SHBIN

Revision as of 12:30, 23 February 2014 by Smea (talk | contribs)

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).

DVLB 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"
0x20 0x4 Offset (relative to DVLE start) to label table
0x24 0x4 Number of entries in label table (each entry is 0x10-byte long)
0x28 0x4 Offset (relative to DVLE start) to unk table
0x2C 0x4 Number of entries in unk table (each entry is 0x8-byte long)
0x30 0x4 Offset (relative to DVLE start) to variable (?) table
0x34 0x4 Number of entries in variable table (each entry is 0x8-byte long)
0x38 0x4 Offset (relative to DVLE start) to symbol table
0x3C 0x4 Size of symbol table (in bytes)

Label table entry :

Offset Size Description
0x0 0x1 Label ID
0x4 0x4 Offset (relative to shader program blob start) to label's location, in words
0x8 0x4 ?
0xC 0x4 Offset (relative to DVLE symbol table start) to label's symbol

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.