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#[allow(unused_imports)] use crate::*;
#[allow(unused_imports)] use crate::d3d::*;
use winapi::shared::basetsd::*;
use winapi::shared::guiddef::*;
use winapi::shared::minwindef::*;
use winapi::shared::ntdef::*;
use winapi::um::d3dcommon::*;
use winapi::um::d3dcompiler::*;
use winapi::um::d3d11shader::*;
/// ### Usage
/// ```no_compile
/// fn_context_dll!(d3d::Compiler::compile => self.D3DCompile);
/// ```
macro_rules! fn_context_dll {
( $thindx:path => $self:ident . $directx:ident ) => {
fn_context!($thindx => $directx);
#[allow(non_snake_case, unused_variables)]
let $directx = $self.$directx.ok_or(fn_error!(THINERR::MISSING_DLL_EXPORT))?;
};
}
mod constructors; pub use constructors::*;
mod compile_; pub use compile_::*;
mod archive; pub use archive::*;
mod parts; pub use parts::*;
mod reflection; pub use reflection::*;
mod debugging; pub use debugging::*;
mod blobs; pub use blobs::*;
mod d3d11_methods; pub use d3d11_methods::*;
/// Lazily-loaded `d3dcompiler_NN.dll`
///
/// **[Constructors](#constructors)**<br>
/// [new](Compiler::load_system)(version: [u32]) -> Result<[Compiler]><br>
///
/// **[Compile & Preprocess HLSL to Bytecode](#compile)**<br>
/// [compile_from_file](Compiler::compile_from_file)(...) - compile hlsl to bytecode<br>
/// [compile](Compiler::compile)(...) - compile hlsl to bytecode<br>
/// [compile2](Compiler::compile2)(...) - compile hlsl to bytecode<br>
/// [preprocess](Compiler::preprocess)(...) - preprocess HLSL `#include`s and `#define`s<br>
///
/// **[Manipulate Bytecode Archives](#archive)**<br>
/// [compress_shaders](Compiler::compress_shaders)(...) - compress hlsl or bytecode<br>
/// [decompress_shaders](Compiler::decompress_shaders)(...) - decompress shaders<br>
/// [decompress_shaders_inplace](Compiler::decompress_shaders_inplace)(...) - decompress shaders without allocating<br>
/// [decompress_shaders_count](Compiler::decompress_shaders_count)(...) - get the number of shaders in a compressed archive<br>
///
/// **[Manipulate Bytecode by BlobPart](#parts)**<br>
/// [get_blob_part](Compiler::get_blob_part)(...) - read a [BlobPart] of a shader bytecode blob<br>
/// [get_debug_info](Compiler::get_debug_info)(...) - read [BlobPart::DebugInfo] of a shader bytecode blob<br>
/// [get_input_and_output_signature_blob](Compiler::get_input_and_output_signature_blob)(...) - read [BlobPart::InputAndOutputSignatureBlob] of a shader bytecode blob<br>
/// [get_input_signature_blob](Compiler::get_input_signature_blob)(...) - read [BlobPart::InputSignatureBlob] of a shader bytecode blob<br>
/// [get_output_signature_blob](Compiler::get_output_signature_blob)(...) - read [BlobPart::OutputSignatureBlob] of a shader bytecode blob<br>
/// [set_blob_part](Compiler::set_blob_part)(...) - write a [BlobPart] of a shader bytecode blob<br>
/// [strip_shader](Compiler::strip_shader)(...) - strip debug information etc. from bytecode<br>
///
/// **[Bytecode Reflection](#reflection)**<br>
/// [reflect](Compiler::reflect)(...) - reflect over a single shader's bytecode<br>
/// [reflect_library](Compiler::reflect_library)(...) - ???<br>
///
/// **[Bytecode Debugging](#debugging)**<br>
/// [disassemble](Compiler::disassemble)(...) - disassemble bytecode as human readable text<br>
/// [disassemble_region](Compiler::disassemble_region)(...) - disassemble bytecode as human readable text<br>
/// [get_trace_instruction_offsets_count](Compiler::get_trace_instruction_offsets_count)(...) - get the number of trace instruction byte offsets<br>
