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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 3 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 "GS_D3D11SubSystem.hpp"
- #include "GS_D3D11ShaderProcessor.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(device_t device, const char *file,
- const char *shaderString)
- : gs_shader (device, SHADER_VERTEX),
- hasNormals (false),
- hasColors (false),
- hasTangents (false),
- nTexUnits (0)
- {
- vector<D3D11_INPUT_ELEMENT_DESC> inputs;
- ShaderProcessor processor(device);
- ComPtr<ID3D10Blob> shaderBlob;
- string outputString;
- HRESULT hr;
- processor.Process(shaderString, file);
- processor.BuildString(outputString);
- processor.BuildParams(params);
- processor.BuildInputLayout(inputs);
- GetBuffersExpected(inputs);
- BuildConstantBuffer();
- Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
- hr = device->device->CreateVertexShader(shaderBlob->GetBufferPointer(),
- shaderBlob->GetBufferSize(), NULL, shader.Assign());
- if (FAILED(hr))
- throw HRError("Failed to create vertex shader", hr);
- hr = device->device->CreateInputLayout(inputs.data(),
- (UINT)inputs.size(), shaderBlob->GetBufferPointer(),
- shaderBlob->GetBufferSize(), layout.Assign());
- if (FAILED(hr))
- throw HRError("Failed to create input layout", hr);
- viewProj = shader_getparambyname(this, "ViewProj");
- world = shader_getparambyname(this, "World");
- }
- gs_pixel_shader::gs_pixel_shader(device_t device, const char *file,
- const char *shaderString)
- : gs_shader(device, 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());
- hr = device->device->CreatePixelShader(shaderBlob->GetBufferPointer(),
- shaderBlob->GetBufferSize(), NULL, shader.Assign());
- if (FAILED(hr))
- throw HRError("Failed to create vertex shader", hr);
- }
- void gs_shader::BuildConstantBuffer()
- {
- for (size_t i = 0; i < params.size(); i++) {
- shader_param ¶m = params[i];
- switch (param.type) {
- case SHADER_PARAM_BOOL:
- case SHADER_PARAM_INT:
- case SHADER_PARAM_FLOAT: constantSize += sizeof(float); break;
- case SHADER_PARAM_VEC2: constantSize += sizeof(vec2); break;
- case SHADER_PARAM_VEC3: constantSize += sizeof(float)*3; break;
- case SHADER_PARAM_VEC4: constantSize += sizeof(vec4); break;
- case SHADER_PARAM_MATRIX3X3:
- constantSize += sizeof(float)*3*3;
- break;
- case SHADER_PARAM_MATRIX4X4:
- constantSize += sizeof(float)*4*4;
- }
- }
- if (constantSize) {
- D3D11_BUFFER_DESC bd;
- HRESULT hr;
- memset(&bd, 0, sizeof(bd));
- 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++)
- shader_setdefault(this, ¶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 = 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);
- }
- }
- inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
- shader_param ¶m, bool &upload)
- {
- if (param.type != SHADER_PARAM_TEXTURE) {
- if (!param.curValue.size())
- throw "Not all shader parameters were set";
- constData.insert(constData.end(),
- param.curValue.begin(),
- param.curValue.end());
- if (param.changed) {
- upload = true;
- param.changed = false;
- }
- } else if (param.curValue.size() == sizeof(texture_t)) {
- texture_t tex;
- memcpy(&tex, param.curValue.data(), sizeof(texture_t));
- device_load_texture(device, tex, param.textureID);
- }
- }
- 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 shader_destroy(shader_t shader)
- {
- delete shader;
- }
- int shader_numparams(shader_t shader)
- {
- return (int)shader->params.size();
- }
- sparam_t shader_getparambyidx(shader_t shader, int param)
- {
- return &shader->params[param];
- }
- sparam_t shader_getparambyname(shader_t shader, const char *name)
- {
- for (size_t i = 0; i < shader->params.size(); i++) {
- shader_param ¶m = shader->params[i];
- if (strcmp(param.name.c_str(), name) == 0)
- return ¶m;
- }
- return NULL;
- }
- void shader_getparaminfo(shader_t shader, sparam_t param,
- struct shader_param_info *info)
- {
- if (!param || !shader)
- return;
- info->name = param->name.c_str();
- info->type = param->type;
- }
- sparam_t shader_getviewprojmatrix(shader_t shader)
- {
- if (shader->type != SHADER_VERTEX)
- return NULL;
- return static_cast<gs_vertex_shader*>(shader)->viewProj;
- }
- sparam_t shader_getworldmatrix(shader_t shader)
- {
- if (shader->type != SHADER_VERTEX)
- return NULL;
- return static_cast<gs_vertex_shader*>(shader)->world;
- }
- static inline void shader_setval_inline(gs_shader *shader, 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 shader_setbool(shader_t shader, sparam_t param, bool val)
- {
- shader_setval_inline(shader, param, &val, sizeof(bool));
- }
- void shader_setfloat(shader_t shader, sparam_t param, float val)
- {
- shader_setval_inline(shader, param, &val, sizeof(float));
- }
- void shader_setint(shader_t shader, sparam_t param, int val)
- {
- shader_setval_inline(shader, param, &val, sizeof(int));
- }
- void shader_setmatrix3(shader_t shader, sparam_t param,
- const struct matrix3 *val)
- {
- shader_setval_inline(shader, param, val, sizeof(matrix3));
- }
- void shader_setmatrix4(shader_t shader, sparam_t param,
- const struct matrix4 *val)
- {
- shader_setval_inline(shader, param, val, sizeof(matrix4));
- }
- void shader_setvec2(shader_t shader, sparam_t param, const struct vec2 *val)
- {
- shader_setval_inline(shader, param, val, sizeof(vec2));
- }
- void shader_setvec3(shader_t shader, sparam_t param, const struct vec3 *val)
- {
- shader_setval_inline(shader, param, val, sizeof(float) * 3);
- }
- void shader_setvec4(shader_t shader, sparam_t param, const struct vec4 *val)
- {
- shader_setval_inline(shader, param, val, sizeof(vec4));
- }
- void shader_settexture(shader_t shader, sparam_t param, texture_t val)
- {
- shader_setval_inline(shader, param, &val, sizeof(texture_t));
- }
- void shader_setval(shader_t shader, sparam_t param, const void *val,
- size_t size)
- {
- shader_setval_inline(shader, param, val, size);
- }
- void shader_setdefault(shader_t shader, sparam_t param)
- {
- if (param->defaultValue.size())
- shader_setval_inline(shader, param, param->defaultValue.data(),
- param->defaultValue.size());
- }
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