Torque3D/Engine/source/gfx/D3D9/gfxD3D9Shader.cpp
Robert Fritzen 171a24459f Remove namespace from header
Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
2013-07-28 12:55:52 -05:00

1444 lines
49 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#if defined(TORQUE_OS_XENON)
# include <xtl.h>
#else
# include <d3d9.h>
#endif
#include "gfx/D3D9/gfxD3D9Shader.h"
#include "gfx/D3D9/gfxD3D9Device.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/util/safeDelete.h"
#include "console/console.h"
using namespace Torque;
extern bool gDisassembleAllShaders;
/// D3DXInclude plugin
class _gfxD3DXInclude : public ID3DXInclude, public StrongRefBase
{
private:
Vector<String> mLastPath;
public:
void setPath( const String &path )
{
mLastPath.clear();
mLastPath.push_back( path );
}
_gfxD3DXInclude() {}
virtual ~_gfxD3DXInclude() {}
STDMETHOD(Close)(THIS_ LPCVOID pData);
// 360
STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes, /* OUT */ LPSTR pFullPath, DWORD cbFullPath);
// PC
STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
{
return Open( IncludeType, pFileName, pParentData, ppData, pBytes, NULL, 0 );
}
};
_gfxD3DXIncludeRef GFXD3D9Shader::smD3DXInclude = NULL;
HRESULT _gfxD3DXInclude::Open(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName,
LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes,
LPSTR pFullPath, DWORD cbFullPath)
{
// First try making the path relative to the parent.
Torque::Path path = Torque::Path::Join( mLastPath.last(), '/', pFileName );
path = Torque::Path::CompressPath( path );
if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
{
// Ok... now try using the path as is.
path = String( pFileName );
path = Torque::Path::CompressPath( path );
if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
{
AssertISV(false, avar( "Failed to open include '%s'.", pFileName));
return E_FAIL;
}
}
// If the data was of zero size then we cannot recurse
// into this file and DX won't call Close() below.
//
// So in this case don't push on the path.
if ( *pBytes > 0 )
mLastPath.push_back( path.getRootAndPath() );
return S_OK;
}
HRESULT _gfxD3DXInclude::Close( THIS_ LPCVOID pData )
{
// Free the data file and pop its path off the stack.
delete [] (U8*)pData;
mLastPath.pop_back();
return S_OK;
}
GFXD3D9ShaderConstHandle::GFXD3D9ShaderConstHandle()
{
clear();
}
const String& GFXD3D9ShaderConstHandle::getName() const
{
if ( mVertexConstant )
return mVertexHandle.name;
else
return mPixelHandle.name;
}
GFXShaderConstType GFXD3D9ShaderConstHandle::getType() const
{
if ( mVertexConstant )
return mVertexHandle.constType;
else
return mPixelHandle.constType;
}
U32 GFXD3D9ShaderConstHandle::getArraySize() const
{
if ( mVertexConstant )
return mVertexHandle.arraySize;
else
return mPixelHandle.arraySize;
}
S32 GFXD3D9ShaderConstHandle::getSamplerRegister() const
{
if ( !mValid || !isSampler() )
return -1;
// We always store sampler type and register index in the pixelHandle,
// sampler registers are shared between vertex and pixel shaders anyway.
return mPixelHandle.offset;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
{
PROFILE_SCOPE(GFXD3D9ShaderBufferLayout_setMatrix);
if (pd.constType == GFXSCT_Float4x4)
{
// Special case, we can just blast this guy.
AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
if (dMemcmp(basePointer+pd.offset, data, size) != 0)
{
dMemcpy(basePointer+pd.offset, data, size);
return true;
}
return false;
}
else
{
PROFILE_SCOPE(GFXD3D9ShaderBufferLayout_setMatrix_not4x4);
// Figure out how big of a chunk we are copying. We're going to copy 4 columns by N rows of data
U32 csize;
switch (pd.constType)
{
case GFXSCT_Float2x2 :
csize = 32;
break;
case GFXSCT_Float3x3 :
csize = 48;
break;
default:
AssertFatal(false, "Unhandled case!");
return false;
break;
}
// Loop through and copy
bool ret = false;
U8* currDestPointer = basePointer+pd.offset;
const U8* currSourcePointer = static_cast<const U8*>(data);
const U8* endData = currSourcePointer + size;
while (currSourcePointer < endData)
{
if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
{
dMemcpy(currDestPointer, currSourcePointer, csize);
ret = true;
}
currDestPointer += csize;
currSourcePointer += sizeof(MatrixF);
}
return ret;
}
}
//------------------------------------------------------------------------------
GFXD3D9ShaderConstBuffer::GFXD3D9ShaderConstBuffer( GFXD3D9Shader* shader,
GFXD3D9ShaderBufferLayout* vertexLayoutF,
GFXD3D9ShaderBufferLayout* vertexLayoutI,
GFXD3D9ShaderBufferLayout* pixelLayoutF,
GFXD3D9ShaderBufferLayout* pixelLayoutI )
{
AssertFatal( shader, "GFXD3D9ShaderConstBuffer() - Got a null shader!" );
// We hold on to this so we don't have to call
// this virtual method during activation.
mDevice = static_cast<GFXD3D9Device*>( GFX )->getDevice();
mShader = shader;
// TODO: Remove buffers and layouts that don't exist for performance?
