Initial work on parsing binary Effects files.
/**
* 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 ...