mojoshader_effects.c
changeset 1019 e8988ca01c6d
child 1021 cad933999680
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/mojoshader_effects.c	Sun May 22 03:32:10 2011 -0400
@@ -0,0 +1,374 @@
+/**
+ * MojoShader; generate shader programs from bytecode of compiled
+ *  Direct3D shaders.
+ *
+ * Please see the file LICENSE.txt in the source's root directory.
+ *
+ *  This file written by Ryan C. Gordon.
+ */
+
+#define __MOJOSHADER_INTERNAL__ 1
+#include "mojoshader_internal.h"
+
+
+static MOJOSHADER_effect MOJOSHADER_out_of_mem_effect = {
+    1, &MOJOSHADER_out_of_mem_error, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
+};
+
+static uint32 readui32(const uint8 **_ptr, uint32 *_len)
+{
+    uint32 retval = 0;
+    if (*_len < sizeof (retval))
+        *_len = 0;
+    else
+    {
+        const uint32 *ptr = (const uint32 *) *_ptr;
+        retval = SWAP32(*ptr);
+        *_ptr += sizeof (retval);
+        *_len -= sizeof (retval);
+    } // else
+    return retval;
+} // readui32
+
+// !!! FIXME: this is sort of a big, ugly function.
+const MOJOSHADER_effect *MOJOSHADER_parseEffect(const char *profile,
+                                                const unsigned char *buf,
+                                                const unsigned int _len,
+                                                const MOJOSHADER_swizzle *swiz,
+                                                const unsigned int swizcount,
+                                                MOJOSHADER_malloc m,
+                                                MOJOSHADER_free f,
+                                                void *d)
+{
+    if ( ((m == NULL) && (f != NULL)) || ((m != NULL) && (f == NULL)) )
+        return &MOJOSHADER_out_of_mem_effect;  // supply both or neither.
+
+    if (m == NULL) m = MOJOSHADER_internal_malloc;
+    if (f == NULL) f = MOJOSHADER_internal_free;
+
+    MOJOSHADER_effect *retval = m(sizeof (MOJOSHADER_effect), d);
+    if (retval == NULL)
+        return &MOJOSHADER_out_of_mem_effect;  // supply both or neither.
+    memset(retval, '\0', sizeof (*retval));
+
+    retval->malloc = m;
+    retval->free = f;
+    retval->malloc_data = d;
+
+    const uint8 *ptr = (const uint8 *) buf;
+    uint32 len = (uint32) _len;
+    size_t siz = 0;
+    int i, j, k;
+
+    if (len < 8)
+        goto parseEffect_unexpectedEOF;
+
+    if (readui32(&ptr, &len) != 0xFEFF0901) // !!! FIXME: is this always magic?
+        goto parseEffect_notAnEffectsFile;
+    else
+    {
+        const uint32 offset = readui32(&ptr, &len);
+        if (offset > len)
+            goto parseEffect_unexpectedEOF;
+        ptr += offset;
+        len -= offset;
+    } // else
+
+    // params...
+
+    if (len < 16)
+        goto parseEffect_unexpectedEOF;
+
+    const uint32 numparams = readui32(&ptr, &len);
+    const uint32 numtechniques = readui32(&ptr, &len);
+
+    readui32(&ptr, &len); // !!! FIXME: there are 8 unknown bytes here.
+    readui32(&ptr, &len);
+
+    for (i = 0; i < numparams; i++)
+    {
+        if (len < 16)
+            goto parseEffect_unexpectedEOF;
+
+        /*const uint32 startoffset = */ readui32(&ptr, &len);
+        /*const uint32 endoffset = */ readui32(&ptr, &len);
+        readui32(&ptr, &len);  // !!! FIXME: don't know what this is.
+        const uint32 numannos = readui32(&ptr, &len);
+        for (j = 0; j < numannos; j++)
+        {
+            if (len < 8)
+                goto parseEffect_unexpectedEOF;
+            // !!! FIXME: parse annotations.
+            readui32(&ptr, &len);
+            readui32(&ptr, &len);
+        } // for
+    } // for
+
+    uint32 numshaders = 0;  // we'll calculate this later.
+
+    // techniques...
+
+    if (numtechniques > 0)
+    {
+        siz = sizeof (MOJOSHADER_effectTechnique) * numtechniques;
+        retval->techniques = (MOJOSHADER_effectTechnique *) m(siz, d);
+        if (retval->techniques == NULL)
+            goto parseEffect_outOfMemory;
+        memset(retval->techniques, '\0', siz);
+
+        retval->technique_count = numtechniques;
+
+        for (i = 0; i < numtechniques; i++)
+        {
+            if (len < 12)
+                goto parseEffect_unexpectedEOF;
+            
+            MOJOSHADER_effectTechnique *technique = &retval->techniques[i];
+
+            // !!! FIXME: is this always 12?
