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							- /******************************************************************************
 
-     Copyright (C) 2013 by Hugh Bailey <[email protected]>
 
-     This program is free software: you can redistribute it and/or modify
 
-     it under the terms of the GNU General Public License as published by
 
-     the Free Software Foundation, either version 2 of the License, or
 
-     (at your option) any later version.
 
-     This program is distributed in the hope that it will be useful,
 
-     but WITHOUT ANY WARRANTY; without even the implied warranty of
 
-     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
-     GNU General Public License for more details.
 
-     You should have received a copy of the GNU General Public License
 
-     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
- ******************************************************************************/
 
- #include "d3d11-subsystem.hpp"
 
- #include "d3d11-shaderprocessor.hpp"
 
- #include <graphics/vec2.h>
 
- #include <graphics/vec3.h>
 
- #include <graphics/matrix3.h>
 
- #include <graphics/matrix4.h>
 
- void gs_vertex_shader::GetBuffersExpected(
 
- 		const vector<D3D11_INPUT_ELEMENT_DESC> &inputs)
 
- {
 
- 	for (size_t i = 0; i < inputs.size(); i++) {
 
- 		const D3D11_INPUT_ELEMENT_DESC &input = inputs[i];
 
- 		if (strcmp(input.SemanticName, "NORMAL") == 0)
 
- 			hasNormals = true;
 
- 		else if (strcmp(input.SemanticName, "TANGENT") == 0)
 
- 			hasTangents = true;
 
- 		else if (strcmp(input.SemanticName, "COLOR") == 0)
 
- 			hasColors = true;
 
- 		else if (strcmp(input.SemanticName, "TEXCOORD") == 0)
 
- 			nTexUnits++;
 
- 	}
 
- }
 
- gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
 
- 		const char *shaderString)
 
- 	: gs_shader   (device, GS_SHADER_VERTEX),
 
- 	  hasNormals  (false),
 
- 	  hasColors   (false),
 
- 	  hasTangents (false),
 
- 	  nTexUnits   (0)
 
- {
 
- 	ShaderProcessor    processor(device);
 
- 	ComPtr<ID3D10Blob> shaderBlob;
 
- 	string             outputString;
 
- 	HRESULT            hr;
 
- 	processor.Process(shaderString, file);
 
- 	processor.BuildString(outputString);
 
- 	processor.BuildParams(params);
 
- 	processor.BuildInputLayout(layoutData);
 
- 	GetBuffersExpected(layoutData);
 
- 	BuildConstantBuffer();
 
- 	Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
 
- 	data.resize(shaderBlob->GetBufferSize());
 
- 	memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
 
- 	hr = device->device->CreateVertexShader(data.data(), data.size(),
 
- 			NULL, shader.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create vertex shader", hr);
 
- 	hr = device->device->CreateInputLayout(layoutData.data(),
 
- 			(UINT)layoutData.size(),
 
- 			data.data(), data.size(), layout.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create input layout", hr);
 
- 	viewProj = gs_shader_get_param_by_name(this, "ViewProj");
 
- 	world    = gs_shader_get_param_by_name(this, "World");
 
- }
 
- gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
 
- 		const char *shaderString)
 
- 	: gs_shader(device, GS_SHADER_PIXEL)
 
- {
 
- 	ShaderProcessor    processor(device);
 
- 	ComPtr<ID3D10Blob> shaderBlob;
 
- 	string             outputString;
 
- 	HRESULT            hr;
 
- 	processor.Process(shaderString, file);
 
- 	processor.BuildString(outputString);
 
- 	processor.BuildParams(params);
 
- 	processor.BuildSamplers(samplers);
 
- 	BuildConstantBuffer();
 
- 	Compile(outputString.c_str(), file, "ps_4_0", shaderBlob.Assign());
 
- 	data.resize(shaderBlob->GetBufferSize());
 
- 	memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
 
- 	hr = device->device->CreatePixelShader(data.data(), data.size(),
 
- 			NULL, shader.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create vertex shader", hr);
 
- }
 
- /*
 
-  * Shader compilers will pack constants in to single registers when possible.
 
-  * For example:
 
-  *
 
-  *   uniform float3 test1;
 
-  *   uniform float  test2;
 
-  *
 
-  * will inhabit a single constant register (c0.xyz for 'test1', and c0.w for
 
-  * 'test2')
 
-  *
 
-  * However, if two constants cannot inhabit the same register, the second one
 
-  * must begin at a new register, for example:
 
-  *
 
-  *   uniform float2 test1;
 
-  *   uniform float3 test2;
 
-  *
 
-  * 'test1' will inhabit register constant c0.xy.  However, because there's no
 
-  * room for 'test2, it must use a new register constant entirely (c1.xyz).
 
