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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #ifndef _GFXD3D9SHADER_H_
- #define _GFXD3D9SHADER_H_
- #ifndef _PATH_H_
- #include "core/util/path.h"
- #endif
- #ifndef _TDICTIONARY_H_
- #include "core/util/tDictionary.h"
- #endif
- #ifndef _GFXSHADER_H_
- #include "gfx/gfxShader.h"
- #endif
- #ifndef _GFXRESOURCE_H_
- #include "gfx/gfxResource.h"
- #endif
- #ifndef _GENERICCONSTBUFFER_H_
- #include "gfx/genericConstBuffer.h"
- #endif
- class GFXD3D9Shader;
- struct IDirect3DVertexShader9;
- struct IDirect3DPixelShader9;
- struct IDirect3DDevice9;
- struct ID3DXConstantTable;
- struct ID3DXBuffer;
- struct _D3DXMACRO;
- class GFXD3D9ShaderBufferLayout : public GenericConstBufferLayout
- {
- 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);
- };
- /// The D3D9 implementation of a shader constant handle.
- class GFXD3D9ShaderConstHandle : public GFXShaderConstHandle
- {
- public:
- // GFXShaderConstHandle
- const String& getName() const;
- GFXShaderConstType getType() const;
- U32 getArraySize() const;
- WeakRefPtr<GFXD3D9Shader> 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;
- }
- GFXD3D9ShaderConstHandle();
- };
- /// The D3D9 implementation of a shader constant buffer.
- class GFXD3D9ShaderConstBuffer : public GFXShaderConstBuffer
- {
- friend class GFXD3D9Shader;
- public:
- GFXD3D9ShaderConstBuffer( GFXD3D9Shader* shader,
- GFXD3D9ShaderBufferLayout* vertexLayoutF,
- GFXD3D9ShaderBufferLayout* vertexLayoutI,
- GFXD3D9ShaderBufferLayout* pixelLayoutF,
- GFXD3D9ShaderBufferLayout* pixelLayoutI );
- virtual ~GFXD3D9ShaderConstBuffer();
- /// Called by GFXD3D9Device to activate this buffer.
- /// @param mPrevShaderBuffer The previously active buffer
- void activate( GFXD3D9ShaderConstBuffer *prevShaderBuffer );
-
- /// Used internally by GXD3D9ShaderConstBuffer to determine if it's dirty.
- bool isDirty();
- /// Called from GFXD3D9Shader when constants have changed and need
- /// to be the shader this buffer references is reloaded.
- void onShaderReload( GFXD3D9Shader *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 ColorF& 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:
- template<class T>
- inline void SET_CONSTANT( GFXShaderConstHandle* handle,
- const T& fv,
- GenericConstBuffer *vBuffer,
- GenericConstBuffer *pBuffer );
- /// A cached direct pointer to the device.
- IDirect3DDevice9 *mDevice;
- /// We keep a weak reference to the shader
- /// because it will often be deleted.
- WeakRefPtr<GFXD3D9Shader> mShader;
-
- GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutF;
- GenericConstBuffer* mVertexConstBufferF;
- GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutF;
- GenericConstBuffer* mPixelConstBufferF;
- GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutI;
- GenericConstBuffer* mVertexConstBufferI;
- GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutI;
- GenericConstBuffer* mPixelConstBufferI;
- };
- class _gfxD3DXInclude;
- typedef StrongRefPtr<_gfxD3DXInclude> _gfxD3DXIncludeRef;
- /// The D3D9 implementation of a shader.
- class GFXD3D9Shader : public GFXShader
- {
- friend class GFXD3D9Device;
- friend class GFX360Device;
- friend class GFXD3D9ShaderConstBuffer;
- friend class GFX360ShaderConstBuffer;
- public:
- typedef Map<String, GFXD3D9ShaderConstHandle*> HandleMap;
- GFXD3D9Shader();
- virtual ~GFXD3D9Shader();
- // 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;
- IDirect3DDevice9 *mD3D9Device;
- IDirect3DVertexShader9 *mVertShader;
- IDirect3DPixelShader9 *mPixShader;
- GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutF;
- GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutF;
- GFXD3D9ShaderBufferLayout* mVertexConstBufferLayoutI;
- GFXD3D9ShaderBufferLayout* mPixelConstBufferLayoutI;
- static _gfxD3DXIncludeRef smD3DXInclude;
- 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 _D3DXMACRO *defines,
- GenericConstBufferLayout *bufferLayoutF,
- GenericConstBufferLayout *bufferLayoutI,
- Vector<GFXShaderConstDesc> &samplerDescriptions );
- void _getShaderConstants( ID3DXConstantTable* table,
- GenericConstBufferLayout *bufferLayoutF,
- GenericConstBufferLayout *bufferLayoutI,
- Vector<GFXShaderConstDesc> &samplerDescriptions );
- bool _saveCompiledOutput( const Torque::Path &filePath,
- ID3DXBuffer *buffer,
- GenericConstBufferLayout *bufferLayoutF,
- GenericConstBufferLayout *bufferLayoutI,
- Vector<GFXShaderConstDesc> &samplerDescriptions );
- // Loads precompiled shaders
- bool _loadCompiledOutput( const Torque::Path &filePath,
- const String &target,
- GenericConstBufferLayout *bufferLayoutF,
- GenericConstBufferLayout *bufferLayoutI,
- 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 GFXD3D9Shader::getDisassembly( String &outStr ) const
- {
- outStr = mDissasembly;
- return ( outStr.isNotEmpty() );
- }
- #endif // _GFXD3D9SHADER_H_
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