d3d11-shader.cpp 11 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #include "d3d11-subsystem.hpp"
  15. #include "d3d11-shaderprocessor.hpp"
  16. #include <graphics/vec2.h>
  17. #include <graphics/vec3.h>
  18. #include <graphics/matrix3.h>
  19. #include <graphics/matrix4.h>
  20. void gs_vertex_shader::GetBuffersExpected(
  21. const vector<D3D11_INPUT_ELEMENT_DESC> &inputs)
  22. {
  23. for (size_t i = 0; i < inputs.size(); i++) {
  24. const D3D11_INPUT_ELEMENT_DESC &input = inputs[i];
  25. if (strcmp(input.SemanticName, "NORMAL") == 0)
  26. hasNormals = true;
  27. else if (strcmp(input.SemanticName, "TANGENT") == 0)
  28. hasTangents = true;
  29. else if (strcmp(input.SemanticName, "COLOR") == 0)
  30. hasColors = true;
  31. else if (strcmp(input.SemanticName, "TEXCOORD") == 0)
  32. nTexUnits++;
  33. }
  34. }
  35. gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
  36. const char *shaderString)
  37. : gs_shader (device, GS_SHADER_VERTEX),
  38. hasNormals (false),
  39. hasColors (false),
  40. hasTangents (false),
  41. nTexUnits (0)
  42. {
  43. ShaderProcessor processor(device);
  44. ComPtr<ID3D10Blob> shaderBlob;
  45. string outputString;
  46. HRESULT hr;
  47. processor.Process(shaderString, file);
  48. processor.BuildString(outputString);
  49. processor.BuildParams(params);
  50. processor.BuildInputLayout(layoutData);
  51. GetBuffersExpected(layoutData);
  52. BuildConstantBuffer();
  53. Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
  54. data.resize(shaderBlob->GetBufferSize());
  55. memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
  56. hr = device->device->CreateVertexShader(data.data(), data.size(),
  57. NULL, shader.Assign());
  58. if (FAILED(hr))
  59. throw HRError("Failed to create vertex shader", hr);
  60. hr = device->device->CreateInputLayout(layoutData.data(),
  61. (UINT)layoutData.size(),
  62. data.data(), data.size(), layout.Assign());
  63. if (FAILED(hr))
  64. throw HRError("Failed to create input layout", hr);
  65. viewProj = gs_shader_get_param_by_name(this, "ViewProj");
  66. world = gs_shader_get_param_by_name(this, "World");
  67. }
  68. gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
  69. const char *shaderString)
  70. : gs_shader(device, GS_SHADER_PIXEL)
  71. {
  72. ShaderProcessor processor(device);
  73. ComPtr<ID3D10Blob> shaderBlob;
  74. string outputString;
  75. HRESULT hr;
  76. processor.Process(shaderString, file);
  77. processor.BuildString(outputString);
  78. processor.BuildParams(params);
  79. processor.BuildSamplers(samplers);
  80. BuildConstantBuffer();
  81. Compile(outputString.c_str(), file, "ps_4_0", shaderBlob.Assign());
  82. data.resize(shaderBlob->GetBufferSize());
  83. memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
  84. hr = device->device->CreatePixelShader(data.data(), data.size(),
  85. NULL, shader.Assign());
  86. if (FAILED(hr))
  87. throw HRError("Failed to create vertex shader", hr);
  88. }
  89. /*
  90. * Shader compilers will pack constants in to single registers when possible.
  91. * For example:
  92. *
  93. * uniform float3 test1;
  94. * uniform float test2;
  95. *
  96. * will inhabit a single constant register (c0.xyz for 'test1', and c0.w for
  97. * 'test2')
  98. *
  99. * However, if two constants cannot inhabit the same register, the second one
  100. * must begin at a new register, for example:
  101. *
  102. * uniform float2 test1;
  103. * uniform float3 test2;
  104. *
  105. * 'test1' will inhabit register constant c0.xy. However, because there's no
  106. * room for 'test2, it must use a new register constant entirely (c1.xyz).
