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

473 lines
14 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.
//-----------------------------------------------------------------------------
#ifndef _GFXD3D11SHADER_H_
#define _GFXD3D11SHADER_H_
#include <d3dcompiler.h>
#include "core/util/path.h"
#include "core/util/tDictionary.h"
#include "gfx/gfxShader.h"
#include "gfx/gfxResource.h"
#include "gfx/genericConstBuffer.h"
#include "gfx/D3D11/gfxD3D11Device.h"
class GFXD3D11Shader;
enum CONST_CLASS
{
D3DPC_SCALAR,
D3DPC_VECTOR,
D3DPC_MATRIX_ROWS,
D3DPC_MATRIX_COLUMNS,
D3DPC_OBJECT,
D3DPC_STRUCT
};
enum CONST_TYPE
{
D3DPT_VOID,
D3DPT_BOOL,
D3DPT_INT,
D3DPT_FLOAT,
D3DPT_STRING,
D3DPT_TEXTURE,
D3DPT_TEXTURE1D,
D3DPT_TEXTURE2D,
D3DPT_TEXTURE3D,
D3DPT_TEXTURECUBE,
D3DPT_SAMPLER,
D3DPT_SAMPLER1D,
D3DPT_SAMPLER2D,
D3DPT_SAMPLER3D,
D3DPT_SAMPLERCUBE,
D3DPT_PIXELSHADER,
D3DPT_VERTEXSHADER,
D3DPT_PIXELFRAGMENT,
D3DPT_VERTEXFRAGMENT
};
enum REGISTER_TYPE
{
D3DRS_BOOL,
D3DRS_INT4,
D3DRS_FLOAT4,
D3DRS_SAMPLER
};
struct ConstantDesc
{
String Name;
S32 RegisterIndex;
S32 RegisterCount;
S32 Rows;
S32 Columns;
S32 Elements;
S32 StructMembers;
REGISTER_TYPE RegisterSet;
CONST_CLASS Class;
CONST_TYPE Type;
U32 Bytes;
};
class ConstantTable
{
public:
bool Create(const void* data);
U32 GetConstantCount() const { return m_constants.size(); }
const String& GetCreator() const { return m_creator; }
const ConstantDesc* GetConstantByIndex(U32 i) const { return &m_constants[i]; }
const ConstantDesc* GetConstantByName(const String& name) const;
void ClearConstants() { m_constants.clear(); }
private:
Vector<ConstantDesc> m_constants;
String m_creator;
};
// Structs
struct CTHeader
{
U32 Size;
U32 Creator;
U32 Version;
U32 Constants;
U32 ConstantInfo;
U32 Flags;
U32 Target;
};
struct CTInfo
{
U32 Name;
U16 RegisterSet;
U16 RegisterIndex;
U16 RegisterCount;
U16 Reserved;
U32 TypeInfo;
U32 DefaultValue;
};
struct CTType
{
U16 Class;
U16 Type;
U16 Rows;
U16 Columns;
U16 Elements;
U16 StructMembers;
U32 StructMemberInfo;
};
// Shader instruction opcodes
const U32 SIO_COMMENT = 0x0000FFFE;
const U32 SIO_END = 0x0000FFFF;
const U32 SI_OPCODE_MASK = 0x0000FFFF;
const U32 SI_COMMENTSIZE_MASK = 0x7FFF0000;
const U32 CTAB_CONSTANT = 0x42415443;
// Member functions
inline bool ConstantTable::Create(const void* data)
{
const U32* ptr = static_cast<const U32*>(data);
while(*++ptr != SIO_END)
{
if((*ptr & SI_OPCODE_MASK) == SIO_COMMENT)
{
// Check for CTAB comment
U32 comment_size = (*ptr & SI_COMMENTSIZE_MASK) >> 16;
if(*(ptr+1) != CTAB_CONSTANT)
{
ptr += comment_size;
continue;
}
// Read header
const char* ctab = reinterpret_cast<const char*>(ptr+2);
size_t ctab_size = (comment_size-1)*4;
const CTHeader* header = reinterpret_cast<const CTHeader*>(ctab);
if(ctab_size < sizeof(*header) || header->Size != sizeof(*header))
return false;
m_creator = ctab + header->Creator;
// Read constants
m_constants.reserve(header->Constants);
const CTInfo* info = reinterpret_cast<const CTInfo*>(ctab + header->ConstantInfo);
for(U32 i = 0; i < header->Constants; ++i)
{
const CTType* type = reinterpret_cast<const CTType*>(ctab + info[i].TypeInfo);
// Fill struct