-  *
 
-  * So if we want to calculate the position of the constants in the constant
 
-  * buffer, we must take this in to account.
 
-  */
 
- void gs_shader::BuildConstantBuffer()
 
- {
 
- 	for (size_t i = 0; i < params.size(); i++) {
 
- 		gs_shader_param ¶m = params[i];
 
- 		size_t       size   = 0;
 
- 		switch (param.type) {
 
- 		case GS_SHADER_PARAM_BOOL:
 
- 		case GS_SHADER_PARAM_INT:
 
- 		case GS_SHADER_PARAM_FLOAT:     size = sizeof(float);   break;
 
- 		case GS_SHADER_PARAM_VEC2:      size = sizeof(vec2);    break;
 
- 		case GS_SHADER_PARAM_VEC3:      size = sizeof(float)*3; break;
 
- 		case GS_SHADER_PARAM_VEC4:      size = sizeof(vec4);    break;
 
- 		case GS_SHADER_PARAM_MATRIX4X4:
 
- 			size = sizeof(float)*4*4;
 
- 			break;
 
- 		case GS_SHADER_PARAM_TEXTURE:
 
- 		case GS_SHADER_PARAM_STRING:
 
- 		case GS_SHADER_PARAM_UNKNOWN:
 
- 			continue;
 
- 		}
 
- 		/* checks to see if this constant needs to start at a new
 
- 		 * register */
 
- 		if (size && (constantSize & 15) != 0) {
 
- 			size_t alignMax = (constantSize + 15) & ~15;
 
- 			if ((size + constantSize) > alignMax)
 
- 				constantSize = alignMax;
 
- 		}
 
- 		param.pos     = constantSize;
 
- 		constantSize += size;
 
- 	}
 
- 	if (constantSize) {
 
- 		D3D11_BUFFER_DESC bd;
 
- 		HRESULT hr;
 
- 		memset(&bd, 0, sizeof(bd));
 
- 		bd.ByteWidth      = (constantSize+15)&0xFFFFFFF0; /* align */
 
- 		bd.Usage          = D3D11_USAGE_DYNAMIC;
 
- 		bd.BindFlags      = D3D11_BIND_CONSTANT_BUFFER;
 
- 		bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
 
- 		hr = device->device->CreateBuffer(&bd, NULL,
 
- 				constants.Assign());
 
- 		if (FAILED(hr))
 
- 			throw HRError("Failed to create constant buffer", hr);
 
- 	}
 
- 	for (size_t i = 0; i < params.size(); i++)
 
- 		gs_shader_set_default(¶ms[i]);
 
- }
 
- void gs_shader::Compile(const char *shaderString, const char *file,
 
- 		const char *target, ID3D10Blob **shader)
 
- {
 
- 	ComPtr<ID3D10Blob> errorsBlob;
 
- 	HRESULT hr;
 
- 	if (!shaderString)
 
- 		throw "No shader string specified";
 
- 	hr = device->d3dCompile(shaderString, strlen(shaderString), file, NULL,
 
- 			NULL, "main", target,
 
- 			D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
 
- 			shader, errorsBlob.Assign());
 
- 	if (FAILED(hr)) {
 
- 		if (errorsBlob != NULL && errorsBlob->GetBufferSize())
 
- 			throw ShaderError(errorsBlob, hr);
 
- 		else
 
- 			throw HRError("Failed to compile shader", hr);
 
- 	}
 
- }
 
- inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
 
- 		gs_shader_param ¶m, bool &upload)
 
- {
 
- 	if (param.type != GS_SHADER_PARAM_TEXTURE) {
 
- 		if (!param.curValue.size())
 
- 			throw "Not all shader parameters were set";
 
- 		/* padding in case the constant needs to start at a new
 
- 		 * register */
 
- 		if (param.pos > constData.size()) {
 
- 			uint8_t zero  = 0;
 
- 			constData.insert(constData.end(),
 
- 					param.pos - constData.size(), zero);
 
- 		}
 
- 		constData.insert(constData.end(),
 
- 				param.curValue.begin(),
 
- 				param.curValue.end());
 
- 		if (param.changed) {
 
- 			upload = true;
 
- 			param.changed = false;
 
- 		}
 
- 	} else if (param.curValue.size() == sizeof(gs_texture_t*)) {
 
- 		gs_texture_t *tex;
 
- 		memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t*));
 
- 		device_load_texture(device, tex, param.textureID);
 
- 		if (param.nextSampler) {
 
- 			ID3D11SamplerState *state = param.nextSampler->state;
 
