d3d11-shader.cpp 10 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. vector<D3D11_INPUT_ELEMENT_DESC> inputs;
  44. ShaderProcessor processor(device);
  45. ComPtr<ID3D10Blob> shaderBlob;
  46. string outputString;
  47. HRESULT hr;
  48. processor.Process(shaderString, file);
  49. processor.BuildString(outputString);
  50. processor.BuildParams(params);
  51. processor.BuildInputLayout(inputs);
  52. GetBuffersExpected(inputs);
  53. BuildConstantBuffer();
  54. Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
  55. hr = device->device->CreateVertexShader(shaderBlob->GetBufferPointer(),
  56. shaderBlob->GetBufferSize(), NULL, shader.Assign());
  57. if (FAILED(hr))
  58. throw HRError("Failed to create vertex shader", hr);
  59. hr = device->device->CreateInputLayout(inputs.data(),
  60. (UINT)inputs.size(), shaderBlob->GetBufferPointer(),
  61. shaderBlob->GetBufferSize(), layout.Assign());
  62. if (FAILED(hr))
  63. throw HRError("Failed to create input layout", hr);
  64. viewProj = gs_shader_get_param_by_name(this, "ViewProj");
  65. world = gs_shader_get_param_by_name(this, "World");
  66. }
  67. gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
  68. const char *shaderString)
  69. : gs_shader(device, GS_SHADER_PIXEL)
  70. {
  71. ShaderProcessor processor(device);
  72. ComPtr<ID3D10Blob> shaderBlob;
  73. string outputString;
  74. HRESULT hr;
  75. processor.Process(shaderString, file);
  76. processor.BuildString(outputString);
  77. processor.BuildParams(params);
  78. processor.BuildSamplers(samplers);
  79. BuildConstantBuffer();
  80. Compile(outputString.c_str(), file, "ps_4_0", shaderBlob.Assign());
  81. hr = device->device->CreatePixelShader(shaderBlob->GetBufferPointer(),
  82. shaderBlob->GetBufferSize(), NULL, shader.Assign());
  83. if (FAILED(hr))
  84. throw HRError("Failed to create vertex shader", hr);
  85. }
  86. /*
  87. * Shader compilers will pack constants in to single registers when possible.
  88. * For example:
  89. *
  90. * uniform float3 test1;
  91. * uniform float test2;
  92. *
  93. * will inhabit a single constant register (c0.xyz for 'test1', and c0.w for
  94. * 'test2')
  95. *
  96. * However, if two constants cannot inhabit the same register, the second one
  97. * must begin at a new register, for example:
  98. *
  99. * uniform float2 test1;
  100. * uniform float3 test2;
  101. *
  102. * 'test1' will inhabit register constant c0.xy. However, because there's no
  103. * room for 'test2, it must use a new register constant entirely (c1.xyz).
  104. *
  105. * So if we want to calculate the position of the constants in the constant
  106. * buffer, we must take this in to account.
  107. */
  108. void gs_shader::BuildConstantBuffer()
  109. {
  110. for (size_t i = 0; i < params.size(); i++) {
  111. gs_shader_param &param = params[i];
  112. size_t size = 0;
  113. switch (param.type) {
  114. case GS_SHADER_PARAM_BOOL:
  115. case GS_SHADER_PARAM_INT:
  116. case GS_SHADER_PARAM_FLOAT: size = sizeof(float); break;
  117. case GS_SHADER_PARAM_VEC2: size = sizeof(vec2); break;
  118. case GS_SHADER_PARAM_VEC3: size = sizeof(float)*3; break;
  119. case GS_SHADER_PARAM_VEC4: size = sizeof(vec4); break;
  120. case GS_SHADER_PARAM_MATRIX4X4: size = sizeof(float)*4*4;
  121. }
  122. /* checks to see if this constant needs to start at a new
  123. * register */
  124. if (size && (constantSize & 15) != 0) {
  125. size_t alignMax = (constantSize + 15) & ~15;
  126. if ((size + constantSize) > alignMax)
  127. constantSize = alignMax;
  128. }
  129. param.pos = constantSize;
  130. constantSize += size;
  131. }
  132. if (constantSize) {
  133. D3D11_BUFFER_DESC bd;
  134. HRESULT hr;
  135. memset(&bd, 0, sizeof(bd));
  136. bd.ByteWidth = (constantSize+15)&0xFFFFFFF0; /* align */
  137. bd.Usage = D3D11_USAGE_DYNAMIC;
  138. bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  139. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  140. hr = device->device->CreateBuffer(&bd, NULL,
  141. constants.Assign());
  142. if (FAILED(hr))
  143. throw HRError("Failed to create constant buffer", hr);
  144. }
  145. for (size_t i = 0; i < params.size(); i++)
  146. gs_shader_set_default(&params[i]);
  147. }
  148. void gs_shader::Compile(const char *shaderString, const char *file,
  149. const char *target, ID3D10Blob **shader)
  150. {
  151. ComPtr<ID3D10Blob> errorsBlob;
  152. HRESULT hr;
  153. if (!shaderString)
  154. throw "No shader string specified";
  155. hr = D3DCompile(shaderString, strlen(shaderString), file, NULL, NULL,
  156. "main", target,
  157. D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
  158. shader, errorsBlob.Assign());
  159. if (FAILED(hr)) {
  160. if (errorsBlob != NULL && errorsBlob->GetBufferSize())
  161. throw ShaderError(errorsBlob, hr);
  162. else
  163. throw HRError("Failed to compile shader", hr);
  164. }
  165. }
  166. inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
