Difference between revisions of "SHBIN"
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== Overview == | == Overview == | ||
− | The SHBIN (SHader BINary) file is used to contain compiled | + | 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) | + | A SHBIN's structure starts with a header, then a DVLP, then DVLE(s). |
== Header == | == Header == |
Revision as of 11:45, 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 | Amount of DVLEs in SHBIN |
0x8 | 0x4 | DVLE 1 offset |
If there is more than 1 DVLE ( Amount > 0x01 ) the header continues with more offsets.
So if there are 3 DVLEs then 0xC would be DVLE 2's offset, 0x10 would be DVLE 3's offset, ect...
The DVLP file comes directly after the header.
DVLP
OFFSET | SIZE | DESCRIPTION |
---|---|---|
0x0 | 0x4 | MAGIC "DVLP" |
Contains ASM of the VSH?
DVLE
OFFSET | SIZE | DESCRIPTION |
---|---|---|
0x0 | 0x4 | MAGIC "DVLE" |
Contains registers of the VSH?