mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
1317 lines
40 KiB
C++
1317 lines
40 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(GFXD3D11Shader* shader)
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: mShader(shader),
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mInstancingConstant(false)
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{
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dMemset(&mDesc, 0, sizeof(mDesc));
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mValid = false;
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mStageFlags = 0;
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}
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
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const GFXShaderConstDesc& desc)
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: mShader(shader),
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mDesc(desc),
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mInstancingConstant(false)
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{
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if (desc.constType == GFXSCT_ConstBuffer)
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mValid = false;
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else
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mValid = true;
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addDesc(desc.shaderStage, desc);
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mStageFlags = desc.shaderStage;
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}
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GFXD3D11ShaderConstHandle::~GFXD3D11ShaderConstHandle()
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{
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}
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void GFXD3D11ShaderConstHandle::addDesc(GFXShaderStage stage, const GFXShaderConstDesc& desc)
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{
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// just add for now.
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mDescMap[stage] = desc;
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}
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const GFXShaderConstDesc GFXD3D11ShaderConstHandle::getDesc(GFXShaderStage stage)
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{
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return mDescMap[stage];
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}
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//------------------------------------------------------------------------------
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GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader)
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{
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mShader = shader;
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mDeviceContext = D3D11DEVICECONTEXT;
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for (U32 i = 0; i < 6; i++)
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{
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for (U32 j = 0; j < 16; j++)
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{
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mBoundBuffers[i][j] = nullptr;
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}
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}
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}
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GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
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{
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for (auto& pair : mBufferMap) {
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delete[] pair.value.data;
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}
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mBufferMap.clear(); // Clear the map
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for (U32 i = 0; i < 6; i++)
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{
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for (U32 j = 0; j < 16; j++)
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{
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mBoundBuffers[i][j] = nullptr;
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}
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}
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if (mShader)
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mShader->_unlinkBuffer(this);
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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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void GFXD3D11ShaderConstBuffer::setMatrix(const GFXShaderConstDesc& constDesc, const U32 inSize, const void* data, U8* basePointer)
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{
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U8* buf = basePointer;
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if (constDesc.constType == GFXSCT_Float4x4)
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{
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// Special case, we can just blast this guy.
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if (dMemcmp(buf + constDesc.offset, data, inSize) != 0)
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{
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dMemcpy(buf + constDesc.offset, data, inSize);
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}
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return;
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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 (constDesc.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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case GFXSCT_Float4x3:
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csize = 48;
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break;
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default:
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AssertFatal(false, "Unhandled case!");
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return;
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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 = buf + constDesc.offset;
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const U8* currSourcePointer = static_cast<const U8*>(data);
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const U8* endData = currSourcePointer + inSize;
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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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}
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}
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void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const U32 inSize, const void* data)
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{
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AssertFatal(handle, "GFXD3D11ShaderConstBuffer::internalSet - Handle is NULL!");
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AssertFatal(handle->isValid(), "GFXD3D11ShaderConstBuffer::internalSet - Handle is not valid!");
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AssertFatal(dynamic_cast<GFXD3D11ShaderConstHandle*>(handle), "GFXD3D11ShaderConstBuffer::internalSet - Incorrect const buffer type");
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GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
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S32 size = inSize;
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for (U32 i = VERTEX_SHADER; i <= COMPUTE_SHADER; i = GFXShaderStage(i << 1))
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{
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if (_dxHandle->mStageFlags & i)
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{
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S32 shaderStageID = -1; // Initialize to -1 (bit not found)
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for (int j = 0; j < sizeof(S32) * 8; ++j) {
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if (i & (1 << j)) {
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shaderStageID = j;
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break;
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}
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}
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GFXShaderConstDesc constDesc = _dxHandle->getDesc((GFXShaderStage)i);
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BufferKey bufDesc(constDesc.bindPoint, shaderStageID);
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U8* basePointer = mBufferMap[bufDesc].data;
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if (_dxHandle->mInstancingConstant)
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{
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dMemcpy(mInstPtr + constDesc.offset, data, size);
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return;
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}
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switch (constDesc.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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setMatrix(constDesc, size, data, basePointer);
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return;
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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 = constDesc.size;
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break;
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default:
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break;
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}
