Torque3D/Engine/source/gfx/D3D9/gfxD3D9Shader.h
2012-09-19 11:15:01 -04:00

287 lines
11 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.
//-----------------------------------------------------------------------------
#ifndef _GFXD3D9SHADER_H_
#define _GFXD3D9SHADER_H_
#ifndef _PATH_H_
#include "core/util/path.h"
#endif
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _GFXRESOURCE_H_
#include "gfx/gfxResource.h"
#endif
#ifndef _GENERICCONSTBUFFER_H_
#include "gfx/genericConstBuffer.h"
#endif
class GFXD3D9Shader;
struct IDirect3DVertexShader9;
struct IDirect3DPixelShader9;
struct IDirect3DDevice9;
struct ID3DXConstantTable;
struct ID3DXBuffer;
struct _D3DXMACRO;
class GFXD3D9ShaderBufferLayout : public GenericConstBufferLayout
{
protected:
/// Set a matrix, given a base pointer
virtual bool setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
};
/// The D3D9 implementation of a shader constant handle.
class GFXD3D9ShaderConstHandle : public GFXShaderConstHandle
{
public:
// GFXShaderConstHandle
const String& getName() const;
GFXShaderConstType getType() const;
U32 getArraySize() const;
WeakRefPtr<GFXD3D9Shader> mShader;
bool mVertexConstant;
GenericConstBufferLayout::ParamDesc mVertexHandle;
bool mPixelConstant;
GenericConstBufferLayout::ParamDesc mPixelHandle;
/// Is true if this constant is for hardware mesh instancing.
///
/// Note: We currently store its settings in mPixelHandle.
///
bool mInstancingConstant;
void setValid( bool valid ) { mValid = valid; }
S32 getSamplerRegister() const;
// Returns true if this is a handle to a sampler register.
bool isSampler() const
{
return ( mPixelConstant && mPixelHandle.constType >= GFXSCT_Sampler ) ||
( mVertexConstant && mVertexHandle.constType >= GFXSCT_Sampler );
}
/// Restore to uninitialized state.
void clear()
{
mShader = NULL;
mVertexConstant = false;
mPixelConstant = false;
mInstancingConstant = false;
mVertexHandle.clear();
mPixelHandle.clear();
mValid = false;
}
GFXD3D9ShaderConstHandle();
};
/// The D3D9 implementation of a shader constant buffer.
class GFXD3D9ShaderConstBuffer : public GFXShaderConstBuffer
{
friend class GFXD3D9Shader;
public:
GFXD3D9ShaderConstBuffer( GFXD3D9Shader* shader,
GFXD3D9ShaderBufferLayout* vertexLayoutF,
GFXD3D9ShaderBufferLayout* vertexLayoutI,
GFXD3D9ShaderBufferLayout* pixelLayoutF,
GFXD3D9ShaderBufferLayout* pixelLayoutI );
virtual ~GFXD3D9ShaderConstBuffer();
/// Called by GFXD3D9Device to activate this buffer.
/// @param mPrevShaderBuffer The previously active buffer
void activate( GFXD3D9ShaderConstBuffer *prevShaderBuffer );
/// Used internally by GXD3D9ShaderConstBuffer to determine if it's dirty.
bool isDirty();
/// Called from GFXD3D9Shader when constants have changed and need
/// to be the shader this buffer references is reloaded.
void onShaderReload( GFXD3D9Shader *shader );
// GFXShaderConstBuffer
virtual GFXShader* getShader();
virtual void set(GFXShaderConstHandle* handle, const F32 fv);
virtual void set(GFXShaderConstHandle* handle, const Point2F& fv);
virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
virtual void set(GFXShaderConstHandle* handle, const ColorF& fv);
virtual void set(GFXShaderConstHandle* handle, const S32 f);
virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
virtual void set(GFXShaderConstHandle* handle, const Point4I& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
// GFXResource
virtual const String describeSelf() const;
virtual void zombify();
virtual void resurrect();
protected:
template<class T>
inline void SET_CONSTANT( GFXShaderConstHandle* handle,
const T& fv,
GenericConstBuffer *vBuffer,
GenericConstBuffer *pBuffer );
/// A cached direct pointer to the device.
IDirect3DDevice9 *mDevice;
/// We keep a weak reference to the shader
/// because it will often be deleted.
WeakRefPtr<GFXD3D9Shader> mShader;
GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutF;
GenericConstBuffer* mVertexConstBufferF;
GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutF;
GenericConstBuffer* mPixelConstBufferF;
GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutI;
GenericConstBuffer* mVertexConstBufferI;
GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutI;
GenericConstBuffer* mPixelConstBufferI;
};
class _gfxD3DXInclude;
typedef StrongRefPtr<_gfxD3DXInclude> _gfxD3DXIncludeRef;
/// The D3D9 implementation of a shader.
class GFXD3D9Shader : public GFXShader
{
friend class GFXD3D9Device;
friend class GFX360Device;
friend class GFXD3D9ShaderConstBuffer;
friend class GFX360ShaderConstBuffer;
public:
typedef Map<String, GFXD3D9ShaderConstHandle*> HandleMap;
GFXD3D9Shader();
virtual ~GFXD3D9Shader();
// GFXShader
virtual GFXShaderConstBufferRef allocConstBuffer();
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
virtual bool getDisassembly( String &outStr ) const;
// GFXResource
virtual void zombify();
virtual void resurrect();
protected:
virtual bool _init();
static const U32 smCompiledShaderTag;
IDirect3DDevice9 *mD3D9Device;
IDirect3DVertexShader9 *mVertShader;
IDirect3DPixelShader9 *mPixShader;
GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutF;
GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutF;
GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutI;
GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutI;
static _gfxD3DXIncludeRef smD3DXInclude;
HandleMap mHandles;
/// The shader disassembly from DX when this shader is compiled.
/// We only store this data in non-release builds.
String mDissasembly;
/// Vector of sampler type descriptions consolidated from _compileShader.
Vector<GFXShaderConstDesc> mSamplerDescriptions;
/// Vector of descriptions (consolidated for the getShaderConstDesc call)
Vector<GFXShaderConstDesc> mShaderConsts;
// These two functions are used when compiling shaders from hlsl
virtual bool _compileShader( const Torque::Path &filePath,
const String &target,
const _D3DXMACRO *defines,
GenericConstBufferLayout *bufferLayoutF,
GenericConstBufferLayout *bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions );
void _getShaderConstants( ID3DXConstantTable* table,
GenericConstBufferLayout *bufferLayoutF,
GenericConstBufferLayout *bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions );
bool _saveCompiledOutput( const Torque::Path &filePath,
ID3DXBuffer *buffer,
GenericConstBufferLayout *bufferLayoutF,
GenericConstBufferLayout *bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions );
// Loads precompiled shaders
bool _loadCompiledOutput( const Torque::Path &filePath,
const String &target,
GenericConstBufferLayout *bufferLayoutF,
GenericConstBufferLayout *bufferLayoutI,
Vector<GFXShaderConstDesc> &samplerDescriptions );
// This is used in both cases
virtual void _buildShaderConstantHandles( GenericConstBufferLayout *layout, bool vertexConst );
virtual void _buildSamplerShaderConstantHandles( Vector<GFXShaderConstDesc> &samplerDescriptions );
/// Used to build the instancing shader constants from
/// the instancing vertex format.
void _buildInstancingShaderConstantHandles();
};
inline bool GFXD3D9Shader::getDisassembly( String &outStr ) const
{
outStr = mDissasembly;
return ( outStr.isNotEmpty() );
}
#endif // _GFXD3D9SHADER_H_