d3d11-shader.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428
  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_type::gs_vertex_shader, GS_SHADER_VERTEX),
  38. hasNormals (false),
  39. hasColors (false),
  40. hasTangents (false),
  41. nTexUnits (0)
  42. {
  43. ShaderProcessor processor(device);
  44. ComPtr<ID3D10Blob> shaderBlob;
  45. string outputString;
  46. HRESULT hr;
  47. processor.Process(shaderString, file);
  48. processor.BuildString(outputString);
  49. processor.BuildParams(params);
  50. processor.BuildInputLayout(layoutData);
  51. GetBuffersExpected(layoutData);
  52. BuildConstantBuffer();
  53. Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
  54. data.resize(shaderBlob->GetBufferSize());
  55. memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
  56. hr = device->device->CreateVertexShader(data.data(), data.size(),
  57. NULL, shader.Assign());
  58. if (FAILED(hr))
  59. throw HRError("Failed to create vertex shader", hr);
  60. hr = device->device->CreateInputLayout(layoutData.data(),
  61. (UINT)layoutData.size(),
  62. data.data(), data.size(), layout.Assign());
  63. if (FAILED(hr))
  64. throw HRError("Failed to create input layout", hr);
  65. viewProj = gs_shader_get_param_by_name(this, "ViewProj");
  66. world = gs_shader_get_param_by_name(this, "World");
  67. }
  68. gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
  69. const char *shaderString)
  70. : gs_shader(device, gs_type::gs_pixel_shader, GS_SHADER_PIXEL)
  71. {
  72. ShaderProcessor processor(device);
  73. ComPtr<ID3D10Blob> shaderBlob;
  74. string outputString;
  75. HRESULT hr;
  76. processor.Process(shaderString, file);
  77. processor.BuildString(outputString);
  78. processor.BuildParams(params);
  79. processor.BuildSamplers(samplers);
  80. BuildConstantBuffer();
  81. Compile(outputString.c_str(), file, "ps_4_0", shaderBlob.Assign());
  82. data.resize(shaderBlob->GetBufferSize());
  83. memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
  84. hr = device->device->CreatePixelShader(data.data(), data.size(),
  85. NULL, shader.Assign());
  86. if (FAILED(hr))
  87. throw HRError("Failed to create pixel shader", hr);
  88. }
  89. /*
  90. * Shader compilers will pack constants in to single registers when possible.
  91. * For example:
  92. *
  93. * uniform float3 test1;
  94. * uniform float test2;
  95. *
  96. * will inhabit a single constant register (c0.xyz for 'test1', and c0.w for
  97. * 'test2')
  98. *
  99. * However, if two constants cannot inhabit the same register, the second one
  100. * must begin at a new register, for example:
  101. *
  102. * uniform float2 test1;
  103. * uniform float3 test2;
  104. *
  105. * 'test1' will inhabit register constant c0.xy. However, because there's no
  106. * room for 'test2, it must use a new register constant entirely (c1.xyz).
  107. *
  108. * So if we want to calculate the position of the constants in the constant
  109. * buffer, we must take this in to account.
