d3d11-shader.cpp 9.1 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 3 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(device_t device, const char *file,
  36. const char *shaderString)
  37. : gs_shader (device, 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 = shader_getparambyname(this, "ViewProj");
  65. world = shader_getparambyname(this, "World");
  66. }
  67. gs_pixel_shader::gs_pixel_shader(device_t device, const char *file,
  68. const char *shaderString)
  69. : gs_shader(device, 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. void gs_shader::BuildConstantBuffer()
  87. {
  88. for (size_t i = 0; i < params.size(); i++) {
  89. shader_param &param = params[i];
  90. switch (param.type) {
  91. case SHADER_PARAM_BOOL:
  92. case SHADER_PARAM_INT:
  93. case SHADER_PARAM_FLOAT: constantSize += sizeof(float); break;
  94. case SHADER_PARAM_VEC2: constantSize += sizeof(vec2); break;
  95. case SHADER_PARAM_VEC3: constantSize += sizeof(float)*3; break;
  96. case SHADER_PARAM_VEC4: constantSize += sizeof(vec4); break;
  97. case SHADER_PARAM_MATRIX4X4:
  98. constantSize += sizeof(float)*4*4;
  99. }
  100. }
  101. if (constantSize) {
  102. D3D11_BUFFER_DESC bd;
  103. HRESULT hr;
  104. memset(&bd, 0, sizeof(bd));
  105. bd.ByteWidth = (constantSize+15)&0xFFFFFFF0; /* align */
  106. bd.Usage = D3D11_USAGE_DYNAMIC;
  107. bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  108. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  109. hr = device->device->CreateBuffer(&bd, NULL,
  110. constants.Assign());
  111. if (FAILED(hr))
  112. throw HRError("Failed to create constant buffer", hr);
  113. }
  114. for (size_t i = 0; i < params.size(); i++)
  115. shader_setdefault(this, &params[i]);
  116. }
  117. void gs_shader::Compile(const char *shaderString, const char *file,
  118. const char *target, ID3D10Blob **shader)
  119. {
  120. ComPtr<ID3D10Blob> errorsBlob;
  121. HRESULT hr;
  122. if (!shaderString)
  123. throw "No shader string specified";
  124. hr = D3DCompile(shaderString, strlen(shaderString), file, NULL, NULL,
  125. "main", target,
  126. D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
  127. shader, errorsBlob.Assign());
  128. if (FAILED(hr)) {
  129. if (errorsBlob != NULL && errorsBlob->GetBufferSize())
  130. throw ShaderError(errorsBlob, hr);
  131. else
  132. throw HRError("Failed to compile shader", hr);
  133. }
  134. }
  135. inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
  136. shader_param &param, bool &upload)
  137. {
  138. if (param.type != SHADER_PARAM_TEXTURE) {
  139. if (!param.curValue.size())
  140. throw "Not all shader parameters were set";
  141. constData.insert(constData.end(),
  142. param.curValue.begin(),
  143. param.curValue.end());
  144. if (param.changed) {
  145. upload = true;
  146. param.changed = false;
  147. }
  148. } else if (param.curValue.size() == sizeof(texture_t)) {
  149. texture_t tex;
  150. memcpy(&tex, param.curValue.data(), sizeof(texture_t));
  151. device_load_texture(device, tex, param.textureID);
  152. }
  153. }
  154. void gs_shader::UploadParams()
  155. {
  156. vector<uint8_t> constData;
  157. bool upload = false;
  158. constData.reserve(constantSize);
  159. for (size_t i = 0; i < params.size(); i++)
  160. UpdateParam(constData, params[i], upload);
  161. if (constData.size() != constantSize)
  162. throw "Invalid constant data size given to shader";
  163. if (upload) {
  164. D3D11_MAPPED_SUBRESOURCE map;
  165. HRESULT hr;
  166. hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
  167. 0, &map);
  168. if (FAILED(hr))
  169. throw HRError("Could not lock constant buffer", hr);
  170. memcpy(map.pData, constData.data(), constData.size());
