Difference between revisions of "SHBIN"
m |
|||
Line 11: | Line 11: | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
|- | |- | ||
− | ! | + | ! Offset |
− | ! | + | ! Size |
− | ! | + | ! Description |
|- | |- | ||
| 0x0 | | 0x0 | ||
Line 21: | Line 21: | ||
| 0x4 | | 0x4 | ||
| 0x4 | | 0x4 | ||
− | | | + | | N = number of DVLEs in SHBIN |
|- | |- | ||
| 0x8 | | 0x8 | ||
− | | 0x4 | + | | 0x4*N |
− | | DVLE | + | | DVLE offset table; each offset is a u32 relative to the start of the DVLB section |
|- | |- | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
The DVLP file comes directly after the header. | The DVLP file comes directly after the header. | ||
Line 39: | Line 35: | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
|- | |- | ||
− | ! | + | ! Offset |
− | ! | + | ! Size |
− | ! | + | ! Description |
|- | |- | ||
| 0x0 | | 0x0 | ||
| 0x4 | | 0x4 | ||
| MAGIC "DVLP" | | MAGIC "DVLP" | ||
+ | |- | ||
+ | | 0x4 | ||
+ | | 0x4 | ||
+ | | ? | ||
+ | |- | ||
+ | | 0x8 | ||
+ | | 0x4 | ||
+ | | Offset (relative to DVLP start) to shader program binary blob | ||
+ | |- | ||
+ | | 0xC | ||
+ | | 0x4 | ||
+ | | Size of shader program binary blob, in words | ||
+ | |- | ||
+ | | 0x10 | ||
+ | | 0x4 | ||
+ | | Offset (relative to DVLP start) to "shader table" (?) | ||
+ | |- | ||
+ | | 0x14 | ||
+ | | 0x4 | ||
+ | | Number of "shader table" entries (each entry is 8-byte long) | ||
+ | |- | ||
+ | | 0x18 | ||
+ | | 0x4 | ||
+ | | Offset (relative to DVLP start) to filename symbol table | ||
|- | |- | ||
|} | |} | ||
− | |||
− | |||
== DVLE == | == DVLE == | ||
Line 65: | Line 83: | ||
|} | |} | ||
− | + | Each DVLE is associated to an individual shader pipeline stage. Typically, the first DVLE is associated to the program's vertex shader and the second is associated to the program's geometry shader. |
Revision as of 11:51, 23 February 2014
Overview
The SHBIN (SHader BINary) file is used to contain compiled and linked shader programs. These can include vertex shaders (typically compiled from .vsh files) and geometry shaders (typically compiled from .gsh files, though .asm have been observed). In commercial games/apps, SHBIN files can be found as standalone files with the extension .shbin, or contained within .bcsdr files. BCSDR files use CGFX as a container, but the underlying DVLB/DVLP/DVLE structure remains unchanged.
A SHBIN's structure starts with a header, then a DVLP, then DVLE(s).
Header
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | MAGIC "DVLB" |
0x4 | 0x4 | N = number of DVLEs in SHBIN |
0x8 | 0x4*N | DVLE offset table; each offset is a u32 relative to the start of the DVLB section |
The DVLP file comes directly after the header.
DVLP
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | MAGIC "DVLP" |
0x4 | 0x4 | ? |
0x8 | 0x4 | Offset (relative to DVLP start) to shader program binary blob |
0xC | 0x4 | Size of shader program binary blob, in words |
0x10 | 0x4 | Offset (relative to DVLP start) to "shader table" (?) |
0x14 | 0x4 | Number of "shader table" entries (each entry is 8-byte long) |
0x18 | 0x4 | Offset (relative to DVLP start) to filename symbol table |
DVLE
OFFSET | SIZE | DESCRIPTION |
---|---|---|
0x0 | 0x4 | MAGIC "DVLE" |
Each DVLE is associated to an individual shader pipeline stage. Typically, the first DVLE is associated to the program's vertex shader and the second is associated to the program's geometry shader.