Add Unity-style buffer shader resource support
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@@ -137,6 +137,38 @@ inline bool TryRewriteHlslRegisterBindingWithName(
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return false;
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}
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if (resourceType == Resources::ShaderResourceType::StructuredBuffer ||
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resourceType == Resources::ShaderResourceType::RWStructuredBuffer) {
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const std::regex pattern(
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"((?:globallycoherent\\s+)?(?:StructuredBuffer|RWStructuredBuffer)\\s*<[^;\\r\\n>]+>\\s+" +
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escapedName + "\\s*)(:\\s*register\\s*\\([^\\)]*\\))?(\\s*;)",
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std::regex::ECMAScript);
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const std::string rewritten =
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std::regex_replace(sourceText, pattern, "$1: " + registerClause + "$3");
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if (rewritten != sourceText) {
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sourceText = rewritten;
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return true;
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}
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return false;
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}
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if (resourceType == Resources::ShaderResourceType::RawBuffer ||
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resourceType == Resources::ShaderResourceType::RWRawBuffer) {
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const std::regex pattern(
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"((?:globallycoherent\\s+)?(?:ByteAddressBuffer|RWByteAddressBuffer)\\s+" + escapedName +
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"\\s*)(:\\s*register\\s*\\([^\\)]*\\))?(\\s*;)",
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std::regex::ECMAScript);
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const std::string rewritten =
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std::regex_replace(sourceText, pattern, "$1: " + registerClause + "$3");
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if (rewritten != sourceText) {
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sourceText = rewritten;
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return true;
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}
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return false;
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}
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const std::regex pattern(
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"((?:Texture2D|TextureCube|SamplerState|SamplerComparisonState)\\s+" + escapedName +
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"\\s*)(:\\s*register\\s*\\([^\\)]*\\))?(\\s*;)",
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@@ -157,9 +189,14 @@ inline const char* TryGetHlslRegisterPrefix(Resources::ShaderResourceType type)
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return "b";
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case Resources::ShaderResourceType::Texture2D:
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case Resources::ShaderResourceType::TextureCube:
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case Resources::ShaderResourceType::StructuredBuffer:
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case Resources::ShaderResourceType::RawBuffer:
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return "t";
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case Resources::ShaderResourceType::Sampler:
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return "s";
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case Resources::ShaderResourceType::RWStructuredBuffer:
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case Resources::ShaderResourceType::RWRawBuffer:
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return "u";
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default:
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return nullptr;
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}
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@@ -223,11 +260,15 @@ inline bool TryBuildRuntimeShaderBindings(
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break;
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case Resources::ShaderResourceType::Texture2D:
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case Resources::ShaderResourceType::TextureCube:
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case Resources::ShaderResourceType::StructuredBuffer:
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case Resources::ShaderResourceType::RawBuffer:
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binding.binding = nextTextureRegister++;
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break;
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case Resources::ShaderResourceType::Sampler:
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binding.binding = nextSamplerRegister++;
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break;
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case Resources::ShaderResourceType::RWStructuredBuffer:
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case Resources::ShaderResourceType::RWRawBuffer:
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default:
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binding.binding = nextUnorderedAccessRegister++;
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break;
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