  107. *
  108. * So if we want to calculate the position of the constants in the constant
  109. * buffer, we must take this in to account.
  110. */
  111. void gs_shader::BuildConstantBuffer()
  112. {
  113. for (size_t i = 0; i < params.size(); i++) {
  114. gs_shader_param &param = params[i];
  115. size_t size = 0;
  116. switch (param.type) {
  117. case GS_SHADER_PARAM_BOOL:
  118. case GS_SHADER_PARAM_INT:
  119. case GS_SHADER_PARAM_FLOAT: size = sizeof(float); break;
  120. case GS_SHADER_PARAM_VEC2: size = sizeof(vec2); break;
  121. case GS_SHADER_PARAM_VEC3: size = sizeof(float)*3; break;
  122. case GS_SHADER_PARAM_VEC4: size = sizeof(vec4); break;
  123. case GS_SHADER_PARAM_MATRIX4X4:
  124. size = sizeof(float)*4*4;
  125. break;
  126. case GS_SHADER_PARAM_TEXTURE:
  127. case GS_SHADER_PARAM_STRING:
  128. case GS_SHADER_PARAM_UNKNOWN:
  129. continue;
  130. }
  131. /* checks to see if this constant needs to start at a new
  132. * register */
  133. if (size && (constantSize & 15) != 0) {
  134. size_t alignMax = (constantSize + 15) & ~15;
  135. if ((size + constantSize) > alignMax)
  136. constantSize = alignMax;
  137. }
  138. param.pos = constantSize;
  139. constantSize += size;
  140. }
  141. if (constantSize) {
  142. D3D11_BUFFER_DESC bd;
  143. HRESULT hr;
  144. memset(&bd, 0, sizeof(bd));
  145. bd.ByteWidth = (constantSize+15)&0xFFFFFFF0; /* align */
  146. bd.Usage = D3D11_USAGE_DYNAMIC;
  147. bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  148. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  149. hr = device->device->CreateBuffer(&bd, NULL,
  150. constants.Assign());
  151. if (FAILED(hr))
  152. throw HRError("Failed to create constant buffer", hr);
  153. }
  154. for (size_t i = 0; i < params.size(); i++)
  155. gs_shader_set_default(&params[i]);
  156. }
  157. void gs_shader::Compile(const char *shaderString, const char *file,
  158. const char *target, ID3D10Blob **shader)
  159. {
  160. ComPtr<ID3D10Blob> errorsBlob;
  161. HRESULT hr;
  162. if (!shaderString)
  163. throw "No shader string specified";
  164. hr = device->d3dCompile(shaderString, strlen(shaderString), file, NULL,
  165. NULL, "main", target,
  166. D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
  167. shader, errorsBlob.Assign());
  168. if (FAILED(hr)) {
  169. if (errorsBlob != NULL && errorsBlob->GetBufferSize())
  170. throw ShaderError(errorsBlob, hr);
  171. else
  172. throw HRError("Failed to compile shader", hr);
  173. }
  174. }
  175. inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
  176. gs_shader_param &param, bool &upload)
  177. {
  178. if (param.type != GS_SHADER_PARAM_TEXTURE) {
  179. if (!param.curValue.size())
  180. throw "Not all shader parameters were set";
  181. /* padding in case the constant needs to start at a new
  182. * register */
  183. if (param.pos > constData.size()) {
  184. uint8_t zero = 0;
  185. constData.insert(constData.end(),
  186. param.pos - constData.size(), zero);
  187. }
  188. constData.insert(constData.end(),
  189. param.curValue.begin(),
  190. param.curValue.end());
  191. if (param.changed) {
  192. upload = true;
  193. param.changed = false;
  194. }
  195. } else if (param.curValue.size() == sizeof(gs_texture_t*)) {
  196. gs_texture_t *tex;
  197. memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t*));
  198. device_load_texture(device, tex, param.textureID);
  199. if (param.nextSampler) {
  200. ID3D11SamplerState *state = param.nextSampler->state;
  201. device->context->PSSetSamplers(param.textureID, 1,
  202. &state);
  203. param.nextSampler = nullptr;
  204. }
  205. }
  206. }
  207. void gs_shader::UploadParams()
  208. {
  209. vector<uint8_t> constData;
  210. bool upload = false;
  211. constData.reserve(constantSize);
  212. for (size_t i = 0; i < params.size(); i++)
  213. UpdateParam(constData, params[i], upload);
  214. if (constData.size() != constantSize)