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if (dMemcmp(basePointer + constDesc.offset, data, size) != 0)
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{
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dMemcpy(basePointer + constDesc.offset, data, size);
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}
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}
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}
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
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{
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internalSet(handle, sizeof(F32), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
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{
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internalSet(handle, sizeof(Point2F), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
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{
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internalSet(handle, sizeof(Point3F), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
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{
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internalSet(handle, sizeof(Point4F), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
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{
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internalSet(handle, sizeof(PlaneF), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
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{
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internalSet(handle, sizeof(Point4F), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
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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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internalSet(handle, sizeof(S32), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
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{
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internalSet(handle, sizeof(Point2I), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
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{
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internalSet(handle, sizeof(Point3I), &fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
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{
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internalSet(handle, sizeof(Point4I), &fv);
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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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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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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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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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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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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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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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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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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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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
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{
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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
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{
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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
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{
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internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType)
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{
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AssertFatal(handle, "Handle is NULL!");
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AssertFatal(handle->isValid(), "Handle is not valid!");
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AssertFatal(static_cast<GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
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GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!");
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AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
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MatrixF transposed;
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if (matrixType == GFXSCT_Float4x3)
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{
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transposed = mat;
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}
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else
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{
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mat.transposeTo(transposed);
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}
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if (_dxHandle->mInstancingConstant)
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{
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GFXShaderConstDesc constDesc = _dxHandle->getDesc(GFXShaderStage::PIXEL_SHADER);
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if (matrixType == GFXSCT_Float4x4)
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dMemcpy(mInstPtr + constDesc.offset, mat, sizeof(mat));
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// TODO: Support 3x3 and 2x2 matricies?
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return;
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}
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internalSet(handle, sizeof(MatrixF), &transposed);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
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{
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AssertFatal(handle, "Handle is NULL!");
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AssertFatal(handle->isValid(), "Handle is not valid!");
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AssertFatal(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
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const GFXD3D11ShaderConstHandle* _dxHandle = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!");
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AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
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static Vector<MatrixF> transposed;
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if (arraySize > transposed.size())
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transposed.setSize(arraySize);
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if (matrixType == GFXSCT_Float4x3)
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{
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dMemcpy(transposed.address(), mat, arraySize * sizeof(MatrixF));
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}
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else
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{
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for (U32 i = 0; i < arraySize; i++)
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mat[i].transposeTo(transposed[i]);
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}
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// TODO: Maybe support this in the future?
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if (_dxHandle->mInstancingConstant)
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return;
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internalSet(handle, sizeof(MatrixF) * arraySize, transposed.begin());
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}
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const String GFXD3D11ShaderConstBuffer::describeSelf() const
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{
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String ret;
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ret = String(" GFXD3D11ShaderConstBuffer\n");
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return ret;
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}
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void GFXD3D11ShaderConstBuffer::addBuffer(const GFXShaderConstDesc desc)
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{
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S32 shaderStageID = -1; // Initialize to -1 (bit not found)
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for (int i = 0; i < sizeof(S32) * 8; ++i) {
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if (desc.shaderStage & (1 << i)) {
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shaderStageID = i;
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break;
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}
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}
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// no shaderstage defined? cannot be!!!
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if (shaderStageID == -1)
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{
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AssertFatal(false, "DX Const buffer requires a shaderStage flag.");
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}
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const BufferKey bufKey(desc.bindPoint, shaderStageID);
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// doesnt matter if its already added.
