mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
1592 lines
51 KiB
C++
1592 lines
51 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/D3D11/gfxD3D11Shader.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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#include "core/util/safeDelete.h"
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#include "console/console.h"
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extern bool gDisassembleAllShaders;
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#pragma comment(lib, "d3dcompiler.lib")
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gfxD3DIncludeRef GFXD3D11Shader::smD3DInclude = NULL;
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class gfxD3D11Include : public ID3DInclude, public StrongRefBase
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{
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private:
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Vector<String> mLastPath;
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public:
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void setPath(const String &path)
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{
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mLastPath.clear();
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mLastPath.push_back(path);
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}
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gfxD3D11Include() {}
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virtual ~gfxD3D11Include() {}
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STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes);
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STDMETHOD(Close)(THIS_ LPCVOID pData);
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};
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HRESULT gfxD3D11Include::Open(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
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{
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using namespace Torque;
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// First try making the path relative to the parent.
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Torque::Path path = Torque::Path::Join( mLastPath.last(), '/', pFileName );
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path = Torque::Path::CompressPath( path );
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if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
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{
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// Ok... now try using the path as is.
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path = String( pFileName );
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path = Torque::Path::CompressPath( path );
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if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
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{
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AssertISV(false, avar( "Failed to open include '%s'.", pFileName));
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return E_FAIL;
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}
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}
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// If the data was of zero size then we cannot recurse
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// into this file and DX won't call Close() below.
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//
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// So in this case don't push on the path.
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if ( *pBytes > 0 )
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mLastPath.push_back( path.getRootAndPath() );
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return S_OK;
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}
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HRESULT gfxD3D11Include::Close( THIS_ LPCVOID pData )
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{
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// Free the data file and pop its path off the stack.
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delete [] (U8*)pData;
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mLastPath.pop_back();
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return S_OK;
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}
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle()
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{
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clear();
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}
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const String& GFXD3D11ShaderConstHandle::getName() const
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{
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if ( mVertexConstant )
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return mVertexHandle.name;
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else
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return mPixelHandle.name;
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}
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GFXShaderConstType GFXD3D11ShaderConstHandle::getType() const
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{
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if ( mVertexConstant )
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return mVertexHandle.constType;
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else
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return mPixelHandle.constType;
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}
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U32 GFXD3D11ShaderConstHandle::getArraySize() const
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{
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if ( mVertexConstant )
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return mVertexHandle.arraySize;
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else
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return mPixelHandle.arraySize;
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}
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S32 GFXD3D11ShaderConstHandle::getSamplerRegister() const
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{
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if ( !mValid || !isSampler() )
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return -1;
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// We always store sampler type and register index in the pixelHandle,
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// sampler registers are shared between vertex and pixel shaders anyway.
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return mPixelHandle.offset;
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}
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GFXD3D11ConstBufferLayout::GFXD3D11ConstBufferLayout()
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{
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mSubBuffers.reserve(CBUFFER_MAX);
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}
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bool GFXD3D11ConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 inSize, const void* data, U8* basePointer)
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{
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PROFILE_SCOPE(GenericConstBufferLayout_set);
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S32 size = inSize;
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// Shader compilers like to optimize float4x4 uniforms into float3x3s.
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// So long as the real paramater is a matrix of-some-type and the data
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// passed in is a MatrixF ( which is will be ), we DO NOT have a
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// mismatched const type.
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AssertFatal(pd.constType == constType ||
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(
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(pd.constType == GFXSCT_Float2x2 ||
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pd.constType == GFXSCT_Float3x3 ||
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pd.constType == GFXSCT_Float4x3 ||
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pd.constType == GFXSCT_Float4x4) &&
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(constType == GFXSCT_Float2x2 ||
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constType == GFXSCT_Float3x3 ||
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constType == GFXSCT_Float4x3 ||
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constType == GFXSCT_Float4x4)
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), "Mismatched const type!");
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// This "cute" bit of code allows us to support 2x3 and 3x3 matrices in shader constants but use our MatrixF class. Yes, a hack. -BTR
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switch (pd.constType)
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{
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case GFXSCT_Float2x2:
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case GFXSCT_Float3x3:
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case GFXSCT_Float4x3:
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case GFXSCT_Float4x4:
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return setMatrix(pd, constType, size, data, basePointer);
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break;
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// TODO add other AlignedVector here
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case GFXSCT_Float2:
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if (size > sizeof(Point2F))
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size = pd.size;
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default:
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break;
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}
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AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
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// Ok, we only set data if it's different than the data we already have, this maybe more expensive than just setting the data, but
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// we'll have to do some timings to see. For example, the lighting shader constants rarely change, but we can't assume that at the
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// renderInstMgr level, but we can check down here. -BTR
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if (dMemcmp(basePointer + pd.offset, data, size) != 0)
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{
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dMemcpy(basePointer + pd.offset, data, size);
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return true;
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}
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return false;
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}
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bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
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{
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PROFILE_SCOPE(GFXD3D11ConstBufferLayout_setMatrix);
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if (pd.constType == GFXSCT_Float4x4)
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{
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// Special case, we can just blast this guy.
