Torque3D/Engine/source/shaderGen/HLSL/shaderCompHLSL.cpp
2012-09-19 11:15:01 -04:00

350 lines
10 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 = 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;
}
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" );
return newVar;
}
case RT_NORMAL:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "NORMAL" );
return newVar;
}
case RT_BINORMAL:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "BINORMAL" );
return newVar;
}
case RT_TANGENT:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "TANGENT" );
return newVar;
}
case RT_COLOR:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "COLOR" );
return newVar;
}
case RT_VPOS:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
newVar->setConnectName( "VPOS" );
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;
return newVar;
}
default:
break;
}
return NULL;
}
void ShaderConnectorHLSL::sortVars()
{
if ( GFX->getPixelShaderVersion() >= 2.0 )
return;
// Sort connector variables - They must be sorted on hardware that is running
// ps 1.4 and below. The reason is that texture coordinate registers MUST
// map exactly to their respective texture stage. Ie. if you have fog
// coordinates being passed into a pixel shader in texture coordinate register
// number 4, the fog texture MUST reside in texture stage 4 for it to work.
// The problem is solved by pushing non-texture coordinate data to the end
// of the structure so that the texture coodinates are all at the "top" of the
// structure in the order that the features are processed.
// create list of just the texCoords, sorting by 'mapsToSampler'
Vector< Var * > texCoordList;
// - first pass is just coords mapped to a sampler
for( U32 i=0; i<mElementList.size(); i++ )
{
Var *var = mElementList[i];
if( var->mapsToSampler )
{
texCoordList.push_back( var );
}
}
// - next pass is for the others
for( U32 i=0; i<mElementList.size(); i++ )
{
Var *var = mElementList[i];
if( dStrstr( (const char *)var->connectName, "TEX" ) &&
!var->mapsToSampler )
{
texCoordList.push_back( var );
}
}
// rename the connectNames
for( U32 i=0; i<texCoordList.size(); i++ )
{
char out[32];
dSprintf( (char*)out, sizeof(out), "TEXCOORD%d", i );
texCoordList[i]->setConnectName( out );
}
// write new, sorted list over old one
if( texCoordList.size() )
{
U32 index = 0;
for( U32 i=0; i<mElementList.size(); i++ )
{
Var *var = mElementList[i];
if( dStrstr( (const char *)var->connectName, "TEX" ) )
{
mElementList[i] = texCoordList[index];
index++;
}
}
}
}
void ShaderConnectorHLSL::setName( char *newName )
{
dStrcpy( (char*)mName, newName );
}
void ShaderConnectorHLSL::reset()
{
for( U32 i=0; i<mElementList.size(); i++ )
{
mElementList[i] = NULL;
}
mElementList.setSize( 0 );
mCurTexElem = 0;
}
void ShaderConnectorHLSL::print( Stream &stream )
{
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;
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 {
mCurrConst += var->arraySize;
}
}
}
}
}
}
}
void VertexParamsDefHLSL::print( Stream &stream )
{
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 )
{
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
{
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 );
}