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U8* buf = new U8[desc.size];
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dMemset(buf, 0, desc.size);
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mBufferMap[bufKey].data = buf;
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mBufferMap[bufKey].size = desc.size;
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mBufferMap[bufKey].isDirty = true;
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mBoundBuffers[(U32)shaderStageID][desc.bindPoint] = D3D11->getDeviceBuffer(desc);
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}
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void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
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{
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PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate);
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BufferRange bufRanges[6];
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for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
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{
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const BufferKey thisBufferDesc = i->key;
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ConstantBuffer thisBuff = i->value;
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if (prevShaderBuffer && prevShaderBuffer != this)
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{
|
|
const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
|
|
|
|
if (prevBuffer.data && !prevBuffer.isDirty)
|
|
{
|
|
if (prevBuffer.size != thisBuff.size)
|
|
{
|
|
thisBuff.isDirty = true;
|
|
}
|
|
else
|
|
{
|
|
if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
|
|
{
|
|
thisBuff.isDirty = true;
|
|
}
|
|
else
|
|
{
|
|
thisBuff.isDirty = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
thisBuff.isDirty = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
thisBuff.isDirty = true;
|
|
}
|
|
|
|
if (thisBuff.data && thisBuff.isDirty)
|
|
{
|
|
D3D11DEVICECONTEXT->UpdateSubresource(mBoundBuffers[thisBufferDesc.key2][thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
|
|
bufRanges[thisBufferDesc.key2].addSlot(thisBufferDesc.key1);
|
|
}
|
|
}
|
|
|
|
if (mShader->mVertShader && bufRanges[0].isValid())
|
|
{
|
|
const U32 bufStartSlot = bufRanges[0].mBufMin;
|
|
const U32 numBufs = bufRanges[0].mBufMax - bufRanges[0].mBufMin + 1;
|
|
ID3D11Buffer** vsBuffers = mBoundBuffers[0] + bufStartSlot;
|
|
|
|
D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
|
|
}
|
|
|
|
if (mShader->mPixShader && bufRanges[1].isValid())
|
|
{
|
|
const U32 bufStartSlot = bufRanges[1].mBufMin;
|
|
const U32 numBufs = bufRanges[1].mBufMax - bufRanges[1].mBufMin + 1;
|
|
ID3D11Buffer** psBuffers = mBoundBuffers[1] + bufStartSlot;
|
|
|
|
D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
|
|
}
|
|
|
|
if (mShader->mGeoShader && bufRanges[2].isValid())
|
|
{
|
|
const U32 bufStartSlot = bufRanges[2].mBufMin;
|
|
const U32 numBufs = bufRanges[2].mBufMax - bufRanges[2].mBufMin + 1;
|
|
ID3D11Buffer** psBuffers = mBoundBuffers[2] + bufStartSlot;
|
|
|
|
D3D11DEVICECONTEXT->GSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
|
|
}
|
|
|
|
mWasLost = false;
|
|
|
|
}
|
|
|
|
void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
|
|
{
|
|
AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
|
|
|
|
for (auto& pair : mBufferMap) {
|
|
delete[] pair.value.data;
|
|
}
|
|
mBufferMap.clear(); // Clear the map
|
|
|
|
for (GFXD3D11Shader::BufferMap::Iterator i = shader->mBuffers.begin(); i != shader->mBuffers.end(); ++i)
|
|
{
|
|
// add our buffer descriptions to the full const buffer.
|
|
this->addBuffer(i->value);
|
|
}
|
|
|
|
// Set the lost state.
|
|
mWasLost = true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
GFXD3D11Shader::GFXD3D11Shader()
|
|
{
|
|
VECTOR_SET_ASSOCIATION( mShaderConsts );
|
|
|
|
AssertFatal(D3D11DEVICE, "Invalid device for shader.");
|
|
mVertShader = NULL;
|
|
mPixShader = NULL;
|
|
mGeoShader = NULL;
|
|
|
|
if( smD3DInclude == NULL )
|
|
smD3DInclude = new gfxD3D11Include;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
GFXD3D11Shader::~GFXD3D11Shader()
|
|
{
|
|
for (auto& pair : mHandles) {
|
|
if (pair.value != nullptr) {
|
|
delete pair.value;
|
|
pair.value = nullptr;
|
|
}
|
|
}
|
|
mHandles.clear();
|
|
|
|
// release shaders
|
|
SAFE_RELEASE(mVertShader);
|
|
SAFE_RELEASE(mPixShader);
|
|
SAFE_RELEASE(mGeoShader);
|
|
//maybe add SAFE_RELEASE(mVertexCode) ?