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AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
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if (dMemcmp(basePointer+pd.offset, data, size) != 0)
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{
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dMemcpy(basePointer+pd.offset, data, size);
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return true;
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}
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return false;
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}
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else if (pd.constType == GFXSCT_Float4x3)
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{
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const U32 csize = 48;
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// Loop through and copy
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bool ret = false;
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U8* currDestPointer = basePointer + pd.offset;
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const U8* currSourcePointer = static_cast<const U8*>(data);
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const U8* endData = currSourcePointer + size;
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while (currSourcePointer < endData)
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{
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#ifdef TORQUE_DOUBLE_CHECK_43MATS
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Point4F col;
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((MatrixF*)currSourcePointer)->getRow(3, &col);
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AssertFatal(col.x == 0.0f && col.y == 0.0f && col.z == 0.0f && col.w == 1.0f, "3rd row used");
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#endif
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if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
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{
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dMemcpy(currDestPointer, currSourcePointer, csize);
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ret = true;
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}
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else if (pd.constType == GFXSCT_Float4x3)
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{
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ret = true;
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}
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currDestPointer += csize;
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currSourcePointer += sizeof(MatrixF);
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}
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return ret;
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}
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else
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{
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PROFILE_SCOPE(GFXD3D11ConstBufferLayout_setMatrix_not4x4);
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// Figure out how big of a chunk we are copying. We're going to copy 4 columns by N rows of data
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U32 csize;
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switch (pd.constType)
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{
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case GFXSCT_Float2x2 :
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csize = 24; //this takes up 16+8
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break;
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case GFXSCT_Float3x3 :
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csize = 44; //This takes up 16+16+12
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break;
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default:
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AssertFatal(false, "Unhandled case!");
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return false;
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break;
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}
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// Loop through and copy
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bool ret = false;
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U8* currDestPointer = basePointer+pd.offset;
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const U8* currSourcePointer = static_cast<const U8*>(data);
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const U8* endData = currSourcePointer + size;
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while (currSourcePointer < endData)
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{
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if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
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{
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dMemcpy(currDestPointer, currSourcePointer, csize);
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ret = true;
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}
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currDestPointer += csize;
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currSourcePointer += sizeof(MatrixF);
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}
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return ret;
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}
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}
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//------------------------------------------------------------------------------
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GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader,
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GFXD3D11ConstBufferLayout* vertexLayout,
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GFXD3D11ConstBufferLayout* pixelLayout)
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{
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AssertFatal( shader, "GFXD3D11ShaderConstBuffer() - Got a null shader!" );
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// We hold on to this so we don't have to call
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// this virtual method during activation.
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mShader = shader;
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for (U32 i = 0; i < CBUFFER_MAX; ++i)
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{
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mConstantBuffersV[i] = NULL;
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mConstantBuffersP[i] = NULL;
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}
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// TODO: Remove buffers and layouts that don't exist for performance?
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//Mandatory
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mVertexConstBufferLayout = vertexLayout;
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mVertexConstBuffer = new GenericConstBuffer(vertexLayout);
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mPixelConstBufferLayout = pixelLayout;
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mPixelConstBuffer = new GenericConstBuffer(pixelLayout);
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_createBuffers();
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}
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GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
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{
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// release constant buffer
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for (U32 i = 0; i < CBUFFER_MAX; ++i)
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{
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SAFE_RELEASE(mConstantBuffersP[i]);
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SAFE_RELEASE(mConstantBuffersV[i]);
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}
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SAFE_DELETE(mVertexConstBuffer);
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SAFE_DELETE(mPixelConstBuffer);
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if ( mShader )
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mShader->_unlinkBuffer( this );
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}
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void GFXD3D11ShaderConstBuffer::_createBuffers()
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{
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HRESULT hr;
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// Create a vertex constant buffer
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if (mVertexConstBufferLayout->getBufferSize() > 0)
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{
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const Vector<ConstSubBufferDesc> &subBuffers = mVertexConstBufferLayout->getSubBufferDesc();
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for (U32 i = 0; i < subBuffers.size(); ++i)
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{
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D3D11_BUFFER_DESC cbDesc;
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cbDesc.ByteWidth = subBuffers[i].size;
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cbDesc.Usage = D3D11_USAGE_DEFAULT;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = 0;
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cbDesc.MiscFlags = 0;
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cbDesc.StructureByteStride = 0;
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hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mConstantBuffersV[i]);
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if (FAILED(hr))
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{
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AssertFatal(false, "can't create constant mConstantBuffersV!");
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}
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}
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}
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// Create a pixel constant buffer
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if (mPixelConstBufferLayout->getBufferSize())
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{
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const Vector<ConstSubBufferDesc> &subBuffers = mPixelConstBufferLayout->getSubBufferDesc();
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for (U32 i = 0; i < subBuffers.size(); ++i)
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{
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// Create a pixel float constant buffer
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D3D11_BUFFER_DESC cbDesc;
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cbDesc.ByteWidth = subBuffers[i].size;
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cbDesc.Usage = D3D11_USAGE_DEFAULT;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = 0;
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cbDesc.MiscFlags = 0;
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cbDesc.StructureByteStride = 0;
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hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mConstantBuffersP[i]);
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if (FAILED(hr))
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{
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AssertFatal(false, "can't create constant mConstantBuffersP!");
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}
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}
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}
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}
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GFXShader* GFXD3D11ShaderConstBuffer::getShader()
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{
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return mShader;
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}
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// This is kind of cheesy, but I don't think templates would work well here because
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// these functions potentially need to be handled differently by other derived types
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template<class T>
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inline void GFXD3D11ShaderConstBuffer::SET_CONSTANT( GFXShaderConstHandle* handle, const T& fv,
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GenericConstBuffer *vBuffer, GenericConstBuffer *pBuffer )
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{
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AssertFatal(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
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const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(h, "Handle is NULL!" );
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AssertFatal(h->isValid(), "Handle is not valid!" );
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AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
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AssertFatal(!mShader.isNull(), "Buffer's shader is null!" );
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AssertFatal(!h->mShader.isNull(), "Handle's shader is null!" );
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AssertFatal(h->mShader.getPointer() == mShader.getPointer(), "Mismatched shaders!");
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if ( h->mInstancingConstant )
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{
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dMemcpy( mInstPtr+h->mPixelHandle.offset, &fv, sizeof( fv ) );
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return;
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}
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if (h->mVertexConstant)
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vBuffer->set(h->mVertexHandle, fv);
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if (h->mPixelConstant)
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pBuffer->set(h->mPixelHandle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const ColorF& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 f)
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{
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// This is the only type that is allowed to be used
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// with a sampler shader constant type, but it is only
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// allowed to be set from GLSL.