  215. throw "Invalid constant data size given to shader";
  216. if (upload) {
  217. D3D11_MAPPED_SUBRESOURCE map;
  218. HRESULT hr;
  219. hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
  220. 0, &map);
  221. if (FAILED(hr))
  222. throw HRError("Could not lock constant buffer", hr);
  223. memcpy(map.pData, constData.data(), constData.size());
  224. device->context->Unmap(constants, 0);
  225. }
  226. }
  227. void gs_shader_destroy(gs_shader_t *shader)
  228. {
  229. delete shader;
  230. }
  231. int gs_shader_get_num_params(const gs_shader_t *shader)
  232. {
  233. return (int)shader->params.size();
  234. }
  235. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  236. {
  237. return &shader->params[param];
  238. }
  239. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  240. {
  241. for (size_t i = 0; i < shader->params.size(); i++) {
  242. gs_shader_param &param = shader->params[i];
  243. if (strcmp(param.name.c_str(), name) == 0)
  244. return &param;
  245. }
  246. return NULL;
  247. }
  248. gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
  249. {
  250. if (shader->type != GS_SHADER_VERTEX)
  251. return NULL;
  252. return static_cast<const gs_vertex_shader*>(shader)->viewProj;
  253. }
  254. gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
  255. {
  256. if (shader->type != GS_SHADER_VERTEX)
  257. return NULL;
  258. return static_cast<const gs_vertex_shader*>(shader)->world;
  259. }
  260. void gs_shader_get_param_info(const gs_sparam_t *param,
  261. struct gs_shader_param_info *info)
  262. {
  263. if (!param)
  264. return;
  265. info->name = param->name.c_str();
  266. info->type = param->type;
  267. }
  268. static inline void shader_setval_inline(gs_shader_param *param,
  269. const void *data, size_t size)
  270. {
  271. assert(param);
  272. if (!param)
  273. return;
  274. bool size_changed = param->curValue.size() != size;
  275. if (size_changed)
  276. param->curValue.resize(size);
  277. if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
  278. memcpy(param->curValue.data(), data, size);
  279. param->changed = true;
  280. }
  281. }
  282. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  283. {
  284. int b_val = (int)val;
  285. shader_setval_inline(param, &b_val, sizeof(int));
  286. }
  287. void gs_shader_set_float(gs_sparam_t *param, float val)
  288. {
  289. shader_setval_inline(param, &val, sizeof(float));
  290. }
  291. void gs_shader_set_int(gs_sparam_t *param, int val)
  292. {
  293. shader_setval_inline(param, &val, sizeof(int));
  294. }
  295. void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
  296. {
  297. struct matrix4 mat;
  298. matrix4_from_matrix3(&mat, val);
  299. shader_setval_inline(param, &mat, sizeof(matrix4));
  300. }
  301. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  302. {
  303. shader_setval_inline(param, val, sizeof(matrix4));
  304. }
  305. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  306. {
  307. shader_setval_inline(param, val, sizeof(vec2));
  308. }
  309. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  310. {
  311. shader_setval_inline(param, val, sizeof(float) * 3);
  312. }
  313. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  314. {
  315. shader_setval_inline(param, val, sizeof(vec4));
  316. }
  317. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  318. {
  319. shader_setval_inline(param, &val, sizeof(gs_texture_t*));
  320. }
  321. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  322. {
  323. shader_setval_inline(param, val, size);
  324. }
  325. void gs_shader_set_default(gs_sparam_t *param)
  326. {
  327. if (param->defaultValue.size())
  328. shader_setval_inline(param, param->defaultValue.data(),
  329. param->defaultValue.size());
  330. }
  331. void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
  332. {
  333. param->nextSampler = sampler;
  334. }