d3d11-shader.cpp 12 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_type::gs_vertex_shader, 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. const UINT layoutSize = (UINT)layoutData.size();
  61. if (layoutSize > 0) {
  62. hr = device->device->CreateInputLayout(layoutData.data(),
  63. (UINT)layoutSize,
  64. data.data(), data.size(), layout.Assign());
  65. if (FAILED(hr))
  66. throw HRError("Failed to create input layout", hr);
  67. }
  68. viewProj = gs_shader_get_param_by_name(this, "ViewProj");
  69. world = gs_shader_get_param_by_name(this, "World");
  70. }
  71. gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
  72. const char *shaderString)
  73. : gs_shader(device, gs_type::gs_pixel_shader, GS_SHADER_PIXEL)
  74. {
  75. ShaderProcessor processor(device);
  76. ComPtr<ID3D10Blob> shaderBlob;
  77. string outputString;
  78. HRESULT hr;
  79. processor.Process(shaderString, file);
  80. processor.BuildString(outputString);
  81. processor.BuildParams(params);
  82. processor.BuildSamplers(samplers);
  83. BuildConstantBuffer();
  84. Compile(outputString.c_str(), file, "ps_4_0", shaderBlob.Assign());
  85. data.resize(shaderBlob->GetBufferSize());
  86. memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
  87. hr = device->device->CreatePixelShader(data.data(), data.size(),
  88. NULL, shader.Assign());
  89. if (FAILED(hr))
  90. throw HRError("Failed to create pixel shader", hr);
  91. }
  92. /*
  93. * Shader compilers will pack constants in to single registers when possible.
  94. * For example:
  95. *
  96. * uniform float3 test1;
  97. * uniform float test2;
  98. *
  99. * will inhabit a single constant register (c0.xyz for 'test1', and c0.w for
  100. * 'test2')
  101. *
  102. * However, if two constants cannot inhabit the same register, the second one
  103. * must begin at a new register, for example:
  104. *
  105. * uniform float2 test1;
  106. * uniform float3 test2;
  107. *
  108. * 'test1' will inhabit register constant c0.xy. However, because there's no
  109. * room for 'test2, it must use a new register constant entirely (c1.xyz).
  110. *
  111. * So if we want to calculate the position of the constants in the constant
  112. * buffer, we must take this in to account.
  113. */
  114. void gs_shader::BuildConstantBuffer()
  115. {
  116. for (size_t i = 0; i < params.size(); i++) {
  117. gs_shader_param &param = params[i];
  118. size_t size = 0;
  119. switch (param.type) {
  120. case GS_SHADER_PARAM_BOOL:
  121. case GS_SHADER_PARAM_INT:
  122. case GS_SHADER_PARAM_FLOAT: size = sizeof(float); break;
  123. case GS_SHADER_PARAM_INT2:
  124. case GS_SHADER_PARAM_VEC2: size = sizeof(vec2); break;
  125. case GS_SHADER_PARAM_INT3:
  126. case GS_SHADER_PARAM_VEC3: size = sizeof(float)*3; break;
  127. case GS_SHADER_PARAM_INT4:
  128. case GS_SHADER_PARAM_VEC4: size = sizeof(vec4); break;
  129. case GS_SHADER_PARAM_MATRIX4X4:
  130. size = sizeof(float)*4*4;
  131. break;
  132. case GS_SHADER_PARAM_TEXTURE:
  133. case GS_SHADER_PARAM_STRING:
  134. case GS_SHADER_PARAM_UNKNOWN:
  135. continue;
  136. }
  137. if (param.arrayCount)
  138. size *= param.arrayCount;
  139. /* checks to see if this constant needs to start at a new
  140. * register */
  141. if (size && (constantSize & 15) != 0) {
  142. size_t alignMax = (constantSize + 15) & ~15;
  143. if ((size + constantSize) > alignMax)
  144. constantSize = alignMax;
  145. }
  146. param.pos = constantSize;
  147. constantSize += size;
  148. }
  149. memset(&bd, 0, sizeof(bd));
  150. if (constantSize) {
  151. HRESULT hr;
  152. bd.ByteWidth = (constantSize+15)&0xFFFFFFF0; /* align */
  153. bd.Usage = D3D11_USAGE_DYNAMIC;
  154. bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  155. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  156. hr = device->device->CreateBuffer(&bd, NULL,
  157. constants.Assign());
  158. if (FAILED(hr))
  159. throw HRError("Failed to create constant buffer", hr);
  160. }
  161. for (size_t i = 0; i < params.size(); i++)
  162. gs_shader_set_default(&params[i]);
  163. }
  164. void gs_shader::Compile(const char *shaderString, const char *file,
  165. const char *target, ID3D10Blob **shader)
  166. {
  167. ComPtr<ID3D10Blob> errorsBlob;
  168. HRESULT hr;
  169. if (!shaderString)
  170. throw "No shader string specified";
  171. hr = device->d3dCompile(shaderString, strlen(shaderString), file, NULL,
  172. NULL, "main", target,
  173. D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
  174. shader, errorsBlob.Assign());
  175. if (FAILED(hr)) {
  176. if (errorsBlob != NULL && errorsBlob->GetBufferSize())
  177. throw ShaderError(errorsBlob, hr);
  178. else
  179. throw HRError("Failed to compile shader", hr);
  180. }
  181. #ifdef DISASSEMBLE_SHADERS
  182. ComPtr<ID3D10Blob> asmBlob;
  183. if (!device->d3dDisassemble)
  184. return;
  185. hr = device->d3dDisassemble((*shader)->GetBufferPointer(),
  186. (*shader)->GetBufferSize(), 0, nullptr, &asmBlob);
  187. if (SUCCEEDED(hr) && !!asmBlob && asmBlob->GetBufferSize()) {
  188. blog(LOG_INFO, "=============================================");
  189. blog(LOG_INFO, "Disassembly output for shader '%s':\n%s",
  190. file, asmBlob->GetBufferPointer());
  191. }
  192. #endif
  193. }
  194. inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
  195. gs_shader_param &param, bool &upload)
