237 lines
6.9 KiB
C++
237 lines
6.9 KiB
C++
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "d3d11-subsystem.hpp"
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#include "d3d11-shaderprocessor.hpp"
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#include <sstream>
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using namespace std;
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static const char *semanticInputNames[] =
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{"POSITION", "NORMAL", "COLOR", "TANGENT", "TEXCOORD"};
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static const char *semanticOutputNames[] =
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{"SV_Position", "NORMAL", "COLOR", "TANGENT", "TEXCOORD"};
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static const char *ConvertSemanticName(const char *name)
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{
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const size_t num = sizeof(semanticInputNames) / sizeof(const char*);
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for (size_t i = 0; i < num; i++) {
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if (strcmp(name, semanticInputNames[i]) == 0)
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return semanticOutputNames[i];
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}
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throw "Unknown Semantic Name";
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}
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static void GetSemanticInfo(shader_var *var, const char *&name,
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uint32_t &index)
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{
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const char *mapping = var->mapping;
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const char *indexStr = mapping;
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while (*indexStr && !isdigit(*indexStr))
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indexStr++;
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index = (*indexStr) ? strtol(indexStr, NULL, 10) : 0;
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string nameStr;
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nameStr.assign(mapping, indexStr-mapping);
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name = ConvertSemanticName(nameStr.c_str());
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}
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static void AddInputLayoutVar(shader_var *var,
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vector<D3D11_INPUT_ELEMENT_DESC> &layout)
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{
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D3D11_INPUT_ELEMENT_DESC ied;
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const char *semanticName;
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uint32_t semanticIndex;
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GetSemanticInfo(var, semanticName, semanticIndex);
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memset(&ied, 0, sizeof(ied));
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ied.SemanticName = semanticName;
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ied.SemanticIndex = semanticIndex;
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ied.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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if (strcmp(var->mapping, "COLOR") == 0) {
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ied.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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} else if (strcmp(var->mapping, "POSITION") == 0 ||
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strcmp(var->mapping, "NORMAL") == 0 ||
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strcmp(var->mapping, "TANGENT") == 0) {
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ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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} else if (astrcmp_n(var->mapping, "TEXCOORD", 8) == 0) {
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/* type is always a 'float' type */
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switch (var->type[5]) {
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case 0: ied.Format = DXGI_FORMAT_R32_FLOAT; break;
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case '2': ied.Format = DXGI_FORMAT_R32G32_FLOAT; break;
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case '3':
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case '4': ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
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}
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}
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layout.push_back(ied);
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}
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static inline bool SetSlot(vector<D3D11_INPUT_ELEMENT_DESC> &layout,
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const char *name, uint32_t index, uint32_t &slotIdx)
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{
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for (size_t i = 0; i < layout.size(); i++) {
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D3D11_INPUT_ELEMENT_DESC &input = layout[i];
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if (input.SemanticIndex == index &&
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strcmpi(input.SemanticName, name) == 0) {
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layout[i].InputSlot = slotIdx++;
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return true;
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}
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}
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return false;
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}
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static void BuildInputLayoutFromVars(shader_parser *parser, darray *vars,
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vector<D3D11_INPUT_ELEMENT_DESC> &layout)
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{
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shader_var *array = (shader_var*)vars->array;
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for (size_t i = 0; i < vars->num; i++) {
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shader_var *var = array+i;
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if (var->mapping) {
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AddInputLayoutVar(var, layout);
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} else {
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shader_struct *st = shader_parser_getstruct(parser,
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var->type);
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if (st)
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BuildInputLayoutFromVars(parser, &st->vars.da,
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layout);
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}
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}
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/*
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* Sets the input slot value for each semantic, however we do it in
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* a specific order so that it will always match the vertex buffer's
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* sub-buffer order (points-> normals-> colors-> tangents-> uvcoords)
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*/
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uint32_t slot = 0;
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SetSlot(layout, "SV_Position", 0, slot);
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SetSlot(layout, "NORMAL", 0, slot);
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SetSlot(layout, "COLOR", 0, slot);
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SetSlot(layout, "TANGENT", 0, slot);
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uint32_t index = 0;
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while (SetSlot(layout, "TEXCOORD", index++, slot));
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}
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void ShaderProcessor::BuildInputLayout(
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vector<D3D11_INPUT_ELEMENT_DESC> &layout)
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{
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shader_func *func = shader_parser_getfunc(&parser, "main");
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if (!func)
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throw "Failed to find 'main' shader function";
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BuildInputLayoutFromVars(&parser, &func->params.da, layout);
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}
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gs_shader_param::gs_shader_param(shader_var &var, uint32_t &texCounter)
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: name (var.name),
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type (get_shader_param_type(var.type)),
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textureID (texCounter),
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arrayCount (var.array_count),
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changed (false)
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{
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defaultValue.resize(var.default_val.num);
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memcpy(defaultValue.data(), var.default_val.array, var.default_val.num);
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if (type == GS_SHADER_PARAM_TEXTURE)
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texCounter++;
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else
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textureID = 0;
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}
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static inline void AddParam(shader_var &var, vector<gs_shader_param> ¶ms,
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uint32_t &texCounter)
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{
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if (var.var_type != SHADER_VAR_UNIFORM ||
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strcmp(var.type, "sampler") == 0)
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return;
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params.push_back(gs_shader_param(var, texCounter));
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}
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void ShaderProcessor::BuildParams(vector<gs_shader_param> ¶ms)
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{
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uint32_t texCounter = 0;
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for (size_t i = 0; i < parser.params.num; i++)
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AddParam(parser.params.array[i], params, texCounter);
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}
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static inline void AddSampler(gs_device_t *device, shader_sampler &sampler,
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vector<unique_ptr<ShaderSampler>> &samplers)
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{
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gs_sampler_info si;
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shader_sampler_convert(&sampler, &si);
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samplers.emplace_back(new ShaderSampler(sampler.name, device, &si));
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}
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void ShaderProcessor::BuildSamplers(vector<unique_ptr<ShaderSampler>> &samplers)
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{
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for (size_t i = 0; i < parser.samplers.num; i++)
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AddSampler(device, parser.samplers.array[i], samplers);
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}
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void ShaderProcessor::BuildString(string &outputString)
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{
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stringstream output;
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cf_token *token = cf_preprocessor_get_tokens(&parser.cfp.pp);
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while (token->type != CFTOKEN_NONE) {
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/* cheaply just replace specific tokens */
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if (strref_cmp(&token->str, "POSITION") == 0)
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output << "SV_Position";
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else if (strref_cmp(&token->str, "TARGET") == 0)
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output << "SV_Target";
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else if (strref_cmp(&token->str, "texture2d") == 0)
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output << "Texture2D";
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else if (strref_cmp(&token->str, "texture3d") == 0)
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output << "Texture3D";
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else if (strref_cmp(&token->str, "texture_cube") == 0)
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output << "TextureCube";
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else if (strref_cmp(&token->str, "texture_rect") == 0)
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throw "texture_rect is not supported in D3D";
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else if (strref_cmp(&token->str, "sampler_state") == 0)
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output << "SamplerState";
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else
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output.write(token->str.array, token->str.len);
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token++;
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}
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outputString = move(output.str());
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}
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void ShaderProcessor::Process(const char *shader_string, const char *file)
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{
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bool success = shader_parse(&parser, shader_string, file);
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char *str = shader_parser_geterrors(&parser);
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if (str) {
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blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
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bfree(str);
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}
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if (!success)
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throw "Failed to parse shader";
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}
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