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//
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// So we ignore it here... all other cases will assert.
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//
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if ( ((GFXD3D11ShaderConstHandle*)handle)->isSampler() )
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return;
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SET_CONSTANT(handle, f, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
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{
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SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
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}
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|
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
|
|
{
|
|
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
|
|
{
|
|
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
|
|
{
|
|
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
|
|
}
|
|
#undef SET_CONSTANT
|
|
|
|
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType)
|
|
{
|
|
AssertFatal(handle, "Handle is NULL!" );
|
|
AssertFatal(handle->isValid(), "Handle is not valid!" );
|
|
|
|
AssertFatal(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
|
|
const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
|
|
AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
|
|
AssertFatal(h->mShader == mShader, "Mismatched shaders!");
|
|
|
|
MatrixF transposed;
|
|
if (matrixType == GFXSCT_Float4x3)
|
|
{
|
|
transposed = mat;
|
|
}
|
|
else
|
|
{
|
|
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)
|
|
mVertexConstBuffer->set(h->mVertexHandle, transposed, matrixType);
|
|
if (h->mPixelConstant)
|
|
mPixelConstBuffer->set(h->mPixelHandle, transposed, matrixType);
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::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(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
|
|
const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(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);
|
|
|
|
if (matrixType == GFXSCT_Float4x3)
|
|
{
|
|
dMemcpy(transposed.address(), mat, arraySize * sizeof(MatrixF));
|
|
}
|
|
else
|
|
{
|
|
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)
|
|
mVertexConstBuffer->set(h->mVertexHandle, transposed.begin(), arraySize, matrixType);
|
|
if (h->mPixelConstant)
|
|
mPixelConstBuffer->set(h->mPixelHandle, transposed.begin(), arraySize, matrixType);
|
|
}
|
|
|
|
const String GFXD3D11ShaderConstBuffer::describeSelf() const
|
|
{
|
|
String ret;
|
|
ret = String(" GFXD3D11ShaderConstBuffer\n");
|
|
|
|
for (U32 i = 0; i < mVertexConstBufferLayout->getParameterCount(); i++)
|
|
{
|
|
GenericConstBufferLayout::ParamDesc pd;
|
|
mVertexConstBufferLayout->getDesc(i, pd);
|
|
|
|
ret += String::ToString(" Constant name: %s", pd.name);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::zombify()
|
|
{
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::resurrect()
|
|
{
|
|
}
|
|
|
|
bool GFXD3D11ShaderConstBuffer::isDirty()
|
|
{
|
|
bool ret = mVertexConstBuffer->isDirty();
|
|
ret |= mPixelConstBuffer->isDirty();
|
|
|
|
return ret;
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
|
|
{
|
|
PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_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(GFXD3D11ShaderConstBuffer_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.
|
|
//
|
|
mVertexConstBuffer->setDirty( !prevShaderBuffer->mVertexConstBuffer->isEqual( mVertexConstBuffer ) );
|
|
mPixelConstBuffer->setDirty( !prevShaderBuffer->mPixelConstBuffer->isEqual( mPixelConstBuffer ) );
|
|
}
|
|
else
|
|
{
|
|
// This happens rarely... but it can happen.
|
|
// We copy the entire dirty state to the card.
|
|
PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate_dirty_check_2);
|
|
|
|
mVertexConstBuffer->setDirty( true );
|
|
mPixelConstBuffer->setDirty( true );
|
|
}
|
|
}
|
|
|
|
ID3D11DeviceContext* devCtx = D3D11DEVICECONTEXT;
|
|
|
|
D3D11_MAPPED_SUBRESOURCE pConstData;
|
|
ZeroMemory(&pConstData, sizeof(D3D11_MAPPED_SUBRESOURCE));
|
|
|
|
const U8* buf;
|
|
U32 nbBuffers = 0;
|
|
if(mVertexConstBuffer->isDirty())
|
|
{
|
|
const Vector<ConstSubBufferDesc> &subBuffers = mVertexConstBufferLayout->getSubBufferDesc();
|
|
// TODO: This is not very effecient updating the whole lot, re-implement the dirty system to work with multiple constant buffers.
