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- /******************************************************************************
- Copyright (C) 2023 by Lain 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 <sstream>
- using namespace std;
- static const char *semanticInputNames[] = {"POSITION", "NORMAL", "COLOR",
- "TANGENT", "TEXCOORD", "VERTEXID"};
- static const char *semanticOutputNames[] = {
- "SV_Position", "NORMAL", "COLOR", "TANGENT", "TEXCOORD", "VERTEXID"};
- static const char *ConvertSemanticName(const char *name)
- {
- const size_t num = sizeof(semanticInputNames) / sizeof(const char *);
- for (size_t i = 0; i < num; i++) {
- if (strcmp(name, semanticInputNames[i]) == 0)
- return semanticOutputNames[i];
- }
- throw "Unknown Semantic Name";
- }
- static void GetSemanticInfo(shader_var *var, const char *&name, uint32_t &index)
- {
- const char *mapping = var->mapping;
- const char *indexStr = mapping;
- while (*indexStr && !isdigit(*indexStr))
- indexStr++;
- index = (*indexStr) ? strtol(indexStr, NULL, 10) : 0;
- string nameStr;
- nameStr.assign(mapping, indexStr - mapping);
- name = ConvertSemanticName(nameStr.c_str());
- }
- static void AddInputLayoutVar(shader_var *var,
- vector<D3D11_INPUT_ELEMENT_DESC> &layout)
- {
- D3D11_INPUT_ELEMENT_DESC ied;
- const char *semanticName;
- uint32_t semanticIndex;
- GetSemanticInfo(var, semanticName, semanticIndex);
- memset(&ied, 0, sizeof(ied));
- ied.SemanticName = semanticName;
- ied.SemanticIndex = semanticIndex;
- ied.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- if (strcmp(var->mapping, "COLOR") == 0) {
- ied.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- } else if (strcmp(var->mapping, "POSITION") == 0 ||
- strcmp(var->mapping, "NORMAL") == 0 ||
- strcmp(var->mapping, "TANGENT") == 0) {
- ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
- } else if (astrcmp_n(var->mapping, "TEXCOORD", 8) == 0) {
- /* type is always a 'float' type */
- switch (var->type[5]) {
- case 0:
- ied.Format = DXGI_FORMAT_R32_FLOAT;
- break;
- case '2':
- ied.Format = DXGI_FORMAT_R32G32_FLOAT;
- break;
- case '3':
- case '4':
- ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
- break;
- }
- }
- layout.push_back(ied);
- }
- static inline bool SetSlot(vector<D3D11_INPUT_ELEMENT_DESC> &layout,
- const char *name, uint32_t index, uint32_t &slotIdx)
- {
- for (size_t i = 0; i < layout.size(); i++) {
- D3D11_INPUT_ELEMENT_DESC &input = layout[i];
- if (input.SemanticIndex == index &&
- strcmpi(input.SemanticName, name) == 0) {
- layout[i].InputSlot = slotIdx++;
- return true;
- }
- }
- return false;
- }
- static void BuildInputLayoutFromVars(shader_parser *parser, darray *vars,
- vector<D3D11_INPUT_ELEMENT_DESC> &layout)
- {
- shader_var *array = (shader_var *)vars->array;
- for (size_t i = 0; i < vars->num; i++) {
- shader_var *var = array + i;
- if (var->mapping) {
- if (strcmp(var->mapping, "VERTEXID") != 0)
- AddInputLayoutVar(var, layout);
- } else {
- shader_struct *st =
- shader_parser_getstruct(parser, var->type);
- if (st)
- BuildInputLayoutFromVars(parser, &st->vars.da,
- layout);
- }
- }
- /*
- * Sets the input slot value for each semantic, however we do it in
- * a specific order so that it will always match the vertex buffer's
- * sub-buffer order (points-> normals-> colors-> tangents-> uvcoords)
- */
