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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_type::gs_vertex_shader, 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);
- const UINT layoutSize = (UINT)layoutData.size();
- if (layoutSize > 0) {
- hr = device->device->CreateInputLayout(layoutData.data(),
- (UINT)layoutSize,
- 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_type::gs_pixel_shader, 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 pixel 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_INT2:
- case GS_SHADER_PARAM_VEC2:
- size = sizeof(vec2);
- break;
- case GS_SHADER_PARAM_INT3:
- case GS_SHADER_PARAM_VEC3:
- size = sizeof(float) * 3;
- break;
- case GS_SHADER_PARAM_INT4:
- 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;
- }
- if (param.arrayCount)
- size *= param.arrayCount;
- /* 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;
- }
- memset(&bd, 0, sizeof(bd));
- if (constantSize) {
- HRESULT hr;
- 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);
- }
- #ifdef DISASSEMBLE_SHADERS
- ComPtr<ID3D10Blob> asmBlob;
- if (!device->d3dDisassemble)
- return;
- hr = device->d3dDisassemble((*shader)->GetBufferPointer(),
- (*shader)->GetBufferSize(), 0, nullptr,
- &asmBlob);
- if (SUCCEEDED(hr) && !!asmBlob && asmBlob->GetBufferSize()) {
- blog(LOG_INFO, "=============================================");
- blog(LOG_INFO, "Disassembly output for shader '%s':\n%s", file,
- asmBlob->GetBufferPointer());
- }
- #endif
- }
- 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(struct gs_shader_texture)) {
- struct gs_shader_texture shader_tex;
- memcpy(&shader_tex, param.curValue.data(), sizeof(shader_tex));
- if (shader_tex.srgb)
- device_load_texture_srgb(device, shader_tex.tex,
- param.textureID);
- else
- device_load_texture(device, shader_tex.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)
- {
- if (shader && shader->device->lastVertexShader == shader)
- shader->device->lastVertexShader = nullptr;
- 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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