|
|
// TODO: Implement DX 11.1 UpdateSubresource1 which supports updating ranges with constant buffers
|
|
buf = mVertexConstBuffer->getEntireBuffer();
|
|
for (U32 i = 0; i < subBuffers.size(); ++i)
|
|
{
|
|
const ConstSubBufferDesc &desc = subBuffers[i];
|
|
devCtx->UpdateSubresource(mConstantBuffersV[i], 0, NULL, buf + desc.start, desc.size, 0);
|
|
nbBuffers++;
|
|
}
|
|
|
|
devCtx->VSSetConstantBuffers(0, nbBuffers, mConstantBuffersV);
|
|
}
|
|
|
|
nbBuffers = 0;
|
|
|
|
if(mPixelConstBuffer->isDirty())
|
|
{
|
|
const Vector<ConstSubBufferDesc> &subBuffers = mPixelConstBufferLayout->getSubBufferDesc();
|
|
// TODO: This is not very effecient updating the whole lot, re-implement the dirty system to work with multiple constant buffers.
|
|
// TODO: Implement DX 11.1 UpdateSubresource1 which supports updating ranges with constant buffers
|
|
buf = mPixelConstBuffer->getEntireBuffer();
|
|
for (U32 i = 0; i < subBuffers.size(); ++i)
|
|
{
|
|
const ConstSubBufferDesc &desc = subBuffers[i];
|
|
devCtx->UpdateSubresource(mConstantBuffersP[i], 0, NULL, buf + desc.start, desc.size, 0);
|
|
nbBuffers++;
|
|
}
|
|
|
|
devCtx->PSSetConstantBuffers(0, nbBuffers, mConstantBuffersP);
|
|
}
|
|
|
|
#ifdef TORQUE_DEBUG
|
|
// Make sure all the constants for this buffer were assigned.
|
|
if(mWasLost)
|
|
{
|
|
mVertexConstBuffer->assertUnassignedConstants( mShader->getVertexShaderFile().c_str() );
|
|
mPixelConstBuffer->assertUnassignedConstants( mShader->getPixelShaderFile().c_str() );
|
|
}
|
|
#endif
|
|
|
|
// Clear the lost state.
|
|
mWasLost = false;
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
|
|
{
|
|
AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
|
|
|
|
// release constant buffers
|
|
for (U32 i = 0; i < CBUFFER_MAX; ++i)
|
|
{
|
|
SAFE_RELEASE(mConstantBuffersP[i]);
|
|
SAFE_RELEASE(mConstantBuffersV[i]);
|
|
}
|
|
|
|
SAFE_DELETE( mVertexConstBuffer );
|
|
SAFE_DELETE( mPixelConstBuffer );
|
|
|
|
AssertFatal( mVertexConstBufferLayout == shader->mVertexConstBufferLayout, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
|
|
AssertFatal( mPixelConstBufferLayout == shader->mPixelConstBufferLayout, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
|
|
|
|
mVertexConstBuffer = new GenericConstBuffer( mVertexConstBufferLayout );
|
|
mPixelConstBuffer = new GenericConstBuffer( mPixelConstBufferLayout );
|
|
|
|
_createBuffers();
|
|
|
|
// Set the lost state.
|
|
mWasLost = true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
GFXD3D11Shader::GFXD3D11Shader()
|
|
{
|
|
VECTOR_SET_ASSOCIATION( mShaderConsts );
|
|
|
|
AssertFatal(D3D11DEVICE, "Invalid device for shader.");
|
|
mVertShader = NULL;
|
|
mPixShader = NULL;
|
|
mVertexConstBufferLayout = NULL;
|
|
mPixelConstBufferLayout = NULL;
|
|
|
|
if( smD3DInclude == NULL )
|
|
smD3DInclude = new gfxD3D11Include;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
GFXD3D11Shader::~GFXD3D11Shader()
|
|
{
|
|
for (HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
|
|
delete i->value;
|
|
|
|
// delete const buffer layouts
|
|
SAFE_DELETE(mVertexConstBufferLayout);
|
|
SAFE_DELETE(mPixelConstBufferLayout);
|
|
|
|
// release shaders
|
|
SAFE_RELEASE(mVertShader);
|
|
SAFE_RELEASE(mPixShader);
|
|
//maybe add SAFE_RELEASE(mVertexCode) ?
|
|
}
|
|
|
|
bool GFXD3D11Shader::_init()
|
|
{
|
|
PROFILE_SCOPE( GFXD3D11Shader_Init );
|
|
|
|
SAFE_RELEASE(mVertShader);
|
|
SAFE_RELEASE(mPixShader);
|
|
|
|
// Create the macro array including the system wide macros.