  196. {
  197. if (param.type != GS_SHADER_PARAM_TEXTURE) {
  198. if (!param.curValue.size())
  199. throw "Not all shader parameters were set";
  200. /* padding in case the constant needs to start at a new
  201. * register */
  202. if (param.pos > constData.size()) {
  203. uint8_t zero = 0;
  204. constData.insert(constData.end(),
  205. param.pos - constData.size(), zero);
  206. }
  207. constData.insert(constData.end(),
  208. param.curValue.begin(),
  209. param.curValue.end());
  210. if (param.changed) {
  211. upload = true;
  212. param.changed = false;
  213. }
  214. } else if (param.curValue.size() == sizeof(gs_texture_t*)) {
  215. gs_texture_t *tex;
  216. memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t*));
  217. device_load_texture(device, tex, param.textureID);
  218. if (param.nextSampler) {
  219. ID3D11SamplerState *state = param.nextSampler->state;
  220. device->context->PSSetSamplers(param.textureID, 1,
  221. &state);
  222. param.nextSampler = nullptr;
  223. }
  224. }
  225. }
  226. void gs_shader::UploadParams()
  227. {
  228. vector<uint8_t> constData;
  229. bool upload = false;
  230. constData.reserve(constantSize);
  231. for (size_t i = 0; i < params.size(); i++)
  232. UpdateParam(constData, params[i], upload);
  233. if (constData.size() != constantSize)
  234. throw "Invalid constant data size given to shader";
  235. if (upload) {
  236. D3D11_MAPPED_SUBRESOURCE map;
  237. HRESULT hr;
  238. hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
  239. 0, &map);
  240. if (FAILED(hr))
  241. throw HRError("Could not lock constant buffer", hr);
  242. memcpy(map.pData, constData.data(), constData.size());
  243. device->context->Unmap(constants, 0);
  244. }
  245. }
  246. void gs_shader_destroy(gs_shader_t *shader)
  247. {
  248. if (shader && shader->device->lastVertexShader == shader)
  249. shader->device->lastVertexShader = nullptr;
  250. delete shader;
  251. }
  252. int gs_shader_get_num_params(const gs_shader_t *shader)
  253. {
  254. return (int)shader->params.size();
  255. }
  256. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  257. {
  258. return &shader->params[param];
  259. }
  260. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  261. {
  262. for (size_t i = 0; i < shader->params.size(); i++) {
  263. gs_shader_param &param = shader->params[i];
  264. if (strcmp(param.name.c_str(), name) == 0)
  265. return &param;
  266. }
  267. return NULL;
  268. }
  269. gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
  270. {
  271. if (shader->type != GS_SHADER_VERTEX)
  272. return NULL;
  273. return static_cast<const gs_vertex_shader*>(shader)->viewProj;
  274. }
  275. gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
  276. {
  277. if (shader->type != GS_SHADER_VERTEX)
  278. return NULL;
  279. return static_cast<const gs_vertex_shader*>(shader)->world;
  280. }
  281. void gs_shader_get_param_info(const gs_sparam_t *param,
  282. struct gs_shader_param_info *info)
  283. {
  284. if (!param)
  285. return;
  286. info->name = param->name.c_str();
  287. info->type = param->type;
  288. }
  289. static inline void shader_setval_inline(gs_shader_param *param,
  290. const void *data, size_t size)
  291. {
  292. assert(param);
  293. if (!param)
  294. return;
  295. bool size_changed = param->curValue.size() != size;
  296. if (size_changed)
  297. param->curValue.resize(size);
  298. if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
  299. memcpy(param->curValue.data(), data, size);
  300. param->changed = true;
  301. }
  302. }
  303. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  304. {
  305. int b_val = (int)val;
  306. shader_setval_inline(param, &b_val, sizeof(int));
  307. }
  308. void gs_shader_set_float(gs_sparam_t *param, float val)
  309. {
  310. shader_setval_inline(param, &val, sizeof(float));
  311. }
  312. void gs_shader_set_int(gs_sparam_t *param, int val)
  313. {
  314. shader_setval_inline(param, &val, sizeof(int));
  315. }
  316. void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
  317. {
  318. struct matrix4 mat;
  319. matrix4_from_matrix3(&mat, val);
  320. shader_setval_inline(param, &mat, sizeof(matrix4));
  321. }
  322. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  323. {
  324. shader_setval_inline(param, val, sizeof(matrix4));
  325. }
  326. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  327. {
  328. shader_setval_inline(param, val, sizeof(vec2));
  329. }
  330. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  331. {
  332. shader_setval_inline(param, val, sizeof(float) * 3);
  333. }
  334. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  335. {
  336. shader_setval_inline(param, val, sizeof(vec4));
  337. }
  338. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  339. {
  340. shader_setval_inline(param, &val, sizeof(gs_texture_t*));
  341. }
  342. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  343. {
  344. shader_setval_inline(param, val, size);
  345. }
  346. void gs_shader_set_default(gs_sparam_t *param)
  347. {
  348. if (param->defaultValue.size())
  349. shader_setval_inline(param, param->defaultValue.data(),
  350. param->defaultValue.size());
  351. }
  352. void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
  353. {
  354. param->nextSampler = sampler;
  355. }