mVertexConstBufferLayoutF = vertexLayoutF;
mVertexConstBufferF = new GenericConstBuffer(vertexLayoutF);
mVertexConstBufferLayoutI = vertexLayoutI;
mVertexConstBufferI = new GenericConstBuffer(vertexLayoutI);
mPixelConstBufferLayoutF = pixelLayoutF;
mPixelConstBufferF = new GenericConstBuffer(pixelLayoutF);
mPixelConstBufferLayoutI = pixelLayoutI;
mPixelConstBufferI = new GenericConstBuffer(pixelLayoutI);
}
GFXD3D9ShaderConstBuffer::~GFXD3D9ShaderConstBuffer()
{
SAFE_DELETE(mVertexConstBufferF);
SAFE_DELETE(mPixelConstBufferF);
SAFE_DELETE(mVertexConstBufferI);
SAFE_DELETE(mPixelConstBufferI);
if ( mShader )
mShader->_unlinkBuffer( this );
}
GFXShader* GFXD3D9ShaderConstBuffer::getShader()
{
return mShader;
}
// This is kind of cheesy, but I don't think templates would work well here because
// these functions potentially need to be handled differently by other derived types
template<class T>
inline void GFXD3D9ShaderConstBuffer::SET_CONSTANT( GFXShaderConstHandle* handle, const T& fv, GenericConstBuffer *vBuffer, GenericConstBuffer *pBuffer )
{
AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!");
const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle);
AssertFatal(h, "Handle is NULL!" );
AssertFatal(h->isValid(), "Handle is not valid!" );
AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
AssertFatal(!mShader.isNull(), "Buffer's shader is null!" );
AssertFatal(!h->mShader.isNull(), "Handle's shader is null!" );
AssertFatal(h->mShader.getPointer() == mShader.getPointer(), "Mismatched shaders!");
if ( h->mInstancingConstant )
{
dMemcpy( mInstPtr+h->mPixelHandle.offset, &fv, sizeof( fv ) );
return;
}
if (h->mVertexConstant)
vBuffer->set(h->mVertexHandle, fv);
if (h->mPixelConstant)
pBuffer->set(h->mPixelHandle, fv);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const ColorF& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 f)
{
// This is the only type that is allowed to be used
// with a sampler shader constant type, but it is only
// allowed to be set from GLSL.
//
// So we ignore it here... all other cases will assert.
//
if ( ((GFXD3D9ShaderConstHandle*)handle)->isSampler() )
return;
SET_CONSTANT(handle, f, mVertexConstBufferI, mPixelConstBufferI);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferF, mPixelConstBufferF);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBufferI, mPixelConstBufferI);
}
#undef SET_CONSTANT
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType)
{
AssertFatal(handle, "Handle is NULL!" );
AssertFatal(handle->isValid(), "Handle is not valid!" );
AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!");
const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle);
AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
AssertFatal(h->mShader == mShader, "Mismatched shaders!");
MatrixF transposed;
mat.transposeTo(transposed);
if (h->mInstancingConstant)
{
if ( matrixType == GFXSCT_Float4x4 )
dMemcpy( mInstPtr+h->mPixelHandle.offset, mat, sizeof( mat ) );
// TODO: Support 3x3 and 2x2 matricies?
return;
}
if (h->mVertexConstant)
mVertexConstBufferF->set(h->mVertexHandle, transposed, matrixType);
if (h->mPixelConstant)
mPixelConstBufferF->set(h->mPixelHandle, transposed, matrixType);
}
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
{
AssertFatal(handle, "Handle is NULL!" );
AssertFatal(handle->isValid(), "Handle is not valid!" );
AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!");
const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle);
AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
AssertFatal(h->mShader == mShader, "Mismatched shaders!");
static Vector<MatrixF> transposed;
if (arraySize > transposed.size())
transposed.setSize(arraySize);
for (U32 i = 0; i < arraySize; i++)
mat[i].transposeTo(transposed[i]);
// TODO: Maybe support this in the future?
if (h->mInstancingConstant)
return;
if (h->mVertexConstant)
mVertexConstBufferF->set(h->mVertexHandle, transposed.begin(), arraySize, matrixType);
if (h->mPixelConstant)
mPixelConstBufferF->set(h->mPixelHandle, transposed.begin(), arraySize, matrixType);
}
const String GFXD3D9ShaderConstBuffer::describeSelf() const
{
String ret;
ret = String(" GFXD3D9ShaderConstBuffer\n");
for (U32 i = 0; i < mVertexConstBufferLayoutF->getParameterCount(); i++)
{
GenericConstBufferLayout::ParamDesc pd;
mVertexConstBufferLayoutF->getDesc(i, pd);
ret += String::ToString(" Constant name: %s", pd.name);
}
return ret;
}
void GFXD3D9ShaderConstBuffer::zombify()
{
}
void GFXD3D9ShaderConstBuffer::resurrect()
{
}
bool GFXD3D9ShaderConstBuffer::isDirty()
{
bool ret = mVertexConstBufferF->isDirty();
ret |= mVertexConstBufferI->isDirty();
ret |= mPixelConstBufferF->isDirty();
ret |= mPixelConstBufferI->isDirty();
return ret;
}
void GFXD3D9ShaderConstBuffer::activate( GFXD3D9ShaderConstBuffer *prevShaderBuffer )
{
PROFILE_SCOPE(GFXD3D9ShaderConstBuffer_activate);
// NOTE: This is a really critical function as it gets
// called between every draw call to update the constants.