|
|
const U32 macroCount = smGlobalMacros.size() + mMacros.size() + 2;
|
|
FrameTemp<D3D_SHADER_MACRO> d3dMacros( macroCount );
|
|
|
|
for ( U32 i=0; i < smGlobalMacros.size(); i++ )
|
|
{
|
|
d3dMacros[i].Name = smGlobalMacros[i].name.c_str();
|
|
d3dMacros[i].Definition = smGlobalMacros[i].value.c_str();
|
|
}
|
|
|
|
for ( U32 i=0; i < mMacros.size(); i++ )
|
|
{
|
|
d3dMacros[i+smGlobalMacros.size()].Name = mMacros[i].name.c_str();
|
|
d3dMacros[i+smGlobalMacros.size()].Definition = mMacros[i].value.c_str();
|
|
}
|
|
|
|
d3dMacros[macroCount - 2].Name = "TORQUE_SM";
|
|
d3dMacros[macroCount - 2].Definition = D3D11->getShaderModel().c_str();
|
|
|
|
memset(&d3dMacros[macroCount - 1], 0, sizeof(D3D_SHADER_MACRO));
|
|
|
|
if ( !mVertexConstBufferLayout )
|
|
mVertexConstBufferLayout = new GFXD3D11ConstBufferLayout();
|
|
else
|
|
mVertexConstBufferLayout->clear();
|
|
|
|
if ( !mPixelConstBufferLayout )
|
|
mPixelConstBufferLayout = new GFXD3D11ConstBufferLayout();
|
|
else
|
|
mPixelConstBufferLayout->clear();
|
|
|
|
|
|
mSamplerDescriptions.clear();
|
|
mShaderConsts.clear();
|
|
|
|
String vertTarget = D3D11->getVertexShaderTarget();
|
|
String pixTarget = D3D11->getPixelShaderTarget();
|
|
|
|
if ( !Con::getBoolVariable( "$shaders::forceLoadCSF", false ) )
|
|
{
|
|
if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, vertTarget, d3dMacros, mVertexConstBufferLayout, mSamplerDescriptions ) )
|
|
return false;
|
|
|
|
if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, pixTarget, d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
|
return false;
|
|
|
|
}
|
|
else
|
|
{
|
|
if ( !_loadCompiledOutput( mVertexFile, vertTarget, mVertexConstBufferLayout, mSamplerDescriptions ) )
|
|
{
|
|
if ( smLogErrors )
|
|
Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled vertex shader for '%s'.", mVertexFile.getFullPath().c_str() );
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( !_loadCompiledOutput( mPixelFile, pixTarget, mPixelConstBufferLayout, mSamplerDescriptions ) )
|
|
{
|
|
if ( smLogErrors )
|
|
Con::errorf( "GFXD3D11Shader::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(mVertexConstBufferLayout, true);
|
|
_buildShaderConstantHandles(mPixelConstBufferLayout, 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++ )
|
|
((GFXD3D11ShaderConstBuffer*)(*biter))->onShaderReload( this );
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|
const String& target,
|
|
const D3D_SHADER_MACRO *defines,
|
|
GenericConstBufferLayout* bufferLayout,
|
|
Vector<GFXShaderConstDesc> &samplerDescriptions )
|
|
{
|
|
PROFILE_SCOPE( GFXD3D11Shader_CompileShader );
|
|
|
|
using namespace Torque;
|
|
|
|
HRESULT res = E_FAIL;
|
|
ID3DBlob* code = NULL;
|
|
ID3DBlob* errorBuff = NULL;
|
|
ID3D11ShaderReflection* reflectionTable = NULL;
|
|
|
|
#ifdef TORQUE_DEBUG
|
|
U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
|
|
#else
|
|
U32 flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_OPTIMIZATION_LEVEL3; //TODO double check load times with D3DCOMPILE_OPTIMIZATION_LEVEL3
|
|
//recommended flags for NSight, uncomment to use. NSight should be used in release mode only. *Still works with above flags however
|
|
//flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_SKIP_OPTIMIZATION;
|
|
#endif
|
|
|
|
#ifdef D3D11_DEBUG_SPEW
|
|
Con::printf( "Compiling Shader: '%s'", filePath.getFullPath().c_str() );
|
|
#endif
|
|
|
|
// Is it an HLSL shader?
|
|
if(filePath.getExtension().equal("hlsl", String::NoCase))
|
|
{
|
|
// Set this so that the D3DInclude::Open will have this
|
|
// information for relative paths.
|
|
smD3DInclude->setPath(filePath.getRootAndPath());
|
|
|
|
FileStream s;
|
|
if (!s.open(filePath, Torque::FS::File::Read))
|
|
{
|
|
AssertISV(false, avar("GFXD3D11Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));
|
|
|
|
if ( smLogErrors )
|
|
Con::errorf( "GFXD3D11Shader::_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;
|
|
|
|
U32 bufSize = s.getStreamSize();
|
|
|
|
FrameAllocatorMarker fam;
|
|
char *buffer = NULL;
|
|
|
|
buffer = (char*)fam.alloc(bufSize + 1);
|
|
s.read(bufSize, buffer);
|
|
buffer[bufSize] = 0;
|
|
|
|
res = D3DCompile(buffer, bufSize, realPath.getFullPath().c_str(), defines, smD3DInclude, "main", target, flags, 0, &code, &errorBuff);
|
|
|
|
}
|
|
|
|
// Is it a precompiled obj shader?