/// [get_trace_instruction_offsets_inplace](Compiler::get_trace_instruction_offsets_inplace)(...) - read trace instruction byte offsets<br>
/// [get_trace_instruction_offsets](Compiler::get_trace_instruction_offsets)(...) - read trace instruction byte offsets<br>
///
/// **[ReadOnlyBlob Utilities](#blobs)**<br>
/// [create_read_only_blob](Compiler::create_read_only_blob)(...) - create a [ReadOnlyBlob] from memory<br>
/// [read_file_to_blob](Compiler::read_file_to_blob)(...) - read a [ReadOnlyBlob] from disk<br>
/// [write_blob_to_file](Compiler::write_blob_to_file)(...) - write a [ReadOnlyBlob] to disk<br>
///
/// **[D3D11 Factories & APIs](#d3d11)**<br>
/// [create_function_linking_graph](Compiler::create_function_linking_graph)(...) - create a [d3d11::FunctionLinkingGraph]<br>
/// [create_linker](Compiler::create_linker)(...) - create a [d3d11::Linker]<br>
/// [load_module](Compiler::load_module)(...) - load a [d3d11::Module]<br>
#[allow(non_snake_case)] // fn ptrs
#[allow(clippy::type_complexity)] // no point extracting `type`s with these single use types... would just increase the chances of editing shrapnel
pub struct Compiler {
// https://docs.microsoft.com/en-us/windows/win32/api/d3dcompiler/
// TODO: D3DDisassemble10Effect
// Undocumented APIs not exposed:
// TODO: D3DAssemble
// Legacy APIs not (yet?) exposed:
// TODO: D3DCompileFromMemory
// TODO: D3DDisassembleCode
// TODO: D3DDisassembleEffect
// TODO: D3DGetCodeDebugInfo
// TODO: D3DPreprocessFromMemory
// d3d11shadertracing.h not (yet?) exposed:
// TODO: D3DDisassemble11Trace
/// D3DCompiler_40.dll ..=
D3DCompile: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
pSourceName: LPCSTR,
pDefines: *const D3D_SHADER_MACRO,
pInclude: *mut ID3DInclude,
pEntrypoint: LPCSTR,
pTarget: LPCSTR,
Flags1: UINT,
Flags2: UINT,
ppCode: *mut *mut ID3DBlob,
ppErrorMsgs: *mut *mut ID3DBlob,
) -> HRESULT>,
/// D3DCompiler_47.dll
/// Possibly as early as D3DCompiler_44.dll ? Need more install
D3DCompile2: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
pSourceName: LPCSTR,
pDefines: *const D3D_SHADER_MACRO,
pInclude: *mut ID3DInclude,
pEntrypoint: LPCSTR,
pTarget: LPCSTR,
Flags1: UINT,
Flags2: UINT,
SecondaryDataFlags: UINT,
pSecondaryData: LPCVOID,
SecondaryDataSize: SIZE_T,
ppCode: *mut *mut ID3DBlob,
ppErrorMsgs: *mut *mut ID3DBlob,
) -> HRESULT>,
/// D3DCompiler_47.dll
/// Possibly as early as D3DCompiler_44.dll ? Need more install
D3DCompileFromFile: Option<unsafe extern "system" fn (
pFileName: LPCWSTR,
pDefines: *const D3D_SHADER_MACRO,
pInclude: *mut ID3DInclude,
pEntrypoint: LPCSTR,
pTarget: LPCSTR,
Flags1: UINT,
Flags2: UINT,
ppCode: *mut *mut ID3DBlob,
ppErrorMsgs: *mut *mut ID3DBlob,
) -> HRESULT>,
/// D3DCOMPILER_43.dll
D3DCompressShaders: Option<unsafe extern "system" fn (
uNumShaders: UINT,
pShaderData: *mut D3D_SHADER_DATA,
uFlags: UINT,
ppCompressedData: *mut *mut ID3DBlob,
) -> HRESULT>,
/// D3DCOMPILER_43.dll
D3DCreateBlob: Option<unsafe extern "system" fn (
Size: SIZE_T,
ppBlob: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DCreateFunctionLinkingGraph: Option<unsafe extern "system" fn (
uFlags: UINT,
ppFunctionLinkingGraph: *mut *mut ID3D11FunctionLinkingGraph,
) -> HRESULT>,
D3DCreateLinker: Option<unsafe extern "system" fn (
ppLinker: *mut *mut ID3D11Linker,
) -> HRESULT>,
D3DDecompressShaders: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
uNumShaders: UINT,