//
// Alot of the calls here are inlined... be careful
// what you change.
// If the buffer has changed we need to compare it
// with the new buffer to see if we can skip copying
// equal buffer content.
//
// If the buffer hasn't changed then we only will
// be copying the changes that have occured since
// the last activate call.
//
if ( prevShaderBuffer != this )
{
// If the previous buffer is dirty, than we can't compare
// against it, because it hasn't sent its contents to the
// card yet and must be copied.
if ( prevShaderBuffer && !prevShaderBuffer->isDirty() )
{
PROFILE_SCOPE(GFXD3D9ShaderConstBuffer_activate_dirty_check_1);
// If the buffer content is equal then we set the dirty
// flag to false knowing the current state of the card matches
// the new buffer.
//
// If the content is not equal we set the dirty flag to
// true which causes the full content of the buffer to be
// copied to the card.
//
mVertexConstBufferF->setDirty( !prevShaderBuffer->mVertexConstBufferF->isEqual( mVertexConstBufferF ) );
mPixelConstBufferF->setDirty( !prevShaderBuffer->mPixelConstBufferF->isEqual( mPixelConstBufferF ) );
mVertexConstBufferI->setDirty( !prevShaderBuffer->mVertexConstBufferF->isEqual( mVertexConstBufferI ) );
mPixelConstBufferI->setDirty( !prevShaderBuffer->mPixelConstBufferF->isEqual( mPixelConstBufferI ) );
}
else
{
// This happens rarely... but it can happen.
//
// We copy the entire dirty state to the card.
PROFILE_SCOPE(GFXD3D9ShaderConstBuffer_activate_dirty_check_2);
mVertexConstBufferF->setDirty( true );
mPixelConstBufferF->setDirty( true );
mVertexConstBufferI->setDirty( true );
mPixelConstBufferI->setDirty( true );
}
}
const U32 bytesToFloat4 = 16;
const U32 bytesToInt4 = 16;
U32 start, bufferSize;
const U8* buf;
if ( mVertexConstBufferF->isDirty() )
{
buf = mVertexConstBufferF->getDirtyBuffer( &start, &bufferSize );
mDevice->SetVertexShaderConstantF( start / bytesToFloat4, (float*)buf, bufferSize / bytesToFloat4 );
}
if ( mPixelConstBufferF->isDirty() )
{
buf = mPixelConstBufferF->getDirtyBuffer( &start, &bufferSize );
mDevice->SetPixelShaderConstantF( start / bytesToFloat4, (float*)buf, bufferSize / bytesToFloat4 );
}
if ( mVertexConstBufferI->isDirty() )
{
buf = mVertexConstBufferI->getDirtyBuffer( &start, &bufferSize );
mDevice->SetVertexShaderConstantI( start / bytesToInt4, (int*)buf, bufferSize / bytesToInt4 );
}
if ( mPixelConstBufferI->isDirty() )
{
buf = mPixelConstBufferI->getDirtyBuffer( &start, &bufferSize );
mDevice->SetPixelShaderConstantI( start / bytesToInt4, (int*)buf, bufferSize / bytesToInt4 );
}
#ifdef TORQUE_DEBUG
// Make sure all the constants for this buffer were assigned.
if ( mWasLost )
{
mVertexConstBufferF->assertUnassignedConstants( mShader->getVertexShaderFile().c_str() );
mVertexConstBufferI->assertUnassignedConstants( mShader->getVertexShaderFile().c_str() );
mPixelConstBufferF->assertUnassignedConstants( mShader->getPixelShaderFile().c_str() );
mPixelConstBufferI->assertUnassignedConstants( mShader->getPixelShaderFile().c_str() );
}
#endif
// Clear the lost state.
mWasLost = false;
}
void GFXD3D9ShaderConstBuffer::onShaderReload( GFXD3D9Shader *shader )
{
AssertFatal( shader == mShader, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );
SAFE_DELETE( mVertexConstBufferF );
SAFE_DELETE( mPixelConstBufferF );
SAFE_DELETE( mVertexConstBufferI );
SAFE_DELETE( mPixelConstBufferI );
AssertFatal( mVertexConstBufferLayoutF == shader->mVertexConstBufferLayoutF, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );
AssertFatal( mPixelConstBufferLayoutF == shader->mPixelConstBufferLayoutF, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );
AssertFatal( mVertexConstBufferLayoutI == shader->mVertexConstBufferLayoutI, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );
AssertFatal( mPixelConstBufferLayoutI == shader->mPixelConstBufferLayoutI, "GFXD3D9ShaderConstBuffer::onShaderReload is hosed!" );
mVertexConstBufferF = new GenericConstBuffer( mVertexConstBufferLayoutF );
mVertexConstBufferI = new GenericConstBuffer( mVertexConstBufferLayoutI );
mPixelConstBufferF = new GenericConstBuffer( mPixelConstBufferLayoutF );
mPixelConstBufferI = new GenericConstBuffer( mPixelConstBufferLayoutI );
// Set the lost state.