|
|
else if(filePath.getExtension().equal("obj", String::NoCase))
|
|
{
|
|
FileStream s;
|
|
if(!s.open(filePath, Torque::FS::File::Read))
|
|
{
|
|
AssertISV(false, avar("GFXD3D11Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));
|
|
|
|
if ( smLogErrors )
|
|
Con::errorf( "GFXD3D11Shader::_compileShader - Failed to open shader file '%s'.", filePath.getFullPath().c_str() );
|
|
|
|
return false;
|
|
}
|
|
|
|
res = D3DCreateBlob(s.getStreamSize(), &code);
|
|
AssertISV(SUCCEEDED(res), "Unable to create buffer!");
|
|
s.read(s.getStreamSize(), code->GetBufferPointer());
|
|
}
|
|
else
|
|
{
|
|
if (smLogErrors)
|
|
Con::errorf("GFXD3D11Shader::_compileShader - Unsupported shader file type '%s'.", filePath.getFullPath().c_str());
|
|
|
|
return false;
|
|
}
|
|
|
|
if(errorBuff)
|
|
{
|
|
// remove \n at end of buffer
|
|
U8 *buffPtr = (U8*) errorBuff->GetBufferPointer();
|
|
U32 len = dStrlen( (const char*) buffPtr );
|
|
buffPtr[len-1] = '\0';
|
|
|
|
if(FAILED(res))
|
|
{
|
|
if(smLogErrors)
|
|
Con::errorf("failed to compile shader: %s", buffPtr);
|
|
}
|
|
else
|
|
{
|
|
if(smLogWarnings)
|
|
Con::errorf("shader compiled with warning(s): %s", buffPtr);
|
|
}
|
|
}
|
|
else if (code == NULL && smLogErrors)
|
|
Con::errorf( "GFXD3D11Shader::_compileShader - no compiled code produced; possibly missing file '%s'.", filePath.getFullPath().c_str() );
|
|
|
|
AssertISV(SUCCEEDED(res), "Unable to compile shader!");
|
|
|
|
if(code != NULL)
|
|
{
|
|
#ifndef TORQUE_SHIPPING
|
|
|
|
if(gDisassembleAllShaders)
|
|
{
|
|
ID3DBlob* disassem = NULL;
|
|
D3DDisassemble(code->GetBufferPointer(), code->GetBufferSize(), 0, NULL, &disassem);
|
|
mDissasembly = (const char*)disassem->GetBufferPointer();
|
|
|
|
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;
|
|
}
|
|
|
|
SAFE_RELEASE(disassem);
|
|
}
|
|
|
|
#endif
|
|
|
|
if (target.compare("ps_", 3) == 0)
|
|
res = D3D11DEVICE->CreatePixelShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mPixShader);
|
|
else if (target.compare("vs_", 3) == 0)
|
|
res = D3D11DEVICE->CreateVertexShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mVertShader);
|
|
|
|
if (FAILED(res))
|
|
{
|
|
AssertFatal(false, "D3D11Shader::_compilershader- failed to create shader");
|
|
}
|
|
|
|
if(res == S_OK){
|
|
HRESULT reflectionResult = D3DReflect(code->GetBufferPointer(), code->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&reflectionTable);
|
|
if(FAILED(reflectionResult))
|
|
AssertFatal(false, "D3D11Shader::_compilershader - Failed to get shader reflection table interface");
|
|
}
|
|
|
|
if(res == S_OK)
|
|
_getShaderConstants(reflectionTable, bufferLayout, 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, bufferLayout) && smLogErrors)
|
|
Con::errorf( "GFXD3D11Shader::_compileShader - Unable to save shader compile output for: %s",
|
|
filePath.getFullPath().c_str());
|
|
#endif
|
|
|
|
if(FAILED(res) && smLogErrors)
|
|
Con::errorf("GFXD3D11Shader::_compileShader - Unable to create shader for '%s'.", filePath.getFullPath().c_str());
|
|
}
|
|
|
|
//bool result = code && SUCCEEDED(res) && HasValidConstants;
|
|
bool result = code && SUCCEEDED(res);
|
|
|
|
#ifdef TORQUE_DEBUG
|
|
if (target.compare("vs_", 3) == 0)
|
|
{
|
|
String vertShader = mVertexFile.getFileName();
|
|
mVertShader->SetPrivateData(WKPDID_D3DDebugObjectName, vertShader.size(), vertShader.c_str());
|
|
}
|
|
else if (target.compare("ps_", 3) == 0)
|
|
{
|
|
String pixelShader = mPixelFile.getFileName();
|
|
mPixShader->SetPrivateData(WKPDID_D3DDebugObjectName, pixelShader.size(), pixelShader.c_str());
|
|
}
|
|
#endif
|
|
|
|
SAFE_RELEASE(code);
|
|
SAFE_RELEASE(reflectionTable);
|
|
SAFE_RELEASE(errorBuff);
|
|
|
|
return result;
|
|
}
|
|
void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *pTable,
|
|
GenericConstBufferLayout *bufferLayoutIn,
|
|
Vector<GFXShaderConstDesc> &samplerDescriptions )
|
|
{
|
|
PROFILE_SCOPE( GFXD3D11Shader_GetShaderConstants );
|
|
|
|
AssertFatal(pTable, "NULL constant table not allowed, is this an assembly shader?");
|
|
|
|
GFXD3D11ConstBufferLayout *bufferLayout = (GFXD3D11ConstBufferLayout*)bufferLayoutIn;
|
|
Vector<ConstSubBufferDesc> &subBuffers = bufferLayout->getSubBufferDesc();
|
|
subBuffers.clear();
|
|
|
|
D3D11_SHADER_DESC tableDesc;
|
|
HRESULT hr = pTable->GetDesc(&tableDesc);
|
|
if (FAILED(hr))
|
|
{
|
|
AssertFatal(false, "Shader Reflection table unable to be created");
|
|
}
|
|
|
|
//offset for sub constant buffers
|
|
U32 bufferOffset = 0;
|
|
for (U32 i = 0; i < tableDesc.ConstantBuffers; i++)
|
|
{
|
|
ID3D11ShaderReflectionConstantBuffer* constantBuffer = pTable->GetConstantBufferByIndex(i);
|
|
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
|
|
|
if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
|
|
{
|
|
|
|
#ifdef TORQUE_DEBUG
|
|
AssertFatal(constantBufferDesc.Type == D3D_CT_CBUFFER, "Only scalar cbuffers supported for now.");
|
|
|
|
if (dStrcmp(constantBufferDesc.Name, "$Globals") != 0 && dStrcmp(constantBufferDesc.Name, "$Params") != 0)
|
|
AssertFatal(false, "Only $Global and $Params cbuffer supported for now.");
|
|
#endif
|
|
#ifdef D3D11_DEBUG_SPEW
|
|
Con::printf("Constant Buffer Name: %s", constantBufferDesc.Name);
|
|
#endif
|
|
|
|
for(U32 j =0; j< constantBufferDesc.Variables; j++)
|
|
{
|
|
GFXShaderConstDesc desc;
|
|
ID3D11ShaderReflectionVariable* variable = constantBuffer->GetVariableByIndex(j);
|
|
D3D11_SHADER_VARIABLE_DESC variableDesc;
|
|
D3D11_SHADER_TYPE_DESC variableTypeDesc;
|
|
|
|
variable->GetDesc(&variableDesc);
|
|
|
|
ID3D11ShaderReflectionType* variableType =variable->GetType();
|
|
|
|
variableType->GetDesc(&variableTypeDesc);
|
|
desc.name = String(variableDesc.Name);
|
|
// Prepend a "$" if it doesn't exist. Just to make things consistent.