- 			device->context->PSSetSamplers(param.textureID, 1,
 
- 					&state);
 
- 			param.nextSampler = nullptr;
 
- 		}
 
- 	}
 
- }
 
- void gs_shader::UploadParams()
 
- {
 
- 	vector<uint8_t> constData;
 
- 	bool            upload = false;
 
- 	constData.reserve(constantSize);
 
- 	for (size_t i = 0; i < params.size(); i++)
 
- 		UpdateParam(constData, params[i], upload);
 
- 	if (constData.size() != constantSize)
 
- 		throw "Invalid constant data size given to shader";
 
- 	if (upload) {
 
- 		D3D11_MAPPED_SUBRESOURCE map;
 
- 		HRESULT hr;
 
- 		hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
 
- 				0, &map);
 
- 		if (FAILED(hr))
 
- 			throw HRError("Could not lock constant buffer", hr);
 
- 		memcpy(map.pData, constData.data(), constData.size());
 
- 		device->context->Unmap(constants, 0);
 
- 	}
 
- }
 
- void gs_shader_destroy(gs_shader_t *shader)
 
- {
 
- 	delete shader;
 
- }
 
- int gs_shader_get_num_params(const gs_shader_t *shader)
 
- {
 
- 	return (int)shader->params.size();
 
- }
 
- gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
 
- {
 
- 	return &shader->params[param];
 
- }
 
- gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
 
- {
 
- 	for (size_t i = 0; i < shader->params.size(); i++) {
 
- 		gs_shader_param ¶m = shader->params[i];
 
- 		if (strcmp(param.name.c_str(), name) == 0)
 
- 			return ¶m;
 
- 	}
 
- 	return NULL;
 
- }
 
- gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
 
- {
 
- 	if (shader->type != GS_SHADER_VERTEX)
 
- 		return NULL;
 
- 	return static_cast<const gs_vertex_shader*>(shader)->viewProj;
 
- }
 
- gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
 
- {
 
- 	if (shader->type != GS_SHADER_VERTEX)
 
- 		return NULL;
 
- 	return static_cast<const gs_vertex_shader*>(shader)->world;
 
- }
 
- void gs_shader_get_param_info(const gs_sparam_t *param,
 
- 		struct gs_shader_param_info *info)
 
- {
 
- 	if (!param)
 
- 		return;
 
- 	info->name = param->name.c_str();
 
- 	info->type = param->type;
 
- }
 
- static inline void shader_setval_inline(gs_shader_param *param,
 
- 		const void *data, size_t size)
 
- {
 
- 	assert(param);
 
- 	if (!param)
 
- 		return;
 
- 	bool size_changed = param->curValue.size() != size;
 
- 	if (size_changed)
 
- 		param->curValue.resize(size);
 
- 	if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
 
- 		memcpy(param->curValue.data(), data, size);
 
- 		param->changed = true;
 
- 	}
 
- }
 
- void gs_shader_set_bool(gs_sparam_t *param, bool val)
 
- {
 
- 	int b_val = (int)val;
 
- 	shader_setval_inline(param, &b_val, sizeof(int));
 
- }
 
- void gs_shader_set_float(gs_sparam_t *param, float val)
 
- {
 
- 	shader_setval_inline(param, &val, sizeof(float));
 
- }
 
- void gs_shader_set_int(gs_sparam_t *param, int val)
 
- {
 
- 	shader_setval_inline(param, &val, sizeof(int));
 
- }
 
- void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
 
- {
 
- 	struct matrix4 mat;
 
- 	matrix4_from_matrix3(&mat, val);
 
- 	shader_setval_inline(param, &mat, sizeof(matrix4));
 
- }
 
- void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
 
- {
 
- 	shader_setval_inline(param, val, sizeof(matrix4));
 
- }
 
- void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
 
- {
 
- 	shader_setval_inline(param, val, sizeof(vec2));
 
- }
 
- void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
 
- {
 
- 	shader_setval_inline(param, val, sizeof(float) * 3);
 
- }
 
- void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
 
- {
 
- 	shader_setval_inline(param, val, sizeof(vec4));
 
- }
 
- void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
 
- {
 
- 	shader_setval_inline(param, &val, sizeof(gs_texture_t*));
 
- }
 
- void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
 
- {
 
- 	shader_setval_inline(param, val, size);
 
- }
 
- void gs_shader_set_default(gs_sparam_t *param)
 
- {
 
- 	if (param->defaultValue.size())
 
- 		shader_setval_inline(param, param->defaultValue.data(),
 
- 				param->defaultValue.size());
 
- }
 
- void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
 
- {
 
- 	param->nextSampler = sampler;
 
- }
 
 
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