  171. device->context->Unmap(constants, 0);
  172. }
  173. }
  174. void shader_destroy(shader_t shader)
  175. {
  176. delete shader;
  177. }
  178. int shader_numparams(shader_t shader)
  179. {
  180. return (int)shader->params.size();
  181. }
  182. sparam_t shader_getparambyidx(shader_t shader, uint32_t param)
  183. {
  184. return &shader->params[param];
  185. }
  186. sparam_t shader_getparambyname(shader_t shader, const char *name)
  187. {
  188. for (size_t i = 0; i < shader->params.size(); i++) {
  189. shader_param &param = shader->params[i];
  190. if (strcmp(param.name.c_str(), name) == 0)
  191. return &param;
  192. }
  193. return NULL;
  194. }
  195. void shader_getparaminfo(shader_t shader, sparam_t param,
  196. struct shader_param_info *info)
  197. {
  198. if (!param || !shader)
  199. return;
  200. info->name = param->name.c_str();
  201. info->type = param->type;
  202. }
  203. sparam_t shader_getviewprojmatrix(shader_t shader)
  204. {
  205. if (shader->type != SHADER_VERTEX)
  206. return NULL;
  207. return static_cast<gs_vertex_shader*>(shader)->viewProj;
  208. }
  209. sparam_t shader_getworldmatrix(shader_t shader)
  210. {
  211. if (shader->type != SHADER_VERTEX)
  212. return NULL;
  213. return static_cast<gs_vertex_shader*>(shader)->world;
  214. }
  215. static inline void shader_setval_inline(gs_shader *shader, shader_param *param,
  216. const void *data, size_t size)
  217. {
  218. assert(param);
  219. if (!param)
  220. return;
  221. bool size_changed = param->curValue.size() != size;
  222. if (size_changed)
  223. param->curValue.resize(size);
  224. if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
  225. memcpy(param->curValue.data(), data, size);
  226. param->changed = true;
  227. }
  228. }
  229. void shader_setbool(shader_t shader, sparam_t param, bool val)
  230. {
  231. shader_setval_inline(shader, param, &val, sizeof(bool));
  232. }
  233. void shader_setfloat(shader_t shader, sparam_t param, float val)
  234. {
  235. shader_setval_inline(shader, param, &val, sizeof(float));
  236. }
  237. void shader_setint(shader_t shader, sparam_t param, int val)
  238. {
  239. shader_setval_inline(shader, param, &val, sizeof(int));
  240. }
  241. void shader_setmatrix3(shader_t shader, sparam_t param,
  242. const struct matrix3 *val)
  243. {
  244. struct matrix4 mat;
  245. matrix4_from_matrix3(&mat, val);
  246. shader_setval_inline(shader, param, &mat, sizeof(matrix4));
  247. }
  248. void shader_setmatrix4(shader_t shader, sparam_t param,
  249. const struct matrix4 *val)
  250. {
  251. shader_setval_inline(shader, param, val, sizeof(matrix4));
  252. }
  253. void shader_setvec2(shader_t shader, sparam_t param, const struct vec2 *val)
  254. {
  255. shader_setval_inline(shader, param, val, sizeof(vec2));
  256. }
  257. void shader_setvec3(shader_t shader, sparam_t param, const struct vec3 *val)
  258. {
  259. shader_setval_inline(shader, param, val, sizeof(float) * 3);
  260. }
  261. void shader_setvec4(shader_t shader, sparam_t param, const struct vec4 *val)
  262. {
  263. shader_setval_inline(shader, param, val, sizeof(vec4));
  264. }
  265. void shader_settexture(shader_t shader, sparam_t param, texture_t val)
  266. {
  267. shader_setval_inline(shader, param, &val, sizeof(texture_t));
  268. }
  269. void shader_setval(shader_t shader, sparam_t param, const void *val,
  270. size_t size)
  271. {
  272. shader_setval_inline(shader, param, val, size);
  273. }
  274. void shader_setdefault(shader_t shader, sparam_t param)
  275. {
  276. if (param->defaultValue.size())
  277. shader_setval_inline(shader, param, param->defaultValue.data(),
  278. param->defaultValue.size());
  279. }