mWasLost = true;
}
//------------------------------------------------------------------------------
GFXD3D9Shader::GFXD3D9Shader()
{
VECTOR_SET_ASSOCIATION( mShaderConsts );
mD3D9Device = dynamic_cast<GFXD3D9Device *>(GFX)->getDevice();
AssertFatal(mD3D9Device, "Invalid device for shader.");
mVertShader = NULL;
mPixShader = NULL;
mVertexConstBufferLayoutF = NULL;
mPixelConstBufferLayoutF = NULL;
mVertexConstBufferLayoutI = NULL;
mPixelConstBufferLayoutI = NULL;
if( smD3DXInclude == NULL )
smD3DXInclude = new _gfxD3DXInclude;
}
//------------------------------------------------------------------------------
GFXD3D9Shader::~GFXD3D9Shader()
{
for (HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
delete i->value;
SAFE_DELETE(mVertexConstBufferLayoutF);
SAFE_DELETE(mPixelConstBufferLayoutF);
SAFE_DELETE(mVertexConstBufferLayoutI);
SAFE_DELETE(mPixelConstBufferLayoutI);
SAFE_RELEASE(mVertShader);
SAFE_RELEASE(mPixShader);
}
bool GFXD3D9Shader::_init()
{
PROFILE_SCOPE( GFXD3D9Shader_Init );
if ( mPixVersion > GFX->getPixelShaderVersion() )
{
if ( smLogErrors )
Con::errorf( "GFXD3D9Shader::init - Bad pixel shader version!" );
return false;
}
if ( mPixVersion < 1.0f && mPixelFile.getFileName().isNotEmpty() )
{
if ( smLogErrors )
Con::errorf( "GFXD3D9Shader::init - Pixel shaders not supported on SM %.1f!", mPixVersion );
return false;
}
SAFE_RELEASE(mVertShader);
SAFE_RELEASE(mPixShader);
U32 mjVer = (U32)mFloor( mPixVersion );
U32 mnVer = (U32)( ( mPixVersion - F32( mjVer ) ) * 10.01f ); // 10.01 instead of 10.0 because of floating point issues
String vertTarget = String::ToString("vs_%d_%d", mjVer, mnVer);
String pixTarget = String::ToString("ps_%d_%d", mjVer, mnVer);
// Adjust version for vertex shaders
if (mjVer == 2 && mnVer == 1)
{
pixTarget = "ps_2_a";
vertTarget = "vs_2_0";
}
else if ( mjVer == 2 && mnVer == 2 )
{
pixTarget = "ps_2_b";
vertTarget = "vs_2_0";
}
else if ( ( mPixVersion < 2.0f ) && ( mPixVersion > 1.101f ) )
vertTarget = "vs_1_1";
// Create the macro array including the system wide macros.
const U32 macroCount = smGlobalMacros.size() + mMacros.size() + 2;
FrameTemp<D3DXMACRO> d3dXMacros( macroCount );
for ( U32 i=0; i < smGlobalMacros.size(); i++ )
{
d3dXMacros[i].Name = smGlobalMacros[i].name.c_str();
d3dXMacros[i].Definition = smGlobalMacros[i].value.c_str();
}
for ( U32 i=0; i < mMacros.size(); i++ )
{
d3dXMacros[i+smGlobalMacros.size()].Name = mMacros[i].name.c_str();
d3dXMacros[i+smGlobalMacros.size()].Definition = mMacros[i].value.c_str();
}
String smVersion = String::ToString( mjVer * 10 + mnVer );
d3dXMacros[macroCount - 2].Name = "TORQUE_SM";
d3dXMacros[macroCount - 2].Definition = smVersion.c_str();
d3dXMacros[macroCount - 1].Name = NULL;
d3dXMacros[macroCount - 1].Definition = NULL;
if ( !mVertexConstBufferLayoutF )
mVertexConstBufferLayoutF = new GFXD3D9ShaderBufferLayout();
else
mVertexConstBufferLayoutF->clear();
if ( !mVertexConstBufferLayoutI )
mVertexConstBufferLayoutI = new GFXD3D9ShaderBufferLayout();
else
mVertexConstBufferLayoutI->clear();
if ( !mPixelConstBufferLayoutF )
mPixelConstBufferLayoutF = new GFXD3D9ShaderBufferLayout();
else
mPixelConstBufferLayoutF->clear();
if ( !mPixelConstBufferLayoutI )
mPixelConstBufferLayoutI = new GFXD3D9ShaderBufferLayout();
else
mPixelConstBufferLayoutI->clear();
mSamplerDescriptions.clear();
mShaderConsts.clear();
if ( GFXD3DX.isLoaded && !Con::getBoolVariable( "$shaders::forceLoadCSF", false ) )
{
if ( !mVertexFile.isEmpty() &&
!_compileShader( mVertexFile, vertTarget, d3dXMacros, mVertexConstBufferLayoutF, mVertexConstBufferLayoutI, mSamplerDescriptions ) )
return false;
if ( !mPixelFile.isEmpty() &&
!_compileShader( mPixelFile, pixTarget, d3dXMacros, mPixelConstBufferLayoutF, mPixelConstBufferLayoutI, mSamplerDescriptions ) )
return false;
}
else
{
if ( !_loadCompiledOutput( mVertexFile, vertTarget, mVertexConstBufferLayoutF, mVertexConstBufferLayoutI, mSamplerDescriptions ) )
{
if ( smLogErrors )
Con::errorf( "GFXD3D9Shader::init - Unable to load precompiled vertex shader for '%s'.",
mVertexFile.getFullPath().c_str() );
return false;
}
if ( !_loadCompiledOutput( mPixelFile, pixTarget, mPixelConstBufferLayoutF, mPixelConstBufferLayoutI, mSamplerDescriptions ) )
{
if ( smLogErrors )
Con::errorf( "GFXD3D9Shader::init - Unable to load precompiled pixel shader for '%s'.",
mPixelFile.getFullPath().c_str() );
return false;
}
}
// Existing handles are resored to an uninitialized state.