|
|
}
|
|
|
|
bool GFXD3D11Shader::_init()
|
|
{
|
|
PROFILE_SCOPE( GFXD3D11Shader_Init );
|
|
|
|
SAFE_RELEASE(mVertShader);
|
|
SAFE_RELEASE(mPixShader);
|
|
SAFE_RELEASE(mGeoShader);
|
|
|
|
// 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));
|
|
|
|
mShaderConsts.clear();
|
|
mSamplerDescriptions.clear();
|
|
|
|
if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, GFXShaderStage::VERTEX_SHADER, d3dMacros) )
|
|
return false;
|
|
|
|
if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, GFXShaderStage::PIXEL_SHADER, d3dMacros))
|
|
return false;
|
|
|
|
if (!mGeometryFile.isEmpty())
|
|
{
|
|
if (!_compileShader(mGeometryFile, GFXShaderStage::GEOMETRY_SHADER, d3dMacros))
|
|
return false;
|
|
}
|
|
|
|
// Mark all existing handles as invalid.
|
|
// Those that are found when parsing the descriptions will then be marked valid again.
|
|
for (auto& pair : mHandles) {
|
|
pair.value->clear();
|
|
}
|
|
|
|
_buildShaderConstantHandles();
|
|
|
|
// 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,
|
|
GFXShaderStage shaderStage,
|
|
const D3D_SHADER_MACRO *defines)
|
|
{
|
|
PROFILE_SCOPE( GFXD3D11Shader_CompileShader );
|
|
|
|
using namespace Torque;
|
|
|
|
HRESULT res = E_FAIL;
|
|
ID3DBlob* code = NULL;
|
|
ID3DBlob* errorBuff = NULL;
|
|
ID3D11ShaderReflection* reflectionTable = NULL;
|
|
|
|
#ifdef TORQUE_GFX_VISUAL_DEBUG //for use with NSight, GPU Perf studio, VS graphics debugger
|
|
U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_SKIP_OPTIMIZATION;
|
|
#elif defined(TORQUE_DEBUG) //debug build
|
|
U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
|
|
#else //release build
|
|
U32 flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_OPTIMIZATION_LEVEL3;
|
|
#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;
|
|
|
|
String target;
|
|
|
|
switch (shaderStage)
|
|
{
|
|
case VERTEX_SHADER:
|
|
target = D3D11->getVertexShaderTarget();
|
|
break;
|
|
case PIXEL_SHADER:
|
|
target = D3D11->getPixelShaderTarget();
|
|
break;
|
|
case GEOMETRY_SHADER:
|
|
target = D3D11->getGeometryShaderTarget();
|
|
break;
|
|
case DOMAIN_SHADER:
|
|
break;
|
|
case HULL_SHADER:
|
|
break;
|
|
case COMPUTE_SHADER:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
res = D3DCompile(buffer, bufSize, realPath.getFullPath().c_str(), defines, smD3DInclude, "main", target, flags, 0, &code, &errorBuff);
|
|
}
|
|
|
|
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)
|
|
{
|
|
switch (shaderStage)
|
|
{
|
|
case VERTEX_SHADER:
|
|
res = D3D11DEVICE->CreateVertexShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mVertShader);
|
|
break;
|
|
case PIXEL_SHADER:
|
|
res = D3D11DEVICE->CreatePixelShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mPixShader);
|
|
break;
|
|
case GEOMETRY_SHADER:
|
|
res = D3D11DEVICE->CreateGeometryShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mGeoShader);
|
|
break;
|
|
case DOMAIN_SHADER:
|
|
break;
|
|
case HULL_SHADER:
|
|
break;
|
|
case COMPUTE_SHADER:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
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, shaderStage);
|
|
|
|
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
|
|
String shader;
|
|
switch (shaderStage)
|
|
{
|
|
case VERTEX_SHADER:
|
|
shader = mVertexFile.getFileName();
|
|
mVertShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
|
|
break;
|
|
case PIXEL_SHADER:
|
|
shader = mPixelFile.getFileName();
|
|
mPixShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
|
|
break;
|
|
case GEOMETRY_SHADER:
|
|
shader = mGeometryFile.getFileName();
|
|
mGeoShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
|
|
break;
|
|
case DOMAIN_SHADER:
|
|
break;
|
|
case HULL_SHADER:
|
|
break;
|
|
case COMPUTE_SHADER:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
SAFE_RELEASE(code);
|
|
SAFE_RELEASE(reflectionTable);
|
|
SAFE_RELEASE(errorBuff);
|
|
|
|
return result;
|
|
}
|
|
|
|
void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
|
|
GFXShaderStage shaderStage)
|
|
{
|
|
PROFILE_SCOPE(GFXD3D11Shader_GetShaderConstants);
|
|
|
|
AssertFatal(refTable, "NULL constant table not allowed, is this an assembly shader?");
|
|
|
|
D3D11_SHADER_DESC shaderDesc;
|
|
if (refTable->GetDesc(&shaderDesc) != S_OK)
|
|
{
|
|
AssertFatal(false, "Shader Reflection table unable to be created");
|
|
}
|
|
// we loop through and account for the most common data types.