ConstantDesc desc;
desc.Name = ctab + info[i].Name;
desc.RegisterSet = static_cast<REGISTER_TYPE>(info[i].RegisterSet);
desc.RegisterIndex = info[i].RegisterIndex;
desc.RegisterCount = info[i].RegisterCount;
desc.Rows = type->Rows;
desc.Class = static_cast<CONST_CLASS>(type->Class);
desc.Type = static_cast<CONST_TYPE>(type->Type);
desc.Columns = type->Columns;
desc.Elements = type->Elements;
desc.StructMembers = type->StructMembers;
desc.Bytes = 4 * desc.Elements * desc.Rows * desc.Columns;
m_constants.push_back(desc);
}
return true;
}
}
return false;
}
inline const ConstantDesc* ConstantTable::GetConstantByName(const String& name) const
{
Vector<ConstantDesc>::const_iterator it;
for(it = m_constants.begin(); it != m_constants.end(); ++it)
{
if(it->Name == name)
return &(*it);
}
return NULL;
}
/////////////////// Constant Buffers /////////////////////////////
// Maximum number of CBuffers ($Globals & $Params)
const U32 CBUFFER_MAX = 2;
struct ConstSubBufferDesc
{
U32 start;
U32 size;
ConstSubBufferDesc() : start(0), size(0){}
};
class GFXD3D11ConstBufferLayout : public GenericConstBufferLayout
{
public:
GFXD3D11ConstBufferLayout();
/// Get our constant sub buffer data
Vector<ConstSubBufferDesc> &getSubBufferDesc(){ return mSubBuffers; }
/// We need to manually set the size due to D3D11 alignment
void setSize(U32 size){ mBufferSize = size;}
/// Set a parameter, given a base pointer
virtual bool set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
protected:
/// Set a matrix, given a base pointer
virtual bool setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
Vector<ConstSubBufferDesc> mSubBuffers;
};
class GFXD3D11ShaderConstHandle : public GFXShaderConstHandle
{
public:
// GFXShaderConstHandle
const String& getName() const;
GFXShaderConstType getType() const;
U32 getArraySize() const;
WeakRefPtr<GFXD3D11Shader> mShader;
bool mVertexConstant;
GenericConstBufferLayout::ParamDesc mVertexHandle;
bool mPixelConstant;
GenericConstBufferLayout::ParamDesc mPixelHandle;
/// Is true if this constant is for hardware mesh instancing.
///
/// Note: We currently store its settings in mPixelHandle.
///
bool mInstancingConstant;
void setValid( bool valid ) { mValid = valid; }
S32 getSamplerRegister() const;
// Returns true if this is a handle to a sampler register.
bool isSampler() const
{
return ( mPixelConstant && mPixelHandle.constType >= GFXSCT_Sampler ) || ( mVertexConstant && mVertexHandle.constType >= GFXSCT_Sampler );
}
/// Restore to uninitialized state.
void clear()
{
mShader = NULL;
mVertexConstant = false;
mPixelConstant = false;
mInstancingConstant = false;
mVertexHandle.clear();
mPixelHandle.clear();
mValid = false;
}
GFXD3D11ShaderConstHandle();
};
/// The D3D11 implementation of a shader constant buffer.
class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
{
friend class GFXD3D11Shader;
// Cache device context
ID3D11DeviceContext* mDeviceContext;
public:
GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader,
GFXD3D11ConstBufferLayout* vertexLayout,
GFXD3D11ConstBufferLayout* pixelLayout);
virtual ~GFXD3D11ShaderConstBuffer();
/// Called by GFXD3D11Device to activate this buffer.
