GS_D3D11Shader.cpp 9.2 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 "GS_D3D11SubSystem.hpp"
  15. #include "GS_D3D11ShaderProcessor.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_MATRIX3X3:
  98. constantSize += sizeof(float)*3*3;
  99. break;
  100. case SHADER_PARAM_MATRIX4X4:
  101. constantSize += sizeof(float)*4*4;
  102. }
  103. }
  104. if (constantSize) {
  105. D3D11_BUFFER_DESC bd;
  106. HRESULT hr;
  107. memset(&bd, 0, sizeof(bd));
  108. bd.ByteWidth = (constantSize+15)&0xFFFFFFF0; /* align */
  109. bd.Usage = D3D11_USAGE_DYNAMIC;
  110. bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  111. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  112. hr = device->device->CreateBuffer(&bd, NULL,
  113. constants.Assign());
  114. if (FAILED(hr))
  115. throw HRError("Failed to create constant buffer", hr);
  116. }
  117. for (size_t i = 0; i < params.size(); i++)
  118. shader_setdefault(this, &params[i]);
  119. }
  120. void gs_shader::Compile(const char *shaderString, const char *file,
  121. const char *target, ID3D10Blob **shader)
  122. {
  123. ComPtr<ID3D10Blob> errorsBlob;
  124. HRESULT hr;
  125. if (!shaderString)
  126. throw "No shader string specified";
  127. hr = D3DCompile(shaderString, strlen(shaderString), file, NULL, NULL,
  128. "main", target,
  129. D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
  130. shader, errorsBlob.Assign());
  131. if (FAILED(hr)) {
  132. if (errorsBlob != NULL && errorsBlob->GetBufferSize())
  133. throw ShaderError(errorsBlob, hr);
  134. else
  135. throw HRError("Failed to compile shader", hr);
  136. }
  137. }
  138. inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
  139. shader_param &param, bool &upload)
  140. {
  141. if (param.type != SHADER_PARAM_TEXTURE) {
  142. if (!param.curValue.size())
  143. throw "Not all shader parameters were set";
  144. constData.insert(constData.end(),
  145. param.curValue.begin(),
  146. param.curValue.end());
  147. if (param.changed) {
  148. upload = true;
  149. param.changed = false;
  150. }
  151. } else if (param.curValue.size() == sizeof(texture_t)) {
  152. texture_t tex;
  153. memcpy(&tex, param.curValue.data(), sizeof(texture_t));
  154. device_load_texture(device, tex, param.textureID);
  155. }
  156. }
  157. void gs_shader::UploadParams()
  158. {
  159. vector<uint8_t> constData;
  160. bool upload = false;
  161. constData.reserve(constantSize);
  162. for (size_t i = 0; i < params.size(); i++)
  163. UpdateParam(constData, params[i], upload);
  164. if (constData.size() != constantSize)
  165. throw "Invalid constant data size given to shader";
  166. if (upload) {
  167. D3D11_MAPPED_SUBRESOURCE map;
  168. HRESULT hr;
  169. hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
  170. 0, &map);
  171. if (FAILED(hr))
  172. throw HRError("Could not lock constant buffer", hr);
  173. memcpy(map.pData, constData.data(), constData.size());
  174. device->context->Unmap(constants, 0);
  175. }
  176. }
  177. void shader_destroy(shader_t shader)
  178. {
  179. delete shader;
  180. }
  181. int shader_numparams(shader_t shader)
  182. {
  183. return (int)shader->params.size();
  184. }
  185. sparam_t shader_getparambyidx(shader_t shader, int param)
  186. {
  187. return &shader->params[param];
  188. }
  189. sparam_t shader_getparambyname(shader_t shader, const char *name)
  190. {
  191. for (size_t i = 0; i < shader->params.size(); i++) {
  192. shader_param &param = shader->params[i];
  193. if (strcmp(param.name.c_str(), name) == 0)
  194. return &param;
  195. }
  196. return NULL;
  197. }
  198. void shader_getparaminfo(shader_t shader, sparam_t param,
  199. struct shader_param_info *info)
  200. {
  201. if (!param || !shader)
  202. return;
  203. info->name = param->name.c_str();
  204. info->type = param->type;
  205. }
  206. sparam_t shader_getviewprojmatrix(shader_t shader)
  207. {
  208. if (shader->type != SHADER_VERTEX)
  209. return NULL;
  210. return static_cast<gs_vertex_shader*>(shader)->viewProj;
  211. }
  212. sparam_t shader_getworldmatrix(shader_t shader)
  213. {
  214. if (shader->type != SHADER_VERTEX)
  215. return NULL;
  216. return static_cast<gs_vertex_shader*>(shader)->world;
  217. }
  218. static inline void shader_setval_inline(gs_shader *shader, shader_param *param,
  219. const void *data, size_t size)
  220. {
  221. assert(param);
  222. if (!param)
  223. return;
  224. bool size_changed = param->curValue.size() != size;
  225. if (size_changed)
  226. param->curValue.resize(size);
  227. if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
  228. memcpy(param->curValue.data(), data, size);
  229. param->changed = true;
  230. }
  231. }
  232. void shader_setbool(shader_t shader, sparam_t param, bool val)
  233. {
  234. shader_setval_inline(shader, param, &val, sizeof(bool));
  235. }
  236. void shader_setfloat(shader_t shader, sparam_t param, float val)
  237. {
  238. shader_setval_inline(shader, param, &val, sizeof(float));
  239. }
  240. void shader_setint(shader_t shader, sparam_t param, int val)
  241. {
  242. shader_setval_inline(shader, param, &val, sizeof(int));
  243. }
  244. void shader_setmatrix3(shader_t shader, sparam_t param,
  245. const struct matrix3 *val)
  246. {
  247. shader_setval_inline(shader, param, val, sizeof(matrix3));
  248. }
  249. void shader_setmatrix4(shader_t shader, sparam_t param,
  250. const struct matrix4 *val)
  251. {
  252. shader_setval_inline(shader, param, val, sizeof(matrix4));
  253. }
  254. void shader_setvec2(shader_t shader, sparam_t param, const struct vec2 *val)
  255. {
  256. shader_setval_inline(shader, param, val, sizeof(vec2));
  257. }
  258. void shader_setvec3(shader_t shader, sparam_t param, const struct vec3 *val)
  259. {
  260. shader_setval_inline(shader, param, val, sizeof(float) * 3);
  261. }
  262. void shader_setvec4(shader_t shader, sparam_t param, const struct vec4 *val)
  263. {
  264. shader_setval_inline(shader, param, val, sizeof(vec4));
  265. }
  266. void shader_settexture(shader_t shader, sparam_t param, texture_t val)
  267. {
  268. shader_setval_inline(shader, param, &val, sizeof(texture_t));
  269. }
  270. void shader_setval(shader_t shader, sparam_t param, const void *val,
  271. size_t size)
  272. {
  273. shader_setval_inline(shader, param, val, size);
  274. }
  275. void shader_setdefault(shader_t shader, sparam_t param)
  276. {
  277. if (param->defaultValue.size())
  278. shader_setval_inline(shader, param, param->defaultValue.data(),
  279. param->defaultValue.size());
  280. }