|
|
for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
|
|
{
|
|
GFXShaderConstDesc desc;
|
|
ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
|
|
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
|
|
|
if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
|
|
{
|
|
desc.name = String(constantBufferDesc.Name);
|
|
desc.size = constantBufferDesc.Size;
|
|
desc.constType = GFXSCT_ConstBuffer;
|
|
desc.shaderStage = shaderStage;
|
|
desc.samplerReg = -1;
|
|
// get our binding point.
|
|
D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
|
|
refTable->GetResourceBindingDescByName(constantBufferDesc.Name, &shaderInputBind);
|
|
desc.bindPoint = shaderInputBind.BindPoint;
|
|
if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
|
|
{
|
|
switch (shaderStage)
|
|
{
|
|
case VERTEX_SHADER:
|
|
desc.name = desc.name + "_" + mVertexFile.getFileName();
|
|
break;
|
|
case PIXEL_SHADER:
|
|
desc.name = desc.name + "_" + mPixelFile.getFileName();
|
|
break;
|
|
case GEOMETRY_SHADER:
|
|
desc.name = desc.name + "_" + mGeometryFile.getFileName();
|
|
break;
|
|
case DOMAIN_SHADER:
|
|
break;
|
|
case HULL_SHADER:
|
|
break;
|
|
case COMPUTE_SHADER:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
mBuffers[desc.name] = desc;
|
|
|
|
// now loop vars and add them to mShaderConsts.
|
|
for (U32 j = 0; j < constantBufferDesc.Variables; j++)
|
|
{
|
|
ID3D11ShaderReflectionVariable* bufferVar = constantBuffer->GetVariableByIndex(j);
|
|
D3D11_SHADER_VARIABLE_DESC shaderVarDesc;
|
|
bufferVar->GetDesc(&shaderVarDesc);
|
|
|
|
D3D11_SHADER_TYPE_DESC shaderTypeDesc;
|
|
bufferVar->GetType()->GetDesc(&shaderTypeDesc);
|
|
|
|
if (shaderTypeDesc.Class == D3D_SVC_STRUCT)
|
|
{
|
|
// we gotta loop through its variables =/ add support in future. for now continue so it skips.
|
|
// no idea how to handle arrays of structs....
|
|
/*for (U32 j = 0; j < shaderTypeDesc.Members; j++)
|
|
{
|
|
GFXShaderConstDesc memVarDesc;
|
|
ID3D11ShaderReflectionType* memType = bufferVar->GetType()->GetMemberTypeByIndex(j);
|
|
D3D11_SHADER_TYPE_DESC memTypeDesc;
|
|
memType->GetDesc(&memTypeDesc);
|
|
memVarDesc.name = String(shaderVarDesc.Name) + "." + String(memTypeDesc.Name);
|
|
if (memVarDesc.name.find("$") != 0)
|
|
memVarDesc.name = String::ToString("$%s", memVarDesc.name.c_str());
|
|
|
|
#ifdef D3D11_DEBUG_SPEW
|
|
Con::printf("Variable Name %s:, offset: %d", memVarDesc.name.c_str(), memVarDesc.Offset);
|
|
#endif
|
|
|
|
}*/
|
|
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
GFXShaderConstDesc varDesc;
|
|
varDesc.name = String(shaderVarDesc.Name);
|
|
if (varDesc.name.find("$") != 0)
|
|
varDesc.name = String::ToString("$%s", varDesc.name.c_str());
|
|
|
|
// set the bind point to the same as the const buffer.