/// @param mPrevShaderBuffer The previously active buffer
void activate(GFXD3D11ShaderConstBuffer *prevShaderBuffer);
/// Used internally by GXD3D11ShaderConstBuffer to determine if it's dirty.
bool isDirty();
/// Called from GFXD3D11Shader when constants have changed and need
/// to be the shader this buffer references is reloaded.
void onShaderReload(GFXD3D11Shader *shader);
// GFXShaderConstBuffer
virtual GFXShader* getShader();
virtual void set(GFXShaderConstHandle* handle, const F32 fv);
virtual void set(GFXShaderConstHandle* handle, const Point2F& fv);
virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
virtual void set(GFXShaderConstHandle* handle, const S32 f);
virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
virtual void set(GFXShaderConstHandle* handle, const Point4I& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
// GFXResource
virtual const String describeSelf() const;
virtual void zombify();
virtual void resurrect();
protected:
void _createBuffers();
template<class T>
inline void SET_CONSTANT(GFXShaderConstHandle* handle,
const T& fv,
GenericConstBuffer *vBuffer,
GenericConstBuffer *pBuffer);
// Constant buffers, VSSetConstantBuffers1 has issues on win 7. So unfortunately for now we have multiple constant buffers
ID3D11Buffer* mConstantBuffersV[CBUFFER_MAX];
ID3D11Buffer* mConstantBuffersP[CBUFFER_MAX];
/// We keep a weak reference to the shader
/// because it will often be deleted.
WeakRefPtr<GFXD3D11Shader> mShader;
//vertex
GFXD3D11ConstBufferLayout* mVertexConstBufferLayout;
GenericConstBuffer* mVertexConstBuffer;
//pixel
GFXD3D11ConstBufferLayout* mPixelConstBufferLayout;
GenericConstBuffer* mPixelConstBuffer;
};
class gfxD3D11Include;
typedef StrongRefPtr<gfxD3D11Include> gfxD3DIncludeRef;
/////////////////// GFXShader implementation /////////////////////////////
class GFXD3D11Shader : public GFXShader
{
friend class GFXD3D11Device;
friend class GFXD3D11ShaderConstBuffer;
public:
typedef Map<String, GFXD3D11ShaderConstHandle*> HandleMap;
GFXD3D11Shader();
virtual ~GFXD3D11Shader();
// GFXShader
virtual GFXShaderConstBufferRef allocConstBuffer();
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
virtual bool getDisassembly( String &outStr ) const;
// GFXResource
virtual void zombify();
virtual void resurrect();
protected:
virtual bool _init();
static const U32 smCompiledShaderTag;
ConstantTable table;
ID3D11VertexShader *mVertShader;
ID3D11PixelShader *mPixShader;
GFXD3D11ConstBufferLayout* mVertexConstBufferLayout;
GFXD3D11ConstBufferLayout* mPixelConstBufferLayout;
static gfxD3DIncludeRef smD3DInclude;
HandleMap mHandles;
/// The shader disassembly from DX when this shader is compiled.
/// We only store this data in non-release builds.
String mDissasembly;
/// Vector of sampler type descriptions consolidated from _compileShader.
Vector<GFXShaderConstDesc> mSamplerDescriptions;
/// Vector of descriptions (consolidated for the getShaderConstDesc call)
Vector<GFXShaderConstDesc> mShaderConsts;
// These two functions are used when compiling shaders from hlsl
virtual bool _compileShader( const Torque::Path &filePath,
const String &target,
const D3D_SHADER_MACRO *defines,
GenericConstBufferLayout *bufferLayout,
Vector<GFXShaderConstDesc> &samplerDescriptions );
void _getShaderConstants( ID3D11ShaderReflection* refTable,
GenericConstBufferLayout *bufferLayout,
Vector<GFXShaderConstDesc> &samplerDescriptions );
bool _convertShaderVariable(const D3D11_SHADER_TYPE_DESC &typeDesc, GFXShaderConstDesc &desc);
bool _saveCompiledOutput( const Torque::Path &filePath,
ID3DBlob *buffer,
GenericConstBufferLayout *bufferLayout,
Vector<GFXShaderConstDesc> &samplerDescriptions );
// Loads precompiled shaders
bool _loadCompiledOutput( const Torque::Path &filePath,
const String &target,
GenericConstBufferLayout *bufferLayoutF,
Vector<GFXShaderConstDesc> &samplerDescriptions );
// This is used in both cases
virtual void _buildShaderConstantHandles(GenericConstBufferLayout *layout, bool vertexConst);
virtual void _buildSamplerShaderConstantHandles( Vector<GFXShaderConstDesc> &samplerDescriptions );
/// Used to build the instancing shader constants from
/// the instancing vertex format.
void _buildInstancingShaderConstantHandles();
};
inline bool GFXD3D11Shader::getDisassembly(String &outStr) const
{
outStr = mDissasembly;
return (outStr.isNotEmpty());
}
#endif