- uint32_t slot = 0;
- SetSlot(layout, "SV_Position", 0, slot);
- SetSlot(layout, "NORMAL", 0, slot);
- SetSlot(layout, "COLOR", 0, slot);
- SetSlot(layout, "TANGENT", 0, slot);
- uint32_t index = 0;
- while (SetSlot(layout, "TEXCOORD", index++, slot))
- ;
- }
- void ShaderProcessor::BuildInputLayout(vector<D3D11_INPUT_ELEMENT_DESC> &layout)
- {
- shader_func *func = shader_parser_getfunc(&parser, "main");
- if (!func)
- throw "Failed to find 'main' shader function";
- BuildInputLayoutFromVars(&parser, &func->params.da, layout);
- }
- gs_shader_param::gs_shader_param(shader_var &var, uint32_t &texCounter)
- : name(var.name),
- type(get_shader_param_type(var.type)),
- textureID(texCounter),
- arrayCount(var.array_count),
- changed(false)
- {
- defaultValue.resize(var.default_val.num);
- memcpy(defaultValue.data(), var.default_val.array, var.default_val.num);
- if (type == GS_SHADER_PARAM_TEXTURE)
- texCounter++;
- else
- textureID = 0;
- }
- static inline void AddParam(shader_var &var, vector<gs_shader_param> ¶ms,
- uint32_t &texCounter)
- {
- if (var.var_type != SHADER_VAR_UNIFORM ||
- strcmp(var.type, "sampler") == 0)
- return;
- params.push_back(gs_shader_param(var, texCounter));
- }
- void ShaderProcessor::BuildParams(vector<gs_shader_param> ¶ms)
- {
- uint32_t texCounter = 0;
- for (size_t i = 0; i < parser.params.num; i++)
- AddParam(parser.params.array[i], params, texCounter);
- }
- static inline void AddSampler(gs_device_t *device, shader_sampler &sampler,
- vector<unique_ptr<ShaderSampler>> &samplers)
- {
- gs_sampler_info si;
- shader_sampler_convert(&sampler, &si);
- samplers.emplace_back(new ShaderSampler(sampler.name, device, &si));
- }
- void ShaderProcessor::BuildSamplers(vector<unique_ptr<ShaderSampler>> &samplers)
- {
- for (size_t i = 0; i < parser.samplers.num; i++)
- AddSampler(device, parser.samplers.array[i], samplers);
- }
- void ShaderProcessor::BuildString(string &outputString)
- {
- stringstream output;
- output << "static const bool obs_glsl_compile = false;\n\n";
- cf_token *token = cf_preprocessor_get_tokens(&parser.cfp.pp);
- while (token->type != CFTOKEN_NONE) {
- /* cheaply just replace specific tokens */
- if (strref_cmp(&token->str, "POSITION") == 0)
- output << "SV_Position";
- else if (strref_cmp(&token->str, "TARGET") == 0)
- output << "SV_Target";
- else if (strref_cmp(&token->str, "texture2d") == 0)
- output << "Texture2D";
- else if (strref_cmp(&token->str, "texture3d") == 0)
- output << "Texture3D";
- else if (strref_cmp(&token->str, "texture_cube") == 0)
- output << "TextureCube";
- else if (strref_cmp(&token->str, "texture_rect") == 0)
- throw "texture_rect is not supported in D3D";
- else if (strref_cmp(&token->str, "sampler_state") == 0)
- output << "SamplerState";
- else if (strref_cmp(&token->str, "VERTEXID") == 0)
- output << "SV_VertexID";
- else
- output.write(token->str.array, token->str.len);
- token++;
- }
- outputString = move(output.str());
- }
- void ShaderProcessor::Process(const char *shader_string, const char *file)
- {
- bool success = shader_parse(&parser, shader_string, file);
- char *str = shader_parser_geterrors(&parser);
- if (str) {
- blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
- bfree(str);
- }
- if (!success)
- throw "Failed to parse shader";
- }
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