1 /** 2 Copyright (c) 2018 Clipsey (clipseypone@gmail.com) 3 4 Permission is hereby granted, free of charge, to any person or organization 5 obtaining a copy of the software and accompanying documentation covered by 6 this license (the "Software") to use, reproduce, display, distribute, 7 execute, and transmit the Software, and to prepare derivative works of the 8 Software, and to permit third-parties to whom the Software is furnished to 9 do so, all subject to the following: 10 11 The copyright notices in the Software and this entire statement, including 12 the above license grant, this restriction and the following disclaimer, 13 must be included in all copies of the Software, in whole or in part, and 14 all derivative works of the Software, unless such copies or derivative 15 works are solely in the form of machine-executable object code generated by 16 a source language processor. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 21 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 22 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 23 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 24 DEALINGS IN THE SOFTWARE. 25 */ 26 module ppc.backend.loaders.shader.psgl; 27 import ppc.backend.cfile; 28 import ppc.types.shader; 29 import ppc.backend.signatures; 30 /** 31 Polyplex Split GLSL 32 A simple GLSL format combining GLSL shaders in to one file. 33 */ 34 35 /// 36 void loadPSGL(MemFile file, Shader* shader) { 37 import std.stdio; 38 GLSLShader[ShaderType] shaderCode; 39 size_t index; 40 size_t length = file.length-WritableFileSigs.ShaderPSGL.length; 41 42 // Seek to data beginning 43 file.seek(&file, WritableFileSigs.ShaderPSGL.length, SeekStart); 44 while(index < length) { 45 ShaderType currentShaderType; 46 uint shaderLength; 47 ubyte[] shaderData; 48 49 // Read data into temp variables 50 index += file.read(¤tShaderType, ShaderType.sizeof, 1, &file); 51 index += file.read(&shaderLength, uint.sizeof, 1, &file); 52 53 // Ensure array is big enough 54 shaderData.length = shaderLength; 55 index += file.read(shaderData.ptr, ubyte.sizeof, shaderLength, &file); 56 57 shaderCode[currentShaderType] = GLSLShader(shaderData); 58 } 59 shader.shaders = shaderCode; 60 } 61 62 /// 63 ubyte[] savePSGL(Shader shader) { 64 ubyte[] oArr = new ubyte[1]; 65 MemFile mf = MemFile(oArr.ptr, oArr.length); 66 mf.write(WritableFileSigs.ShaderPSGL.ptr, ubyte.sizeof, WritableFileSigs.ShaderPSGL.length, &mf); 67 foreach(typ, shd; shader.shaders) { 68 69 // Enforce proper EOF. 70 ubyte[] code = shd.code; 71 if (typ != ShaderType.Compiled) { 72 if (code[$-2..$] != [0x0a, 0x00]) { 73 code ~= [0x0a, 0x00]; 74 } 75 } 76 77 // Write it down. 78 size_t len = code.length; 79 mf.write(&typ, ShaderType.sizeof, 1, &mf); 80 mf.write(&len, uint.sizeof, 1, &mf); 81 mf.write(code.ptr, ubyte.sizeof, len, &mf); 82 } 83 return mf.toArray(); 84 }