|
|
if (desc.name.find("$") != 0)
|
|
desc.name = String::ToString("$%s", desc.name.c_str());
|
|
|
|
bool unusedVar = variableDesc.uFlags & D3D_SVF_USED ? false : true;
|
|
|
|
if (variableTypeDesc.Elements == 0)
|
|
desc.arraySize = 1;
|
|
else
|
|
desc.arraySize = variableTypeDesc.Elements;
|
|
|
|
#ifdef D3D11_DEBUG_SPEW
|
|
Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", desc.name.c_str(), variableDesc.StartOffset, variableDesc.Size, desc.arraySize);
|
|
#endif
|
|
if (_convertShaderVariable(variableTypeDesc, desc))
|
|
{
|
|
//The HLSL compiler for 4.0 and above doesn't strip out unused registered constants. We'll have to do it manually
|
|
if (!unusedVar)
|
|
{
|
|
mShaderConsts.push_back(desc);
|
|
U32 alignBytes = getAlignmentValue(desc.constType);
|
|
U32 paramSize = variableDesc.Size;
|
|
bufferLayout->addParameter( desc.name,
|
|
desc.constType,
|
|
variableDesc.StartOffset + bufferOffset,
|
|
paramSize,
|
|
desc.arraySize,
|
|
alignBytes);
|
|
|
|
} //unusedVar
|
|
} //_convertShaderVariable
|
|
} //constantBufferDesc.Variables
|
|
|
|
// fill out our const sub buffer sizes etc
|
|
ConstSubBufferDesc subBufferDesc;
|
|
subBufferDesc.size = constantBufferDesc.Size;
|
|
subBufferDesc.start = bufferOffset;
|
|
subBuffers.push_back(subBufferDesc);
|
|
// increase our bufferOffset by the constant buffer size
|
|
bufferOffset += constantBufferDesc.Size;
|
|
|
|
}
|
|
else
|
|
AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
|
|
}
|
|
|
|
// Set buffer size to the aligned size
|
|
bufferLayout->setSize(bufferOffset);
|
|
|
|
|
|
//get the sampler descriptions from the resource binding description
|
|
U32 resourceCount = tableDesc.BoundResources;
|
|
for (U32 i = 0; i < resourceCount; i++)
|
|
{
|
|
GFXShaderConstDesc desc;
|
|
D3D11_SHADER_INPUT_BIND_DESC bindDesc;
|
|
pTable->GetResourceBindingDesc(i, &bindDesc);
|
|
|
|
switch (bindDesc.Type)
|
|
{
|
|
case D3D_SIT_SAMPLER:
|
|
// Prepend a "$" if it doesn't exist. Just to make things consistent.