  110. */
  111. void gs_shader::BuildConstantBuffer()
  112. {
  113. for (size_t i = 0; i < params.size(); i++) {
  114. gs_shader_param &param = params[i];
  115. size_t size = 0;
  116. switch (param.type) {
  117. case GS_SHADER_PARAM_BOOL:
  118. case GS_SHADER_PARAM_INT:
  119. case GS_SHADER_PARAM_FLOAT: size = sizeof(float); break;
  120. case GS_SHADER_PARAM_INT2:
  121. case GS_SHADER_PARAM_VEC2: size = sizeof(vec2); break;
  122. case GS_SHADER_PARAM_INT3:
  123. case GS_SHADER_PARAM_VEC3: size = sizeof(float)*3; break;
  124. case GS_SHADER_PARAM_INT4:
  125. case GS_SHADER_PARAM_VEC4: size = sizeof(vec4); break;
  126. case GS_SHADER_PARAM_MATRIX4X4:
  127. size = sizeof(float)*4*4;
  128. break;
  129. case GS_SHADER_PARAM_TEXTURE:
  130. case GS_SHADER_PARAM_STRING:
  131. case GS_SHADER_PARAM_UNKNOWN:
  132. continue;
  133. }
  134. if (param.arrayCount)
  135. size *= param.arrayCount;
  136. /* checks to see if this constant needs to start at a new
  137. * register */
  138. if (size && (constantSize & 15) != 0) {
  139. size_t alignMax = (constantSize + 15) & ~15;
  140. if ((size + constantSize) > alignMax)
  141. constantSize = alignMax;
  142. }
  143. param.pos = constantSize;
  144. constantSize += size;
  145. }
  146. memset(&bd, 0, sizeof(bd));
  147. if (constantSize) {
  148. HRESULT hr;
  149. bd.ByteWidth = (constantSize+15)&0xFFFFFFF0; /* align */
  150. bd.Usage = D3D11_USAGE_DYNAMIC;
  151. bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  152. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  153. hr = device->device->CreateBuffer(&bd, NULL,
  154. constants.Assign());
  155. if (FAILED(hr))
  156. throw HRError("Failed to create constant buffer", hr);
  157. }
  158. for (size_t i = 0; i < params.size(); i++)
  159. gs_shader_set_default(&params[i]);
  160. }
  161. void gs_shader::Compile(const char *shaderString, const char *file,
  162. const char *target, ID3D10Blob **shader)
  163. {
  164. ComPtr<ID3D10Blob> errorsBlob;
  165. HRESULT hr;
  166. if (!shaderString)
  167. throw "No shader string specified";
  168. hr = device->d3dCompile(shaderString, strlen(shaderString), file, NULL,
  169. NULL, "main", target,
  170. D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
  171. shader, errorsBlob.Assign());
  172. if (FAILED(hr)) {
  173. if (errorsBlob != NULL && errorsBlob->GetBufferSize())
  174. throw ShaderError(errorsBlob, hr);
  175. else
  176. throw HRError("Failed to compile shader", hr);
  177. }
  178. #ifdef DISASSEMBLE_SHADERS
  179. ComPtr<ID3D10Blob> asmBlob;
  180. if (!device->d3dDisassemble)
  181. return;
  182. hr = device->d3dDisassemble((*shader)->GetBufferPointer(),
  183. (*shader)->GetBufferSize(), 0, nullptr, &asmBlob);
  184. if (SUCCEEDED(hr) && !!asmBlob && asmBlob->GetBufferSize()) {
  185. blog(LOG_INFO, "=============================================");
  186. blog(LOG_INFO, "Disassembly output for shader '%s':\n%s",
  187. file, asmBlob->GetBufferPointer());
  188. }
  189. #endif
  190. }
  191. inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
  192. gs_shader_param &param, bool &upload)
  193. {
  194. if (param.type != GS_SHADER_PARAM_TEXTURE) {
  195. if (!param.curValue.size())
  196. throw "Not all shader parameters were set";
  197. /* padding in case the constant needs to start at a new
  198. * register */
  199. if (param.pos > constData.size()) {
  200. uint8_t zero = 0;
  201. constData.insert(constData.end(),
  202. param.pos - constData.size(), zero);
  203. }
  204. constData.insert(constData.end(),
  205. param.curValue.begin(),
  206. param.curValue.end());
  207. if (param.changed) {
  208. upload = true;
  209. param.changed = false;
  210. }
  211. } else if (param.curValue.size() == sizeof(gs_texture_t*)) {
  212. gs_texture_t *tex;
  213. memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t*));
  214. device_load_texture(device, tex, param.textureID);
  215. if (param.nextSampler) {
  216. ID3D11SamplerState *state = param.nextSampler->state;
  217. device->context->PSSetSamplers(param.textureID, 1,
  218. &state);
  219. param.nextSampler = nullptr;
  220. }
  221. }
  222. }
  223. void gs_shader::UploadParams()
  224. {
  225. vector<uint8_t> constData;