// Those that are found when parsing the layout parameters
// will then be re-initialized.
HandleMap::Iterator iter = mHandles.begin();
for ( ; iter != mHandles.end(); iter++ )
(iter->value)->clear();
_buildShaderConstantHandles(mVertexConstBufferLayoutF, true);
_buildShaderConstantHandles(mVertexConstBufferLayoutI, true);
_buildShaderConstantHandles(mPixelConstBufferLayoutF, false);
_buildShaderConstantHandles(mPixelConstBufferLayoutI, false);
_buildSamplerShaderConstantHandles( mSamplerDescriptions );
_buildInstancingShaderConstantHandles();
// Notify any existing buffers that the buffer
// layouts have changed and they need to update.
Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
for ( ; biter != mActiveBuffers.end(); biter++ )
((GFXD3D9ShaderConstBuffer*)(*biter))->onShaderReload( this );
return true;
}
bool GFXD3D9Shader::_compileShader( const Torque::Path &filePath,
const String& target,
const D3DXMACRO *defines,
GenericConstBufferLayout* bufferLayoutF,
GenericConstBufferLayout* bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions )
{
PROFILE_SCOPE( GFXD3D9Shader_CompileShader );
HRESULT res = D3DERR_INVALIDCALL;
LPD3DXBUFFER code = NULL;
LPD3DXBUFFER errorBuff = NULL;
#ifdef TORQUE_DEBUG
U32 flags = D3DXSHADER_DEBUG;
#else
U32 flags = 0;
#endif
#ifdef TORQUE_OS_XENON
flags |= D3DXSHADER_PREFER_FLOW_CONTROL;
#endif
#ifdef D3DXSHADER_USE_LEGACY_D3DX9_31_DLL
if( D3DX_SDK_VERSION >= 32 )
{
// will need to use old compiler for 1_1 shaders - check for pixel
// or vertex shader with appropriate version.
if ((target.compare("vs1", 3) == 0) || (target.compare("vs_1", 4) == 0))
flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
if ((target.compare("ps1", 3) == 0) || (target.compare("ps_1", 4) == 0))
flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
}
#endif
#if !defined(TORQUE_OS_XENON) && (D3DX_SDK_VERSION <= 40)
#error This version of the DirectX SDK is too old. Please install a newer version of the DirectX SDK: http://msdn.microsoft.com/en-us/directx/default.aspx
#endif
ID3DXConstantTable* table = NULL;
static String sHLSLStr( "hlsl" );
static String sOBJStr( "obj" );
// Is it an HLSL shader?
if ( filePath.getExtension().equal(sHLSLStr, String::NoCase) )
{
FrameAllocatorMarker fam;
char *buffer = NULL;
// Set this so that the D3DXInclude::Open will have this
// information for relative paths.
smD3DXInclude->setPath( filePath.getRootAndPath() );
FileStream s;
if ( !s.open( filePath, Torque::FS::File::Read ) )
{
AssertISV(false, avar("GFXD3D9Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));
if ( smLogErrors )
Con::errorf( "GFXD3D9Shader::_compileShader - Failed to open shader file '%s'.",
filePath.getFullPath().c_str() );
return false;
}
// Convert the path which might have virtualized
// mount paths to a real file system path.
Torque::Path realPath;
if ( !FS::GetFSPath( filePath, realPath ) )
realPath = filePath;
// Add a #line pragma so that error and warning messages
// returned by the HLSL compiler report the right file.
String linePragma = String::ToString( "#line 1 \"%s\"\r\n", realPath.getFullPath().c_str() );
U32 linePragmaLen = linePragma.length();
U32 bufSize = s.getStreamSize();
buffer = (char *)fam.alloc( bufSize + linePragmaLen + 1 );
dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
s.read( bufSize, buffer + linePragmaLen );
buffer[bufSize+linePragmaLen] = 0;
res = GFXD3DX.D3DXCompileShader( buffer, bufSize + linePragmaLen, defines, smD3DXInclude, "main",
target, flags, &code, &errorBuff, &table );
}
// Is it a precompiled obj shader?