|
|
varDesc.bindPoint = desc.bindPoint;
|
|
varDesc.offset = shaderVarDesc.StartOffset;
|
|
varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
|
|
varDesc.size = shaderVarDesc.Size;
|
|
varDesc.shaderStage = shaderStage;
|
|
varDesc.samplerReg = -1;
|
|
varDesc.constType = convertConstType(shaderTypeDesc);
|
|
|
|
#ifdef D3D11_DEBUG_SPEW
|
|
Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", varDesc.name.c_str(), varDesc.offset, varDesc.size, varDesc.arraySize);
|
|
#endif
|
|
mShaderConsts.push_back(varDesc);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
|
|
}
|
|
|
|
}
|
|
|
|
for (U32 i = 0; i < shaderDesc.BoundResources; i++)
|
|
{
|
|
GFXShaderConstDesc desc;
|
|
D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
|
|
refTable->GetResourceBindingDesc(i, &shaderInputBind);
|
|
|
|
if (shaderInputBind.Type == D3D_SIT_TEXTURE || shaderInputBind.Type == D3D_SIT_UAV_RWTYPED)
|
|
{
|
|
// these should return shaderResourceViews and add them to shaderResources.
|
|
/*switch (shaderInputBind.Dimension)
|
|
{
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1D:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1DARRAY:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2D:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DARRAY:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DMS:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DMSARRAY:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE3D:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURECUBE:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURECUBEARRAY:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_BUFFER:
|
|
break;
|
|
case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_BUFFEREX:
|
|
break;
|
|
default:
|
|
break;
|
|
}*/
|
|
}
|
|
else if (shaderInputBind.Type == D3D_SIT_SAMPLER)
|
|
{
|
|
// Prepend a "$" if it doesn't exist. Just to make things consistent.
|
|
desc.name = String(shaderInputBind.Name);
|
|
if (desc.name.find("$") != 0)
|
|
desc.name = String::ToString("$%s", desc.name.c_str());
|
|
desc.constType = GFXSCT_Sampler;
|
|
desc.samplerReg = shaderInputBind.BindPoint;
|
|
desc.bindPoint = -1;
|
|
desc.shaderStage = shaderStage;
|
|
desc.arraySize = shaderInputBind.BindCount;
|
|
mSamplerDescriptions.push_back(desc);
|
|
}
|
|
else if (shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED ||
|
|
shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS ||
|
|
shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED ||
|
|
shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||
|
|
shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER)
|
|
{
|
|
// these should return an unorderedAccessViews and add them to shaderResources.
|
|
}
|
|
else if (shaderInputBind.Type == D3D_SIT_STRUCTURED ||
|
|
shaderInputBind.Type == D3D_SIT_BYTEADDRESS)
|
|
{
|
|
// these should return shaderResourceViews and add them to shaderResources.
|
|
}
|
|
}
|
|
}
|
|
|
|
GFXShaderConstType GFXD3D11Shader::convertConstType(const D3D11_SHADER_TYPE_DESC typeDesc)
|
|
{
|
|
if (typeDesc.Class == D3D_SVC_SCALAR || typeDesc.Class == D3D_SVC_VECTOR)
|
|
{
|
|
switch (typeDesc.Type)
|
|
{
|
|
case D3D_SVT_BOOL:
|
|
return (GFXShaderConstType)((U32)GFXSCT_Bool + typeDesc.Columns - 1);
|
|
break;
|
|
case D3D_SVT_INT:
|
|
return (GFXShaderConstType)((U32)GFXSCT_Int + typeDesc.Columns - 1);
|
|
break;
|
|
case D3D_SVT_FLOAT:
|
|
return (GFXShaderConstType)((U32)GFXSCT_Float + typeDesc.Columns - 1);
|
|
break;
|
|
case D3D_SVT_UINT:
|
|
return (GFXShaderConstType)((U32)GFXSCT_UInt + typeDesc.Columns - 1);
|
|
break;
|
|
default:
|
|
AssertFatal(false, "Unknown shader constant class enum, maybe you could add it?");
|
|
break;
|
|
}
|
|
}
|
|
else if (typeDesc.Class == D3D_SVC_MATRIX_COLUMNS || typeDesc.Class == D3D_SVC_MATRIX_ROWS)
|
|
{
|
|
if (typeDesc.Type != D3D_SVT_FLOAT)
|
|
{
|
|
AssertFatal(false, "Only Float matrices are supported for now. Support for other types needs to be added.");
|
|
}
|
|
|
|
switch (typeDesc.Rows)
|
|
{
|
|
case 3:
|
|
return typeDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
|
|
break;
|
|
case 4:
|
|
return typeDesc.Columns == 3 ? GFXSCT_Float4x3 : GFXSCT_Float4x4;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return GFXSCT_Uknown;
|
|
|
|
}
|
|
|
|
void GFXD3D11Shader::_buildShaderConstantHandles()
|
|
{
|
|
// loop through all constants, add them to the handle map
|
|
// and add the const buffers to the buffer map.
