Torque3D/Engine/source/gfx/D3D11/gfxD3D11Shader.cpp

1592 lines
51 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 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"
#include "gfx/D3D11/gfxD3D11Shader.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/util/safeDelete.h"
#include "console/console.h"
extern bool gDisassembleAllShaders;
#pragma comment(lib, "d3dcompiler.lib")
gfxD3DIncludeRef GFXD3D11Shader::smD3DInclude = NULL;
class gfxD3D11Include : public ID3DInclude, public StrongRefBase
{
private:
Vector<String> mLastPath;
public:
void setPath(const String &path)
{
mLastPath.clear();
mLastPath.push_back(path);
}
gfxD3D11Include() {}
virtual ~gfxD3D11Include() {}
STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes);
STDMETHOD(Close)(THIS_ LPCVOID pData);
};
HRESULT gfxD3D11Include::Open(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
{
using namespace Torque;
// 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 gfxD3D11Include::Close( THIS_ LPCVOID pData )
{
// Free the data file and pop its path off the stack.
delete [] (U8*)pData;
mLastPath.pop_back();
return S_OK;
}
GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle()
{
clear();
}
const String& GFXD3D11ShaderConstHandle::getName() const
{
if ( mVertexConstant )
return mVertexHandle.name;
else
return mPixelHandle.name;
}
GFXShaderConstType GFXD3D11ShaderConstHandle::getType() const
{
if ( mVertexConstant )
return mVertexHandle.constType;
else
return mPixelHandle.constType;
}
U32 GFXD3D11ShaderConstHandle::getArraySize() const
{
if ( mVertexConstant )
return mVertexHandle.arraySize;
else
return mPixelHandle.arraySize;
}
S32 GFXD3D11ShaderConstHandle::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;
}
GFXD3D11ConstBufferLayout::GFXD3D11ConstBufferLayout()
{
mSubBuffers.reserve(CBUFFER_MAX);
}
bool GFXD3D11ConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 inSize, const void* data, U8* basePointer)
{
PROFILE_SCOPE(GenericConstBufferLayout_set);
S32 size = inSize;
// Shader compilers like to optimize float4x4 uniforms into float3x3s.
// So long as the real paramater is a matrix of-some-type and the data
// passed in is a MatrixF ( which is will be ), we DO NOT have a
// mismatched const type.
AssertFatal(pd.constType == constType ||
(
(pd.constType == GFXSCT_Float2x2 ||
pd.constType == GFXSCT_Float3x3 ||
pd.constType == GFXSCT_Float4x3 ||
pd.constType == GFXSCT_Float4x4) &&
(constType == GFXSCT_Float2x2 ||
constType == GFXSCT_Float3x3 ||
constType == GFXSCT_Float4x3 ||
constType == GFXSCT_Float4x4)
), "Mismatched const type!");
// 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
switch (pd.constType)
{
case GFXSCT_Float2x2:
case GFXSCT_Float3x3:
case GFXSCT_Float4x3:
case GFXSCT_Float4x4:
return setMatrix(pd, constType, size, data, basePointer);
break;
// TODO add other AlignedVector here
case GFXSCT_Float2:
if (size > sizeof(Point2F))
size = pd.size;
default:
break;
}
AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
// 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
// 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
// renderInstMgr level, but we can check down here. -BTR
if (dMemcmp(basePointer + pd.offset, data, size) != 0)
{
dMemcpy(basePointer + pd.offset, data, size);
return true;
}
return false;
}
bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
{
PROFILE_SCOPE(GFXD3D11ConstBufferLayout_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 if (pd.constType == GFXSCT_Float4x3)
{
const U32 csize = 48;
// 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)
{
#ifdef TORQUE_DOUBLE_CHECK_43MATS
Point4F col;
((MatrixF*)currSourcePointer)->getRow(3, &col);
AssertFatal(col.x == 0.0f && col.y == 0.0f && col.z == 0.0f && col.w == 1.0f, "3rd row used");
#endif
if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
{
dMemcpy(currDestPointer, currSourcePointer, csize);
ret = true;
}
else if (pd.constType == GFXSCT_Float4x3)
{
ret = true;
}
currDestPointer += csize;
currSourcePointer += sizeof(MatrixF);
}
return ret;
}
else
{
PROFILE_SCOPE(GFXD3D11ConstBufferLayout_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 = 24; //this takes up 16+8
break;
case GFXSCT_Float3x3 :
csize = 44; //This takes up 16+16+12
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;
}
}
//------------------------------------------------------------------------------
GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader,
GFXD3D11ConstBufferLayout* vertexLayout,
GFXD3D11ConstBufferLayout* pixelLayout)
{
AssertFatal( shader, "GFXD3D11ShaderConstBuffer() - Got a null shader!" );
// We hold on to this so we don't have to call
// this virtual method during activation.
mShader = shader;
for (U32 i = 0; i < CBUFFER_MAX; ++i)
{
mConstantBuffersV[i] = NULL;
mConstantBuffersP[i] = NULL;
}
// TODO: Remove buffers and layouts that don't exist for performance?
//Mandatory
mVertexConstBufferLayout = vertexLayout;
mVertexConstBuffer = new GenericConstBuffer(vertexLayout);
mPixelConstBufferLayout = pixelLayout;
mPixelConstBuffer = new GenericConstBuffer(pixelLayout);
_createBuffers();
}
GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
{
// release constant buffer
for (U32 i = 0; i < CBUFFER_MAX; ++i)
{
SAFE_RELEASE(mConstantBuffersP[i]);
SAFE_RELEASE(mConstantBuffersV[i]);
}
SAFE_DELETE(mVertexConstBuffer);
SAFE_DELETE(mPixelConstBuffer);
if ( mShader )
mShader->_unlinkBuffer( this );
}
void GFXD3D11ShaderConstBuffer::_createBuffers()
{
HRESULT hr;
// Create a vertex constant buffer
if (mVertexConstBufferLayout->getBufferSize() > 0)
{
const Vector<ConstSubBufferDesc> &subBuffers = mVertexConstBufferLayout->getSubBufferDesc();
for (U32 i = 0; i < subBuffers.size(); ++i)
{
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = subBuffers[i].size;
cbDesc.Usage = D3D11_USAGE_DEFAULT;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = 0;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;
hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mConstantBuffersV[i]);
if (FAILED(hr))
{
AssertFatal(false, "can't create constant mConstantBuffersV!");
}
}
}
// Create a pixel constant buffer
if (mPixelConstBufferLayout->getBufferSize())
{
const Vector<ConstSubBufferDesc> &subBuffers = mPixelConstBufferLayout->getSubBufferDesc();
for (U32 i = 0; i < subBuffers.size(); ++i)
{
// Create a pixel float constant buffer
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = subBuffers[i].size;
cbDesc.Usage = D3D11_USAGE_DEFAULT;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = 0;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;
hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mConstantBuffersP[i]);
if (FAILED(hr))
{
AssertFatal(false, "can't create constant mConstantBuffersP!");
}
}
}
}
GFXShader* GFXD3D11ShaderConstBuffer::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 GFXD3D11ShaderConstBuffer::SET_CONSTANT( GFXShaderConstHandle* handle, const T& fv,
GenericConstBuffer *vBuffer, GenericConstBuffer *pBuffer )
{
AssertFatal(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(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 GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const ColorF& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::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 ( ((GFXD3D11ShaderConstHandle*)handle)->isSampler() )
return;
SET_CONSTANT(handle, f, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
{
SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
}
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.
}