else if ( filePath.getExtension().equal( sOBJStr, String::NoCase ) )
{
FileStream s;
if(!s.open(filePath, Torque::FS::File::Read))
{
AssertISV(false, avar("GFXD3D9Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));
if ( smLogErrors )
Con::errorf( "GFXD3D9Shader::_compileShader - Failed to open shader file '%s'.",
filePath.getFullPath().c_str() );
return false;
}
res = GFXD3DX.D3DXCreateBuffer(s.getStreamSize(), &code);
AssertISV(res == D3D_OK, "Unable to create buffer!");
s.read(s.getStreamSize(), code->GetBufferPointer());
if (res == D3D_OK)
{
DWORD* data = (DWORD*) code->GetBufferPointer();
res = GFXD3DX.D3DXGetShaderConstantTable(data, &table);
}
}
else
{
if ( smLogErrors )
Con::errorf( "GFXD3D9Shader::_compileShader - Unsupported shader file type '%s'.",
filePath.getFullPath().c_str() );
return false;
}
if ( res != D3D_OK && smLogErrors )
Con::errorf( "GFXD3D9Shader::_compileShader - Error compiling shader: %s: %s (%x)",
DXGetErrorStringA(res), DXGetErrorDescriptionA(res), res );
if ( errorBuff )
{
// remove \n at end of buffer
U8 *buffPtr = (U8*) errorBuff->GetBufferPointer();
U32 len = dStrlen( (const char*) buffPtr );
buffPtr[len-1] = '\0';
if( res != D3D_OK )
{
if ( smLogErrors )
Con::errorf( " %s", (const char*) errorBuff->GetBufferPointer() );
}
else
{
if ( smLogWarnings )
Con::warnf( "%s", (const char*) errorBuff->GetBufferPointer() );
}
}
else if ( code == NULL && smLogErrors )
Con::errorf( "GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file '%s'.",
filePath.getFullPath().c_str() );
// Create the proper shader if we have code
if( code != NULL )
{
#ifndef TORQUE_SHIPPING
LPD3DXBUFFER disassem = NULL;
D3DXDisassembleShader( (DWORD*)code->GetBufferPointer(), false, NULL, &disassem );
mDissasembly = (const char*)disassem->GetBufferPointer();
SAFE_RELEASE( disassem );
if ( gDisassembleAllShaders )
{
String filename = filePath.getFullPath();
filename.replace( ".hlsl", "_dis.txt" );
FileStream *fstream = FileStream::createAndOpen( filename, Torque::FS::File::Write );
if ( fstream )
{
fstream->write( mDissasembly );
fstream->close();
delete fstream;
}
}
#endif
if (target.compare("ps_", 3) == 0)
res = mD3D9Device->CreatePixelShader( (DWORD*)code->GetBufferPointer(), &mPixShader );
else
res = mD3D9Device->CreateVertexShader( (DWORD*)code->GetBufferPointer(), &mVertShader );
if (res == S_OK)
_getShaderConstants(table, bufferLayoutF, bufferLayoutI, samplerDescriptions);
#ifdef TORQUE_ENABLE_CSF_GENERATION
// Ok, we've got a valid shader and constants, let's write them all out.
if ( !_saveCompiledOutput(filePath, code, bufferLayoutF, bufferLayoutI) && smLogErrors )
Con::errorf( "GFXD3D9Shader::_compileShader - Unable to save shader compile output for: %s",
filePath.getFullPath().c_str() );
#endif
SAFE_RELEASE(table);
if ( res != S_OK && smLogErrors )
Con::errorf( "GFXD3D9Shader::_compileShader - Unable to create shader for '%s'.",
filePath.getFullPath().c_str() );
}
bool result = code != NULL && res == S_OK;
SAFE_RELEASE( code );
SAFE_RELEASE( errorBuff );
return result;
}
void GFXD3D9Shader::_getShaderConstants( ID3DXConstantTable *table,
GenericConstBufferLayout *bufferLayoutF,
GenericConstBufferLayout* bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions )
{
PROFILE_SCOPE( GFXD3D9Shader_GetShaderConstants );
AssertFatal(table, "NULL constant table not allowed, is this an assembly shader?");
D3DXCONSTANTTABLE_DESC tableDesc;
D3D9Assert(table->GetDesc(&tableDesc), "Unable to get constant table info.");
for (U32 i = 0; i < tableDesc.Constants; i++)
{
D3DXHANDLE handle = table->GetConstant(0, i);
const U32 descSize=16;
D3DXCONSTANT_DESC constantDescArray[descSize];
U32 size = descSize;
if (table->GetConstantDesc(handle, constantDescArray, &size) == S_OK)
{
D3DXCONSTANT_DESC& constantDesc = constantDescArray[0];
GFXShaderConstDesc desc;
desc.name = String(constantDesc.Name);
// Prepend a "$" if it doesn't exist. Just to make things consistent.
if (desc.name.find("$") != 0)
desc.name = String::ToString("$%s", desc.name.c_str());
//Con::printf("name %s: , offset: %d, size: %d, constantDesc.Elements: %d", desc.name.c_str(), constantDesc.RegisterIndex, constantDesc.Bytes, constantDesc.Elements);
desc.arraySize = constantDesc.Elements;
GenericConstBufferLayout* bufferLayout = NULL;
switch (constantDesc.RegisterSet)
{
case D3DXRS_INT4 :
{
bufferLayout = bufferLayoutI;
switch (constantDesc.Class)
{
case D3DXPC_SCALAR :
desc.constType = GFXSCT_Int;
break;
case D3DXPC_VECTOR :
{
switch (constantDesc.Columns)
{
case 1 :
desc.constType = GFXSCT_Int;
break;
case 2 :
desc.constType = GFXSCT_Int2;
break;
case 3 :
desc.constType = GFXSCT_Int3;
break;
case 4 :
desc.constType = GFXSCT_Int4;
break;
default:
AssertFatal(false, "Unknown int vector type!");
break;
}
}
break;
}
desc.constType = GFXSCT_Int4;
break;
}
case D3DXRS_FLOAT4 :
{
bufferLayout = bufferLayoutF;
switch (constantDesc.Class)
{
case D3DXPC_SCALAR:
desc.constType = GFXSCT_Float;
break;
case D3DXPC_VECTOR :
{
switch (constantDesc.Columns)
{
case 1 :
desc.constType = GFXSCT_Float;
break;
case 2 :
desc.constType = GFXSCT_Float2;
break;
case 3 :
desc.constType = GFXSCT_Float3;
break;
case 4 :
desc.constType = GFXSCT_Float4;
break;
default:
AssertFatal(false, "Unknown float vector type!");
break;
}
}
break;
case D3DXPC_MATRIX_ROWS :
case D3DXPC_MATRIX_COLUMNS :
{
switch (constantDesc.RegisterCount)
{
case 3 :
desc.constType = GFXSCT_Float3x3;
break;
case 4 :
desc.constType = GFXSCT_Float4x4;
break;
}
}
break;
case D3DXPC_OBJECT :
case D3DXPC_STRUCT :
bufferLayout = NULL;
break;
}
}
break;
case D3DXRS_SAMPLER :
{
AssertFatal( constantDesc.Elements == 1, "Sampler Arrays not yet supported!" );
switch (constantDesc.Type)
{
case D3DXPT_SAMPLER :
case D3DXPT_SAMPLER1D :
case D3DXPT_SAMPLER2D :
case D3DXPT_SAMPLER3D :
// Hi-jack the desc's arraySize to store the registerIndex.