|
|
desc.name = String(bindDesc.Name);
|
|
if (desc.name.find("$") != 0)
|
|
desc.name = String::ToString("$%s", desc.name.c_str());
|
|
desc.constType = GFXSCT_Sampler;
|
|
desc.arraySize = bindDesc.BindPoint;
|
|
samplerDescriptions.push_back(desc);
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
bool GFXD3D11Shader::_convertShaderVariable(const D3D11_SHADER_TYPE_DESC &typeDesc, GFXShaderConstDesc &desc)
|
|
{
|
|
switch (typeDesc.Type)
|
|
{
|
|
case D3D_SVT_INT:
|
|
{
|
|
switch (typeDesc.Class)
|
|
{
|
|
case D3D_SVC_SCALAR:
|
|
desc.constType = GFXSCT_Int;
|
|
break;
|
|
case D3D_SVC_VECTOR:
|
|
{
|
|
switch (typeDesc.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;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
case D3D_SVT_FLOAT:
|
|
{
|
|
switch (typeDesc.Class)
|
|
{
|
|
case D3D_SVC_SCALAR:
|
|
desc.constType = GFXSCT_Float;
|
|
break;
|
|
case D3D_SVC_VECTOR:
|
|
{
|
|
switch (typeDesc.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;
|
|
}
|
|
}
|
|
break;
|
|
case D3D_SVC_MATRIX_ROWS:
|
|
case D3D_SVC_MATRIX_COLUMNS:
|
|
{
|
|
switch (typeDesc.Rows)
|
|
{
|
|
case 3:
|
|
desc.constType = typeDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
|
|
break;
|
|
case 4:
|
|
desc.constType = typeDesc.Columns == 3 ? GFXSCT_Float4x3 : GFXSCT_Float4x4;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case D3D_SVC_OBJECT:
|
|
case D3D_SVC_STRUCT:
|
|
return false;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
AssertFatal(false, "Unknown shader constant class enum");
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
const U32 GFXD3D11Shader::smCompiledShaderTag = MakeFourCC('t','c','s','f');
|
|
|
|
bool GFXD3D11Shader::_saveCompiledOutput( const Torque::Path &filePath,
|
|
ID3DBlob *buffer,
|
|
GenericConstBufferLayout *bufferLayout,
|
|
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 (!bufferLayout->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 GFXD3D11Shader::_loadCompiledOutput( const Torque::Path &filePath,
|
|
const String &target,
|
|
GenericConstBufferLayout *bufferLayout,
|
|
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 (!bufferLayout->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 = D3D11DEVICE->CreatePixelShader(buffer, bufferSize, NULL, &mPixShader);
|
|
else
|
|
res = D3D11DEVICE->CreateVertexShader(buffer, bufferSize, NULL, &mVertShader);
|
|
AssertFatal(SUCCEEDED(res), "Unable to load shader!");
|
|
|
|
FrameAllocator::setWaterMark(waterMark);
|
|
return SUCCEEDED(res);
|
|
}
|
|
|
|
void GFXD3D11Shader::_buildShaderConstantHandles(GenericConstBufferLayout* layout, bool vertexConst)
|
|
{
|
|
for (U32 i = 0; i < layout->getParameterCount(); i++)
|
|
{
|
|
GenericConstBufferLayout::ParamDesc pd;
|
|
layout->getDesc(i, pd);
|
|
|
|
GFXD3D11ShaderConstHandle* handle;
|
|
HandleMap::Iterator j = mHandles.find(pd.name);
|
|
|
|
if (j != mHandles.end())
|
|
{
|
|
handle = j->value;
|
|
handle->mShader = this;
|
|
handle->setValid( true );
|
|
}
|
|
else
|
|
{
|
|
handle = new GFXD3D11ShaderConstHandle();
|
|
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 GFXD3D11Shader::_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,
|
|
"GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
|
|
|
|
GFXD3D11ShaderConstHandle *handle;
|
|
HandleMap::Iterator j = mHandles.find(desc.name);
|
|
|
|
if ( j != mHandles.end() )
|
|
handle = j->value;
|
|
else
|
|
{
|
|
handle = new GFXD3D11ShaderConstHandle();
|
|
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 GFXD3D11Shader::_buildInstancingShaderConstantHandles()
|
|
{
|
|
// If we have no instancing than just return
|
|
if (!mInstancingFormat)
|
|
return;
|
|
|
|
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() );
|
|
|
|
GFXD3D11ShaderConstHandle *handle;
|
|
HandleMap::Iterator j = mHandles.find( constName );
|
|
|
|
if ( j != mHandles.end() )
|
|
handle = j->value;
|
|
else
|
|
{
|
|
handle = new GFXD3D11ShaderConstHandle();
|
|
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,
|
|
"GFXD3D11Shader::_buildInstancingShaderConstantHandles - Bad instanced constant!" );
|
|
|
|
// HACK: The GFXD3D11ShaderConstHandle 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 GFXD3D11Shader::allocConstBuffer()
|
|
{
|
|
if (mVertexConstBufferLayout && mPixelConstBufferLayout)
|
|
{
|
|
GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this, mVertexConstBufferLayout, mPixelConstBufferLayout);
|
|
mActiveBuffers.push_back( buffer );
|
|
buffer->registerResourceWithDevice(getOwningDevice());
|
|
return buffer;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
|
|
GFXShaderConstHandle* GFXD3D11Shader::getShaderConstHandle(const String& name)
|
|
{
|
|
HandleMap::Iterator i = mHandles.find(name);
|
|
if ( i != mHandles.end() )
|
|
{
|
|
return i->value;
|
|
}
|
|
else
|
|
{
|
|
GFXD3D11ShaderConstHandle *handle = new GFXD3D11ShaderConstHandle();
|
|
handle->setValid( false );
|
|
handle->mShader = this;
|
|
mHandles[name] = handle;
|
|
|
|
return handle;
|
|
}
|
|
}
|
|
|
|
GFXShaderConstHandle* GFXD3D11Shader::findShaderConstHandle(const String& name)
|
|
{
|
|
HandleMap::Iterator i = mHandles.find(name);
|
|
if(i != mHandles.end())
|
|
return i->value;
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
const Vector<GFXShaderConstDesc>& GFXD3D11Shader::getShaderConstDesc() const
|
|
{
|
|
return mShaderConsts;
|
|
}
|
|
|
|
U32 GFXD3D11Shader::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_Float4x3:
|
|
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 GFXD3D11Shader::zombify()
|
|
{
|
|
// Shaders don't need zombification
|
|
}
|
|
|
|
void GFXD3D11Shader::resurrect()
|
|
{
|
|
// Shaders are never zombies, and therefore don't have to be brought back.
|
|
}
|