Torque3D/Engine/source/shaderGen/HLSL/shaderCompHLSL.cpp

410 lines
12 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "shaderGen/HLSL/shaderCompHLSL.h"
#include "shaderGen/shaderComp.h"
#include "shaderGen/langElement.h"
#include "gfx/gfxDevice.h"
Var * ShaderConnectorHLSL::getElement( RegisterType type,
U32 numElements,
U32 numRegisters )
{
Var *ret = NULL;
if ( type == RT_BLENDINDICES )
{
ret = getIndexedElement( mCurBlendIndicesElem, type, numElements, numRegisters );
}
else if ( type == RT_BLENDWEIGHT )
{
ret = getIndexedElement( mCurBlendWeightsElem, type, numElements, numRegisters );
}
else
{
ret = getIndexedElement( mCurTexElem, type, numElements, numRegisters );
}
// Adjust texture offset if this is a texcoord type
if( type == RT_TEXCOORD )
{
if ( numRegisters != -1 )
mCurTexElem += numRegisters;
else
mCurTexElem += numElements;
}
else if ( type == RT_BLENDINDICES )
{
if ( numRegisters != -1 )
mCurBlendIndicesElem += numRegisters;
else
mCurBlendIndicesElem += numElements;
}
else if ( type == RT_BLENDWEIGHT )
{
if ( numRegisters != -1 )
mCurBlendWeightsElem += numRegisters;
else
mCurBlendWeightsElem += numElements;
}
return ret;
}
Var * ShaderConnectorHLSL::getIndexedElement( U32 index, RegisterType type, U32 numElements /*= 1*/, U32 numRegisters /*= -1 */ )
{
switch( type )
{
case RT_POSITION:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "POSITION" );
newVar->rank = 0;
return newVar;
}
case RT_VPOS:
{
Var *newVar = new Var;
mElementList.push_back(newVar);
newVar->setConnectName("VPOS");
newVar->rank = 0;
return newVar;
}
case RT_SVPOSITION:
{
Var *newVar = new Var;
mElementList.push_back(newVar);
newVar->setConnectName("SV_Position");
newVar->rank = 0;
return newVar;
}
case RT_NORMAL:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "NORMAL" );
newVar->rank = 1;
return newVar;
}
case RT_BINORMAL:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "BINORMAL" );
newVar->rank = 2;
return newVar;
}
case RT_TANGENT:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "TANGENT" );
newVar->rank = 3;
return newVar;
}
case RT_COLOR:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "COLOR" );
newVar->rank = 4;
return newVar;
}
case RT_TEXCOORD:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
// This was needed for hardware instancing, but
// i don't really remember why right now.
if ( index > mCurTexElem )
mCurTexElem = index + 1;
char out[32];
dSprintf( (char*)out, sizeof(out), "TEXCOORD%d", index );
newVar->setConnectName( out );
newVar->constNum = index;
newVar->arraySize = numElements;
newVar->rank = 5 + index;
return newVar;
}
case RT_BLENDINDICES:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
// This was needed for hardware instancing, but
// i don't really remember why right now.
if ( index > mCurBlendIndicesElem )
mCurBlendIndicesElem = index + 1;
char out[32];
dSprintf( (char*)out, sizeof(out), "BLENDINDICES%d", index );
newVar->setConnectName( out );
newVar->constNum = index;
newVar->arraySize = numElements;
return newVar;
}
case RT_BLENDWEIGHT:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
// This was needed for hardware instancing, but
// i don't really remember why right now.
if ( index > mCurBlendWeightsElem )
mCurBlendWeightsElem = index + 1;
char out[32];
dSprintf( (char*)out, sizeof(out), "BLENDWEIGHT%d", index );
newVar->setConnectName( out );
newVar->constNum = index;
newVar->arraySize = numElements;
return newVar;
}
default:
break;
}
return NULL;
}
S32 QSORT_CALLBACK ShaderConnectorHLSL::_hlsl4VarSort(const void* e1, const void* e2)
{
Var* a = *((Var **)e1);
Var* b = *((Var **)e2);
return a->rank - b->rank;
}
void ShaderConnectorHLSL::sortVars()
{
// If shader model 4+ than we gotta sort the vars to make sure the order is consistent
if (GFX->getPixelShaderVersion() >= 4.f)
{
dQsort((void *)&mElementList[0], mElementList.size(), sizeof(Var *), _hlsl4VarSort);
return;
}
return;
}
void ShaderConnectorHLSL::setName( char *newName )
{
dStrcpy( (char*)mName, newName, 32 );
}
void ShaderConnectorHLSL::reset()
{
for( U32 i=0; i<mElementList.size(); i++ )
{
mElementList[i] = NULL;
}
mElementList.setSize( 0 );
mCurTexElem = 0;
mCurBlendIndicesElem = 0;
mCurBlendWeightsElem = 0;
}
void ShaderConnectorHLSL::print( Stream &stream, bool isVertexShader )
{
const char * header = "struct ";
const char * header2 = "\r\n{\r\n";
const char * footer = "};\r\n\r\n\r\n";
stream.write( dStrlen(header), header );
stream.write( dStrlen((char*)mName), mName );
stream.write( dStrlen(header2), header2 );
// print out elements
for( U32 i=0; i<mElementList.size(); i++ )
{
U8 output[256];
Var *var = mElementList[i];
if (var->arraySize <= 1)
dSprintf( (char*)output, sizeof(output), " %s %-15s : %s;\r\n", var->type, var->name, var->connectName );
else
dSprintf( (char*)output, sizeof(output), " %s %s[%d] : %s;\r\n", var->type, var->name, var->arraySize, var->connectName );
stream.write( dStrlen((char*)output), output );
}
stream.write( dStrlen(footer), footer );
}
void ParamsDefHLSL::assignConstantNumbers()
{
// Here we assign constant number to uniform vars, sorted
// by their update frequency.