desc.constType = GFXSCT_Sampler;
desc.arraySize = constantDesc.RegisterIndex;
samplerDescriptions.push_back( desc );
break;
case D3DXPT_SAMPLERCUBE :
desc.constType = GFXSCT_SamplerCube;
desc.arraySize = constantDesc.RegisterIndex;
samplerDescriptions.push_back( desc );
break;
}
}
break;
default:
AssertFatal(false, "Unknown shader constant class enum");
break;
}
if (bufferLayout)
{
mShaderConsts.push_back(desc);
U32 alignBytes = getAlignmentValue(desc.constType);
U32 paramSize = alignBytes * desc.arraySize;
bufferLayout->addParameter( desc.name,
desc.constType,
constantDesc.RegisterIndex * sizeof(Point4F),
paramSize,
desc.arraySize,
alignBytes );
}
}
else
AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
}
}
const U32 GFXD3D9Shader::smCompiledShaderTag = MakeFourCC('t','c','s','f');
bool GFXD3D9Shader::_saveCompiledOutput( const Torque::Path &filePath,
LPD3DXBUFFER buffer,
GenericConstBufferLayout *bufferLayoutF,
GenericConstBufferLayout *bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions )
{
Torque::Path outputPath(filePath);
outputPath.setExtension("csf"); // "C"ompiled "S"hader "F"ile (fancy!)
FileStream f;
if (!f.open(outputPath, Torque::FS::File::Write))
return false;
if (!f.write(smCompiledShaderTag))
return false;
// We could reverse engineer the structure in the compiled output, but this
// is a bit easier because we can just read it into the struct that we want.
if (!bufferLayoutF->write(&f))
return false;
if (!bufferLayoutI->write(&f))
return false;
U32 bufferSize = buffer->GetBufferSize();
if (!f.write(bufferSize))
return false;
if (!f.write(bufferSize, buffer->GetBufferPointer()))
return false;
// Write out sampler descriptions.
f.write( samplerDescriptions.size() );
for ( U32 i = 0; i < samplerDescriptions.size(); i++ )
{
f.write( samplerDescriptions[i].name );
f.write( (U32)(samplerDescriptions[i].constType) );
f.write( samplerDescriptions[i].arraySize );
}
f.close();
return true;
}
bool GFXD3D9Shader::_loadCompiledOutput( const Torque::Path &filePath,
const String &target,
GenericConstBufferLayout *bufferLayoutF,
GenericConstBufferLayout *bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions )
{
Torque::Path outputPath(filePath);
outputPath.setExtension("csf"); // "C"ompiled "S"hader "F"ile (fancy!)
FileStream f;
if (!f.open(outputPath, Torque::FS::File::Read))
return false;
U32 fileTag;
if (!f.read(&fileTag))
return false;
if (fileTag != smCompiledShaderTag)
return false;
if (!bufferLayoutF->read(&f))
return false;
if (!bufferLayoutI->read(&f))
return false;
U32 bufferSize;
if (!f.read(&bufferSize))
return false;
U32 waterMark = FrameAllocator::getWaterMark();
DWORD* buffer = static_cast<DWORD*>(FrameAllocator::alloc(bufferSize));
if (!f.read(bufferSize, buffer))
return false;
// Read sampler descriptions.
