteAllText(filePath, Xenon.BytesToASM);
// break;
// }
//}
}
}
}