|
|
for (U32 i = 0; i < mShaderConsts.size(); i++)
|
|
{
|
|
GFXD3D11ShaderConstHandle* handle;
|
|
GFXShaderConstDesc& desc = mShaderConsts[i];
|
|
HandleMap::Iterator j = mHandles.find(desc.name);
|
|
// already added? reinit just in case..
|
|
// not sure if we need to do anything different with samplers.
|
|
if (j != mHandles.end())
|
|
{
|
|
handle = j->value;
|
|
handle->mShader = this;
|
|
if((handle->mStageFlags & desc.shaderStage) == 0)
|
|
handle->mStageFlags |= (U32)desc.shaderStage;
|
|
handle->addDesc(desc.shaderStage, desc);
|
|
handle->setValid(true);
|
|
}
|
|
else
|
|
{
|
|
handle = new GFXD3D11ShaderConstHandle(this, desc);
|
|
mHandles[desc.name] = handle;
|
|
}
|
|
}
|
|
|
|
for (U32 j = 0; j < mSamplerDescriptions.size(); j++)
|
|
{
|
|
const GFXShaderConstDesc& desc = mSamplerDescriptions[j];
|
|
|
|
AssertFatal(desc.constType == GFXSCT_Sampler ||
|
|
desc.constType == GFXSCT_SamplerCube ||
|
|
desc.constType == GFXSCT_SamplerCubeArray ||
|
|
desc.constType == GFXSCT_SamplerTextureArray,
|
|
"GFXD3D11Shader::_buildShaderConstantHandles - Invalid samplerDescription type!");
|
|
|
|
GFXD3D11ShaderConstHandle* handle;
|
|
HandleMap::Iterator k = mHandles.find(desc.name);
|
|
// already added? reinit just in case..
|
|
// not sure if we need to do anything different with samplers.
|
|
if (k != mHandles.end())
|
|
{
|
|
handle = k->value;
|
|
}
|
|
else
|
|
{
|
|
handle = new GFXD3D11ShaderConstHandle(this, desc);
|
|
mHandles[desc.name] = handle;
|
|
}
|
|
|
|
handle->mShader = this;
|
|
handle->setValid(true);
|
|
}
|
|
|
|
_buildInstancingShaderConstantHandles();
|
|
}
|
|
|
|
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 );
|
|
GFXShaderConstDesc desc;
|
|
|
|
desc.name = constName;
|
|
desc.offset = offset;
|
|
switch (element.getType())
|
|
{
|
|
case GFXDeclType_Float4:
|
|
desc.constType = GFXSCT_Float4;
|
|
break;
|
|
|
|
default:
|
|
desc.constType = GFXSCT_Float;
|
|
break;
|
|
}
|
|
desc.shaderStage = GFXShaderStage::PIXEL_SHADER;
|
|
desc.samplerReg = -1;
|
|
desc.size = 0;
|
|
desc.arraySize = 1;
|
|
|
|
if ( j != mHandles.end() )
|
|
handle = j->value;
|
|
else
|
|
{
|
|
handle = new GFXD3D11ShaderConstHandle(this, desc);
|
|
mHandles[ constName ] = handle;
|
|
}
|
|
|
|
handle->mShader = this;
|
|
handle->setValid( true );
|
|
handle->mInstancingConstant = true;
|
|
|
|
// 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()
|
|
{
|
|
GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this);
|
|
|
|
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
|
|
{
|
|
// add our buffer descriptions to the full const buffer.
|
|
buffer->addBuffer(i->value);
|
|
}
|
|
|
|
mActiveBuffers.push_back( buffer );
|
|
buffer->registerResourceWithDevice(getOwningDevice());
|
|
return buffer;
|
|
}
|
|
|
|
/// 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(this);
|
|
handle->setValid( false );
|
|
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.
|
|
}
|