U32 samplerCount;
f.read( &samplerCount );
for ( U32 i = 0; i < samplerCount; i++ )
{
GFXShaderConstDesc samplerDesc;
f.read( &(samplerDesc.name) );
f.read( (U32*)&(samplerDesc.constType) );
f.read( &(samplerDesc.arraySize) );
samplerDescriptions.push_back( samplerDesc );
}
f.close();
HRESULT res;
if (target.compare("ps_", 3) == 0)
res = mD3D9Device->CreatePixelShader(buffer, &mPixShader );
else
res = mD3D9Device->CreateVertexShader(buffer, &mVertShader );
AssertFatal(SUCCEEDED(res), "Unable to load shader!");
FrameAllocator::setWaterMark(waterMark);
return SUCCEEDED(res);
}
void GFXD3D9Shader::_buildShaderConstantHandles(GenericConstBufferLayout* layout, bool vertexConst)
{
for (U32 i = 0; i < layout->getParameterCount(); i++)
{
GenericConstBufferLayout::ParamDesc pd;
layout->getDesc(i, pd);
GFXD3D9ShaderConstHandle* handle;
HandleMap::Iterator j = mHandles.find(pd.name);
if (j != mHandles.end())
{
handle = j->value;
handle->mShader = this;
handle->setValid( true );
}
else
{
handle = new GFXD3D9ShaderConstHandle();
handle->mShader = this;
mHandles[pd.name] = handle;
handle->setValid( true );
}
if ( vertexConst )
{
handle->mVertexConstant = true;
handle->mVertexHandle = pd;
}
else
{
handle->mPixelConstant = true;
handle->mPixelHandle = pd;
}
}
}
void GFXD3D9Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDesc> &samplerDescriptions )
{
Vector<GFXShaderConstDesc>::iterator iter = samplerDescriptions.begin();
for ( ; iter != samplerDescriptions.end(); iter++ )
{
const GFXShaderConstDesc &desc = *iter;
AssertFatal( desc.constType == GFXSCT_Sampler ||
desc.constType == GFXSCT_SamplerCube,
"GFXD3D9Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
GFXD3D9ShaderConstHandle *handle;
HandleMap::Iterator j = mHandles.find(desc.name);
if ( j != mHandles.end() )
handle = j->value;
else
{
handle = new GFXD3D9ShaderConstHandle();
mHandles[desc.name] = handle;
}
handle->mShader = this;
handle->setValid( true );
handle->mPixelConstant = true;
handle->mPixelHandle.name = desc.name;
handle->mPixelHandle.constType = desc.constType;
handle->mPixelHandle.offset = desc.arraySize;
}
}
void GFXD3D9Shader::_buildInstancingShaderConstantHandles()
{
U32 offset = 0;
for ( U32 i=0; i < mInstancingFormat.getElementCount(); i++ )
{
const GFXVertexElement &element = mInstancingFormat.getElement( i );
String constName = String::ToString( "$%s", element.getSemantic().c_str() );
GFXD3D9ShaderConstHandle *handle;
HandleMap::Iterator j = mHandles.find( constName );
if ( j != mHandles.end() )
handle = j->value;
else
{
handle = new GFXD3D9ShaderConstHandle();
mHandles[ constName ] = handle;
}
handle->mShader = this;
handle->setValid( true );
handle->mInstancingConstant = true;
// We shouldn't have an instancing constant that is also
// a vertex or pixel constant! This means the shader features
// are confused as to what is instanced.
//
AssertFatal( !handle->mVertexConstant &&
!handle->mPixelConstant,
"GFXD3D9Shader::_buildInstancingShaderConstantHandles - Bad instanced constant!" );
// HACK: The GFXD3D9ShaderConstHandle will check mVertexConstant then
// fall back to reading the mPixelHandle values. We depend on this here
// and store the data we need in the mPixelHandle constant although its
// not a pixel shader constant.
//
handle->mPixelHandle.name = constName;
handle->mPixelHandle.offset = offset;
// If this is a matrix we will have 2 or 3 more of these
// semantics with the same name after it.
for ( ; i < mInstancingFormat.getElementCount(); i++ )
{
const GFXVertexElement &nextElement = mInstancingFormat.getElement( i );
if ( nextElement.getSemantic() != element.getSemantic() )
{
i--;
break;
}
offset += nextElement.getSizeInBytes();
}
}
}
GFXShaderConstBufferRef GFXD3D9Shader::allocConstBuffer()
{
if (mVertexConstBufferLayoutF && mPixelConstBufferLayoutF)
{
GFXD3D9ShaderConstBuffer* buffer = new GFXD3D9ShaderConstBuffer(this, mVertexConstBufferLayoutF, mVertexConstBufferLayoutI, mPixelConstBufferLayoutF, mPixelConstBufferLayoutI);
mActiveBuffers.push_back( buffer );
buffer->registerResourceWithDevice(getOwningDevice());
return buffer;
} else {
return NULL;
}
}
/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
{
HandleMap::Iterator i = mHandles.find(name);
if ( i != mHandles.end() )
{
return i->value;
}
else
{
GFXD3D9ShaderConstHandle *handle = new GFXD3D9ShaderConstHandle();
handle->setValid( false );
handle->mShader = this;
mHandles[name] = handle;
return handle;
}
}
const Vector<GFXShaderConstDesc>& GFXD3D9Shader::getShaderConstDesc() const
{
return mShaderConsts;
}
U32 GFXD3D9Shader::getAlignmentValue(const GFXShaderConstType constType) const
{
const U32 mRowSizeF = 16;
const U32 mRowSizeI = 16;
switch (constType)
{
case GFXSCT_Float :
case GFXSCT_Float2 :
case GFXSCT_Float3 :
case GFXSCT_Float4 :
return mRowSizeF;
break;
// Matrices
case GFXSCT_Float2x2 :
return mRowSizeF * 2;
break;
case GFXSCT_Float3x3 :
return mRowSizeF * 3;
break;
case GFXSCT_Float4x4 :
return mRowSizeF * 4;
break;
//// Scalar
case GFXSCT_Int :
case GFXSCT_Int2 :
case GFXSCT_Int3 :
case GFXSCT_Int4 :
return mRowSizeI;
break;
default:
AssertFatal(false, "Unsupported type!");
return 0;
break;
}
}
void GFXD3D9Shader::zombify()
{
// Shaders don't need zombification
}
void GFXD3D9Shader::resurrect()
{
// Shaders are never zombies, and therefore don't have to be brought back.
}