  167. gs_shader_param &param, bool &upload)
  168. {
  169. if (param.type != GS_SHADER_PARAM_TEXTURE) {
  170. if (!param.curValue.size())
  171. throw "Not all shader parameters were set";
  172. /* padding in case the constant needs to start at a new
  173. * register */
  174. if (param.pos > constData.size()) {
  175. uint8_t zero = 0;
  176. constData.insert(constData.end(),
  177. param.pos - constData.size(), zero);
  178. }
  179. constData.insert(constData.end(),
  180. param.curValue.begin(),
  181. param.curValue.end());
  182. if (param.changed) {
  183. upload = true;
  184. param.changed = false;
  185. }
  186. } else if (param.curValue.size() == sizeof(gs_texture_t*)) {
  187. gs_texture_t *tex;
  188. memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t*));
  189. device_load_texture(device, tex, param.textureID);
  190. }
  191. }
  192. void gs_shader::UploadParams()
  193. {
  194. vector<uint8_t> constData;
  195. bool upload = false;
  196. constData.reserve(constantSize);
  197. for (size_t i = 0; i < params.size(); i++)
  198. UpdateParam(constData, params[i], upload);
  199. if (constData.size() != constantSize)
  200. throw "Invalid constant data size given to shader";
  201. if (upload) {
  202. D3D11_MAPPED_SUBRESOURCE map;
  203. HRESULT hr;
  204. hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
  205. 0, &map);
  206. if (FAILED(hr))
  207. throw HRError("Could not lock constant buffer", hr);
  208. memcpy(map.pData, constData.data(), constData.size());
  209. device->context->Unmap(constants, 0);
  210. }
  211. }
  212. void gs_shader_destroy(gs_shader_t *shader)
  213. {
  214. delete shader;
  215. }
  216. int gs_shader_get_num_params(const gs_shader_t *shader)
  217. {
  218. return (int)shader->params.size();
  219. }
  220. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  221. {
  222. return &shader->params[param];
  223. }
  224. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  225. {
  226. for (size_t i = 0; i < shader->params.size(); i++) {
  227. gs_shader_param &param = shader->params[i];
  228. if (strcmp(param.name.c_str(), name) == 0)
  229. return &param;
  230. }
  231. return NULL;
  232. }
  233. gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
  234. {
  235. if (shader->type != GS_SHADER_VERTEX)
  236. return NULL;
  237. return static_cast<const gs_vertex_shader*>(shader)->viewProj;
  238. }
  239. gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
  240. {
  241. if (shader->type != GS_SHADER_VERTEX)
  242. return NULL;
  243. return static_cast<const gs_vertex_shader*>(shader)->world;
  244. }
  245. void gs_shader_get_param_info(const gs_sparam_t *param,
  246. struct gs_shader_param_info *info)
  247. {
  248. if (!param)
  249. return;
  250. info->name = param->name.c_str();
  251. info->type = param->type;
  252. }
  253. static inline void shader_setval_inline(gs_shader_param *param,
  254. const void *data, size_t size)
  255. {
  256. assert(param);
  257. if (!param)
  258. return;
  259. bool size_changed = param->curValue.size() != size;
  260. if (size_changed)
  261. param->curValue.resize(size);
  262. if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
  263. memcpy(param->curValue.data(), data, size);
  264. param->changed = true;
  265. }
  266. }
  267. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  268. {
  269. shader_setval_inline(param, &val, sizeof(bool));
  270. }
  271. void gs_shader_set_float(gs_sparam_t *param, float val)
  272. {
  273. shader_setval_inline(param, &val, sizeof(float));
  274. }
  275. void gs_shader_set_int(gs_sparam_t *param, int val)
  276. {
  277. shader_setval_inline(param, &val, sizeof(int));
  278. }
  279. void gs_shader_setmatrix3(gs_sparam_t *param, const struct matrix3 *val)
  280. {
  281. struct matrix4 mat;
  282. matrix4_from_matrix3(&mat, val);
  283. shader_setval_inline(param, &mat, sizeof(matrix4));
  284. }
  285. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  286. {
  287. shader_setval_inline(param, val, sizeof(matrix4));
  288. }
  289. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  290. {
  291. shader_setval_inline(param, val, sizeof(vec2));
  292. }
  293. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  294. {
  295. shader_setval_inline(param, val, sizeof(float) * 3);
  296. }
  297. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  298. {
  299. shader_setval_inline(param, val, sizeof(vec4));
  300. }
  301. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  302. {
  303. shader_setval_inline(param, &val, sizeof(gs_texture_t*));
  304. }
  305. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  306. {
  307. shader_setval_inline(param, val, size);
  308. }
  309. void gs_shader_set_default(gs_sparam_t *param)
  310. {
  311. if (param->defaultValue.size())
  312. shader_setval_inline(param, param->defaultValue.data(),
  313. param->defaultValue.size());
  314. }