+            const uint32 nameoffset = readui32(&ptr, &len) + 12;
+            readui32(&ptr, &len);  // !!! FIXME: don't know what this field does.
+            const uint32 numpasses = readui32(&ptr, &len);
+
+            if (nameoffset >= _len)
+                goto parseEffect_unexpectedEOF;
+
+            if (numpasses > 0)
+            {
+                // !!! FIXME: verify this doesn't go past EOF looking for a null.
+                siz = strlen(((const char *) buf) + nameoffset) + 1;
+                technique->name = (char *) m(siz, d);
+                if (technique->name == NULL)
+                    goto parseEffect_outOfMemory;
+                strcpy((char *) technique->name, ((const char *) buf) + nameoffset);
+
+                technique->pass_count = numpasses;
+
+                siz = sizeof (MOJOSHADER_effectPass) * numpasses;
+                technique->passes = (MOJOSHADER_effectPass *) m(siz, d);
+                if (technique->passes == NULL)
+                    goto parseEffect_outOfMemory;
+                memset(technique->passes, '\0', siz);
+
+                for (j = 0; j < numpasses; j++)
+                {
+                    if (len < 12)
+                        goto parseEffect_unexpectedEOF;
+
+                    MOJOSHADER_effectPass *pass = &technique->passes[j];
+
+                    // !!! FIXME: is this always 12?
+                    const uint32 passnameoffset = readui32(&ptr, &len) + 12;
+                    readui32(&ptr, &len);  // !!! FIXME: don't know what this field does.
+                    const uint32 numstates = readui32(&ptr, &len);
+
+                    if (passnameoffset >= _len)
+                        goto parseEffect_unexpectedEOF;
+
+                    // !!! FIXME: verify this doesn't go past EOF looking for a null.
+                    siz = strlen(((const char *) buf) + passnameoffset) + 1;
+                    pass->name = (char *) m(siz, d);
+                    if (pass->name == NULL)
+                        goto parseEffect_outOfMemory;
+                    strcpy((char *) pass->name, ((const char *) buf) + passnameoffset);
+
+                    if (numstates > 0)
+                    {
+                        pass->state_count = numstates;
+
+                        siz = sizeof (MOJOSHADER_effectState) * numstates;
+                        pass->states = (MOJOSHADER_effectState *) m(siz, d);
+                        if (pass->states == NULL)
+                            goto parseEffect_outOfMemory;
+                        memset(pass->states, '\0', siz);
+
+                        for (k = 0; k < numstates; k++)
+                        {
+                            if (len < 16)
+                                goto parseEffect_unexpectedEOF;
+
+                            MOJOSHADER_effectState *state = &pass->states[k];
+                            const uint32 type = readui32(&ptr, &len);
+                            readui32(&ptr, &len);  // !!! FIXME: don't know what this field does.
+                            /*const uint32 offsetend = */ readui32(&ptr, &len);
+                            /*const uint32 offsetstart = */ readui32(&ptr, &len);
+                            state->type = type;
+
+                            if ((type == 0x92) || (type == 0x93))
+                                numshaders++;
+                        } // for
+                    } // if
+                } // for
+            } // if
+        } // for
+    } // if
+
+    // textures...
+
+    if (len < 8)
+        goto parseEffect_unexpectedEOF;
+
+    const int numtextures = readui32(&ptr, &len);
+    const int numobjects = readui32(&ptr, &len);  // !!! FIXME: "objects" for lack of a better word.
+
+    if (numtextures > 0)
+    {
+        siz = sizeof (MOJOSHADER_effectTexture) * numtextures;
+        retval->textures = m(siz, d);
+        if (retval->textures == NULL)
+            goto parseEffect_outOfMemory;
+        memset(retval->textures, '\0', siz);
+
+        for (i = 0; i < numtextures; i++)
+        {
+            if (len < 8)
+                goto parseEffect_unexpectedEOF;
+
+            MOJOSHADER_effectTexture *texture = &retval->textures[i];
+            const uint32 texparam = readui32(&ptr, &len);
+            const uint32 texsize = readui32(&ptr, &len);
+            // apparently texsize will pad out to 32 bits.
+            const uint32 readsize = (((texsize + 3) / 4) * 4);
+            if (len < readsize)
+                goto parseEffect_unexpectedEOF;
+
+            texture->param = texparam;
+            char *str = m(texsize + 1, d);
+            if (str == NULL)
+                goto parseEffect_outOfMemory;
+            memcpy(str, ptr, texsize);
+            str[texsize] = '\0';
+            texture->name = str;
+
+            ptr += readsize;
+            len -= readsize;
+        } // for
+    } // if
+
+    // shaders...