  226. bool upload = false;
  227. constData.reserve(constantSize);
  228. for (size_t i = 0; i < params.size(); i++)
  229. UpdateParam(constData, params[i], upload);
  230. if (constData.size() != constantSize)
  231. throw "Invalid constant data size given to shader";
  232. if (upload) {
  233. D3D11_MAPPED_SUBRESOURCE map;
  234. HRESULT hr;
  235. hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
  236. 0, &map);
  237. if (FAILED(hr))
  238. throw HRError("Could not lock constant buffer", hr);
  239. memcpy(map.pData, constData.data(), constData.size());
  240. device->context->Unmap(constants, 0);
  241. }
  242. }
  243. void gs_shader_destroy(gs_shader_t *shader)
  244. {
  245. if (shader && shader->device->lastVertexShader == shader)
  246. shader->device->lastVertexShader = nullptr;
  247. delete shader;
  248. }
  249. int gs_shader_get_num_params(const gs_shader_t *shader)
  250. {
  251. return (int)shader->params.size();
  252. }
  253. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  254. {
  255. return &shader->params[param];
  256. }
  257. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  258. {
  259. for (size_t i = 0; i < shader->params.size(); i++) {
  260. gs_shader_param &param = shader->params[i];
  261. if (strcmp(param.name.c_str(), name) == 0)
  262. return &param;
  263. }
  264. return NULL;
  265. }
  266. gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
  267. {
  268. if (shader->type != GS_SHADER_VERTEX)
  269. return NULL;
  270. return static_cast<const gs_vertex_shader*>(shader)->viewProj;
  271. }
  272. gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
  273. {
  274. if (shader->type != GS_SHADER_VERTEX)
  275. return NULL;
  276. return static_cast<const gs_vertex_shader*>(shader)->world;
  277. }
  278. void gs_shader_get_param_info(const gs_sparam_t *param,
  279. struct gs_shader_param_info *info)
  280. {
  281. if (!param)
  282. return;
  283. info->name = param->name.c_str();
  284. info->type = param->type;
  285. }
  286. static inline void shader_setval_inline(gs_shader_param *param,
  287. const void *data, size_t size)
  288. {
  289. assert(param);
  290. if (!param)
  291. return;
  292. bool size_changed = param->curValue.size() != size;
  293. if (size_changed)
  294. param->curValue.resize(size);
  295. if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
  296. memcpy(param->curValue.data(), data, size);
  297. param->changed = true;
  298. }
  299. }
  300. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  301. {
  302. int b_val = (int)val;
  303. shader_setval_inline(param, &b_val, sizeof(int));
  304. }
  305. void gs_shader_set_float(gs_sparam_t *param, float val)
  306. {
  307. shader_setval_inline(param, &val, sizeof(float));
  308. }
  309. void gs_shader_set_int(gs_sparam_t *param, int val)
  310. {
  311. shader_setval_inline(param, &val, sizeof(int));
  312. }
  313. void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
  314. {
  315. struct matrix4 mat;
  316. matrix4_from_matrix3(&mat, val);
  317. shader_setval_inline(param, &mat, sizeof(matrix4));
  318. }
  319. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  320. {
  321. shader_setval_inline(param, val, sizeof(matrix4));
  322. }
  323. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  324. {
  325. shader_setval_inline(param, val, sizeof(vec2));
  326. }
  327. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  328. {
  329. shader_setval_inline(param, val, sizeof(float) * 3);
  330. }
  331. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  332. {
  333. shader_setval_inline(param, val, sizeof(vec4));
  334. }
  335. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  336. {
  337. shader_setval_inline(param, &val, sizeof(gs_texture_t*));
  338. }
  339. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  340. {
  341. shader_setval_inline(param, val, size);
  342. }
  343. void gs_shader_set_default(gs_sparam_t *param)
  344. {
  345. if (param->defaultValue.size())
  346. shader_setval_inline(param, param->defaultValue.data(),
  347. param->defaultValue.size());
  348. }
  349. void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
  350. {
  351. param->nextSampler = sampler;
  352. }