U32 mCurrConst = 0;
for (U32 bin = cspUninit+1; bin < csp_Count; bin++)
{
// Find all the uniform variables that are part of this group and assign constant numbers
for( U32 i=0; i<LangElement::elementList.size(); i++)
{
Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
if( var )
{
bool shaderConst = var->uniform && !var->sampler && !var->texture;
AssertFatal((!shaderConst) || var->constSortPos != cspUninit, "Const sort position has not been set, variable will not receive a constant number!!");
if( shaderConst && var->constSortPos == bin)
{
var->constNum = mCurrConst;
// Increment our constant number based on the variable type
if (dStrcmp((const char*)var->type, "float4x4") == 0)
{
mCurrConst += (4 * var->arraySize);
}
else
{
if (dStrcmp((const char*)var->type, "float3x3") == 0)
{
mCurrConst += (3 * var->arraySize);
}
else
{
if (dStrcmp((const char*)var->type, "float4x3") == 0)
{
mCurrConst += (3 * var->arraySize);
}
else
{
mCurrConst += var->arraySize;
}
}
}
}
}
}
}
}
void VertexParamsDefHLSL::print( Stream &stream, bool isVerterShader )
{
assignConstantNumbers();
const char *opener = "ConnectData main( VertData IN";
stream.write( dStrlen(opener), opener );
// find all the uniform variables and print them out
for( U32 i=0; i<LangElement::elementList.size(); i++)
{
Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
if( var )
{
if( var->uniform )
{
const char* nextVar = ",\r\n ";
stream.write( dStrlen(nextVar), nextVar );
U8 varNum[64];
dSprintf( (char*)varNum, sizeof(varNum), "register(C%d)", var->constNum );
U8 output[256];
if (var->arraySize <= 1)
dSprintf( (char*)output, sizeof(output), "uniform %-8s %-15s : %s", var->type, var->name, varNum );
else
dSprintf( (char*)output, sizeof(output), "uniform %-8s %s[%d] : %s", var->type, var->name, var->arraySize, varNum );
stream.write( dStrlen((char*)output), output );
}
}
}
const char *closer = "\r\n)\r\n{\r\n ConnectData OUT;\r\n\r\n";
stream.write( dStrlen(closer), closer );
}
void PixelParamsDefHLSL::print( Stream &stream, bool isVerterShader )
{
assignConstantNumbers();
const char * opener = "Fragout main( ConnectData IN";
stream.write( dStrlen(opener), opener );
// find all the sampler & uniform variables and print them out
for( U32 i=0; i<LangElement::elementList.size(); i++)
{
Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
if( var )
{
if( var->uniform )
{
WRITESTR( ",\r\n " );
U8 varNum[32];
if( var->sampler )
{
dSprintf( (char*)varNum, sizeof(varNum), ": register(S%d)", var->constNum );
}
else if (var->texture)
{
dSprintf((char*)varNum, sizeof(varNum), ": register(T%d)", var->constNum);
}
else
{
dSprintf( (char*)varNum, sizeof(varNum), ": register(C%d)", var->constNum );
}
U8 output[256];
if (var->arraySize <= 1)
dSprintf( (char*)output, sizeof(output), "uniform %-9s %-15s %s", var->type, var->name, varNum );
else
dSprintf( (char*)output, sizeof(output), "uniform %-9s %s[%d] %s", var->type, var->name, var->arraySize, varNum );
WRITESTR( (char*) output );
}
}
}
const char *closer = "\r\n)\r\n{\r\n Fragout OUT;\r\n\r\n";
stream.write( dStrlen(closer), closer );
}