uStartIndex: UINT,
pIndices: *mut UINT,
uFlags: UINT,
ppShaders: *mut *mut ID3DBlob,
pTotalShaders: *mut UINT,
) -> HRESULT>,
D3DDisassemble: Option<unsafe extern "system" fn(
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
Flags: UINT,
szComments: LPCSTR,
ppDisassembly: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DDisassembleRegion: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
Flags: UINT,
szComments: LPCSTR,
StartByteOffset: SIZE_T,
NumInsts: SIZE_T,
pFinishByteOffset: *mut SIZE_T,
ppDisassembly: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DGetBlobPart: Option<unsafe extern "system" fn(
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
Part: D3D_BLOB_PART,
Flags: UINT,
ppPart: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DGetDebugInfo: Option<unsafe extern "system" fn(
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
ppSignatureBlob: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DGetInputAndOutputSignatureBlob: Option<unsafe extern "system" fn(
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
ppSignatureBlob: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DGetInputSignatureBlob: Option<unsafe extern "system" fn(
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
ppSignatureBlob: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DGetOutputSignatureBlob: Option<unsafe extern "system" fn(
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
ppSignatureBlob: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DGetTraceInstructionOffsets: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
Flags: UINT,
StartInstIndex: SIZE_T,
NumInsts: SIZE_T,
pOffsets: *mut SIZE_T,
pTotalInsts: *mut SIZE_T,
) -> HRESULT>,
D3DLoadModule: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
cbSrcDataSize: SIZE_T,
ppModule: *mut *mut ID3D11Module,
) -> HRESULT>,
D3DPreprocess: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
pSourceName: LPCSTR,
pDefines: *const D3D_SHADER_MACRO,
pInclude: *mut ID3DInclude,
ppCodeText: *mut *mut ID3DBlob,
ppErrorMsgs: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DReadFileToBlob: Option<unsafe extern "system" fn (
pFileName: LPCWSTR,
ppContents: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DReflect: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
pInterface: REFIID,
ppReflector: *mut LPVOID,
) -> HRESULT>,
D3DReflectLibrary: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
riid: REFIID,
ppReflector: *mut LPVOID,
) -> HRESULT>,
D3DSetBlobPart: Option<unsafe extern "system" fn (
pSrcData: LPCVOID,
SrcDataSize: SIZE_T,
Part: D3D_BLOB_PART,
Flags: UINT,
pPart: LPCVOID,
PartSize: SIZE_T,
ppNewShader: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DStripShader: Option<unsafe extern "system" fn (
pShaderBytecode: LPCVOID ,
BytecodeLength: SIZE_T,
uStripFlags: UINT,
ppStrippedBlob: *mut *mut ID3DBlob,
) -> HRESULT>,
D3DWriteBlobToFile: Option<unsafe extern "system" fn (
pBlob: *mut ID3DBlob,
pFileName: LPCWSTR,
bOverwrite: BOOL,
) -> HRESULT>,
}
#[test] fn d3dcompiler_nn() {
for nn in [
// All versions I have installed
33, 34, 35, 36, 37, 38, 38, 40, 41, 42, 43, 47,
// Build servers have less installed, so I've neutered this test :(
].iter().copied() {
println!("d3dcompiler_{}.dll: {}", nn, Compiler::load_system(nn).is_ok());
}
}
#[test] fn d3dcompiler_47() {
let _d3dc47 = Compiler::load_system(47).unwrap();
}
#[should_panic] #[test] fn d3dcompiler_48() {
let _d3dc48 = Compiler::load_system(48).unwrap();
}