+
+    if (numshaders > 0)
+    {
+        siz = sizeof (MOJOSHADER_effectShader) * numshaders;
+        retval->shaders = (MOJOSHADER_effectShader *) m(siz, d);
+        if (retval->shaders == NULL)
+            goto parseEffect_outOfMemory;
+        memset(retval->shaders, '\0', siz);
+
+        retval->shader_count = numshaders;
+
+        // !!! FIXME: I wonder if we should pull these from offsets and not
+        // !!! FIXME:  count on them all being in a line like this.
+        for (i = 0; i < numshaders; i++)
+        {
+            if (len < 24)
+                goto parseEffect_unexpectedEOF;
+
+            MOJOSHADER_effectShader *shader = &retval->shaders[i];
+            const uint32 technique = readui32(&ptr, &len);
+            const uint32 pass = readui32(&ptr, &len);
+            readui32(&ptr, &len);  // !!! FIXME: don't know what this does.
+            readui32(&ptr, &len);  // !!! FIXME: don't know what this does (vertex/pixel/geometry?)
+            readui32(&ptr, &len);  // !!! FIXME: don't know what this does.
+            const uint32 shadersize = readui32(&ptr, &len);
+
+            if (len < shadersize)
+                goto parseEffect_unexpectedEOF;
+
+            shader->technique = technique;
+            shader->pass = pass;
+            shader->shader = MOJOSHADER_parse(profile, ptr, shadersize,
+                                              swiz, swizcount, m, f, d);
+
+            // !!! FIXME: check for errors.
+
+            ptr += shadersize;
+            len -= shadersize;
+        } // for
+    } // if
+
+    // !!! FIXME: we parse this, but don't expose the data, yet.
+    // mappings ...
+    assert(numshaders <= numobjects);
+    const uint32 nummappings = numobjects - numshaders;
+    if (nummappings > 0)
+    {
+        for (i = 0; i < nummappings; i++)
+        {
+            if (len < 24)
+                goto parseEffect_unexpectedEOF;
+
+            /*const uint32 magic = */ readui32(&ptr, &len);
+            /*const uint32 index = */ readui32(&ptr, &len);
+            readui32(&ptr, &len);  // !!! FIXME: what is this field?
+            readui32(&ptr, &len);  // !!! FIXME: what is this field?
+            /*const uint32 type = */ readui32(&ptr, &len);
+            const uint32 mapsize = readui32(&ptr, &len);
+            if (mapsize > 0)
+            {
+                const uint32 readsize = (((mapsize + 3) / 4) * 4);
+                if (len < readsize)
+                    goto parseEffect_unexpectedEOF;
+            } // if
+        } // for
+    } // if
+
+    retval->profile = (char *) m(strlen(profile) + 1, d);
+    if (retval->profile == NULL)
+        goto parseEffect_outOfMemory;
+    strcpy((char *) retval->profile, profile);
+
+    return retval;
+
+
+// !!! FIXME: do something with this.
+parseEffect_notAnEffectsFile:
+parseEffect_unexpectedEOF:
+parseEffect_outOfMemory:
+    MOJOSHADER_freeEffect(retval);
+    return &MOJOSHADER_out_of_mem_effect;
+} // MOJOSHADER_parseEffect
+
+
+void MOJOSHADER_freeEffect(const MOJOSHADER_effect *_effect)
+{
+    MOJOSHADER_effect *effect = (MOJOSHADER_effect *) _effect;
+    if ((effect == NULL) || (effect == &MOJOSHADER_out_of_mem_effect))
+        return;  // no-op.
+
+    MOJOSHADER_free f = effect->free;
+    void *d = effect->malloc_data;
+    int i, j;
+
+    for (i = 0; i < effect->error_count; i++)
+    {
+        f((void *) effect->errors[i].error, d);
+        f((void *) effect->errors[i].filename, d);
+    } // for
+    f((void *) effect->errors, d);
+
+    f((void *) effect->profile, d);
+
+    for (i = 0; i < effect->technique_count; i++)
+    {
+        MOJOSHADER_effectTechnique *technique = &effect->techniques[i];
+        for (j = 0; j < technique->pass_count; j++)
+            f(technique->passes[j].states, d);
+        f(technique->passes, d);
+    } // for
+
+    f(effect->techniques, d);
+
+    for (i = 0; i < effect->texture_count; i++)
+        f((void *) effect->textures[i].name, d);
+    f(effect->textures, d);
+
+    for (i = 0; i < effect->shader_count; i++)
+        MOJOSHADER_freeParseData(effect->shaders[i].shader);
+    f(effect->shaders, d);
+
+    f(effect, d);
+} // MOJOSHADER_freeEffect
+
+// end of mojoshader_effects.c ...
+