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Explicit Resource Bindings in OpenGL #51
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- Added Options parameters to C# wrapper
- Added Vulkan Shift resource binding options - Fixed issue packMatricesInRowMajor is inverted
- Added explicit resources layout bindings in GLSL/ESSL
Fixed load shader conductor dependencies
…gic/ShaderConductor into ExplicitResourceBindings
@@ -128,7 +128,23 @@ namespace | |||
const char* functionName = "DxcCreateInstance"; | |||
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#ifdef _WIN32 | |||
m_dxcompilerDll = ::LoadLibraryA(dllName); | |||
HMODULE hm = NULL; | |||
if (GetModuleHandleEx(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS | GET_MODULE_HANDLE_EX_FLAG_UNCHANGED_REFCOUNT, (LPCSTR) "DllMain", |
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(LPCSTR)"DllMain"
can be changed to
TEXT("DllMain")
to make it compatible to both MBCS and UNICODE. Or just use GetModuleHandleExA without C-style case to DllMain. Same as GetModuleFileName below.
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Yes, I think that it is interesting.
@@ -22,24 +22,28 @@ add_dependencies(${DLL_NAME} ShaderConductor) | |||
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set_target_properties(${DLL_NAME} PROPERTIES FOLDER "Wrapper") | |||
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set(CSHARP_TEST CSharpPinvoke) | |||
if(SC_WITH_CSHARP) |
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Can be:
if(NOT SC_WITH_CSHARP)
return()
endif()
to avoid indent most lines in this file.
Hi @gongminmin,
In this pull request I added several things:
Added Explicit resource bindings in OpenGL translation
HLSL
Produced explicit layout bindings in GLSL
This ensures the resource bindings are the same that in original HLSL.
More flexible load dependencies (dxcompiler) on windows
Before:
m_dxcompilerDll = ::LoadLibraryA(dllName);
Issue: Only search dxcompiler library in executable path and system paths, now is possible load library from ShaderConductor library path.
Included libShaderConductorWrapper to cmake compilation
Now the AzurePipeline artifacts will include libdxcompiler, libShaderConductor, and libShaderConductorWrapper libraries.