//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "gfx/D3D11/gfxD3D11Shader.h" #include "core/frameAllocator.h" #include "core/stream/fileStream.h" #include "core/util/safeDelete.h" #include "console/console.h" extern bool gDisassembleAllShaders; #pragma comment(lib, "d3dcompiler.lib") gfxD3DIncludeRef GFXD3D11Shader::smD3DInclude = NULL; class gfxD3D11Include : public ID3DInclude, public StrongRefBase { private: Vector mLastPath; public: void setPath(const String &path) { mLastPath.clear(); mLastPath.push_back(path); } gfxD3D11Include() {} virtual ~gfxD3D11Include() {} STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes); STDMETHOD(Close)(THIS_ LPCVOID pData); }; HRESULT gfxD3D11Include::Open(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) { using namespace Torque; // First try making the path relative to the parent. Torque::Path path = Torque::Path::Join( mLastPath.last(), '/', pFileName ); path = Torque::Path::CompressPath( path ); if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) ) { // Ok... now try using the path as is. path = String( pFileName ); path = Torque::Path::CompressPath( path ); if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) ) { AssertISV(false, avar( "Failed to open include '%s'.", pFileName)); return E_FAIL; } } // If the data was of zero size then we cannot recurse // into this file and DX won't call Close() below. // // So in this case don't push on the path. if ( *pBytes > 0 ) mLastPath.push_back( path.getRootAndPath() ); return S_OK; } HRESULT gfxD3D11Include::Close( THIS_ LPCVOID pData ) { // Free the data file and pop its path off the stack. delete [] (U8*)pData; mLastPath.pop_back(); return S_OK; } GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle() { clear(); } const String& GFXD3D11ShaderConstHandle::getName() const { if ( mVertexConstant ) return mVertexHandle.name; else return mPixelHandle.name; } GFXShaderConstType GFXD3D11ShaderConstHandle::getType() const { if ( mVertexConstant ) return mVertexHandle.constType; else return mPixelHandle.constType; } U32 GFXD3D11ShaderConstHandle::getArraySize() const { if ( mVertexConstant ) return mVertexHandle.arraySize; else return mPixelHandle.arraySize; } S32 GFXD3D11ShaderConstHandle::getSamplerRegister() const { if ( !mValid || !isSampler() ) return -1; // We always store sampler type and register index in the pixelHandle, // sampler registers are shared between vertex and pixel shaders anyway. return mPixelHandle.offset; } GFXD3D11ConstBufferLayout::GFXD3D11ConstBufferLayout() { mSubBuffers.reserve(CBUFFER_MAX); } bool GFXD3D11ConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 inSize, const void* data, U8* basePointer) { PROFILE_SCOPE(GenericConstBufferLayout_set); S32 size = inSize; // Shader compilers like to optimize float4x4 uniforms into float3x3s. // So long as the real paramater is a matrix of-some-type and the data // passed in is a MatrixF ( which is will be ), we DO NOT have a // mismatched const type. AssertFatal(pd.constType == constType || ( (pd.constType == GFXSCT_Float2x2 || pd.constType == GFXSCT_Float3x3 || pd.constType == GFXSCT_Float4x3 || pd.constType == GFXSCT_Float4x4) && (constType == GFXSCT_Float2x2 || constType == GFXSCT_Float3x3 || constType == GFXSCT_Float4x3 || constType == GFXSCT_Float4x4) ), "Mismatched const type!"); // This "cute" bit of code allows us to support 2x3 and 3x3 matrices in shader constants but use our MatrixF class. Yes, a hack. -BTR switch (pd.constType) { case GFXSCT_Float2x2: case GFXSCT_Float3x3: case GFXSCT_Float4x3: case GFXSCT_Float4x4: return setMatrix(pd, constType, size, data, basePointer); break; // TODO add other AlignedVector here case GFXSCT_Float2: if (size > sizeof(Point2F)) size = pd.size; default: break; } AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!"); // Ok, we only set data if it's different than the data we already have, this maybe more expensive than just setting the data, but // we'll have to do some timings to see. For example, the lighting shader constants rarely change, but we can't assume that at the // renderInstMgr level, but we can check down here. -BTR if (dMemcmp(basePointer + pd.offset, data, size) != 0) { dMemcpy(basePointer + pd.offset, data, size); return true; } return false; } bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer) { PROFILE_SCOPE(GFXD3D11ConstBufferLayout_setMatrix); if (pd.constType == GFXSCT_Float4x4) { // Special case, we can just blast this guy. AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!"); if (dMemcmp(basePointer+pd.offset, data, size) != 0) { dMemcpy(basePointer+pd.offset, data, size); return true; } return false; } else { PROFILE_SCOPE(GFXD3D11ConstBufferLayout_setMatrix_not4x4); // Figure out how big of a chunk we are copying. We're going to copy 4 columns by N rows of data U32 csize; switch (pd.constType) { case GFXSCT_Float2x2 : csize = 24; //this takes up 16+8 break; case GFXSCT_Float3x3 : csize = 44; //This takes up 16+16+12 break; case GFXSCT_Float4x3: csize = 48; break; default: AssertFatal(false, "Unhandled case!"); return false; break; } // Loop through and copy bool ret = false; U8* currDestPointer = basePointer+pd.offset; const U8* currSourcePointer = static_cast(data); const U8* endData = currSourcePointer + size; while (currSourcePointer < endData) { if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0) { dMemcpy(currDestPointer, currSourcePointer, csize); ret = true; } else if (pd.constType == GFXSCT_Float4x3) { ret = true; } currDestPointer += csize; currSourcePointer += sizeof(MatrixF); } return ret; } } //------------------------------------------------------------------------------ GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader, GFXD3D11ConstBufferLayout* vertexLayout, GFXD3D11ConstBufferLayout* pixelLayout) { AssertFatal( shader, "GFXD3D11ShaderConstBuffer() - Got a null shader!" ); // We hold on to this so we don't have to call // this virtual method during activation. mShader = shader; for (U32 i = 0; i < CBUFFER_MAX; ++i) { mConstantBuffersV[i] = NULL; mConstantBuffersP[i] = NULL; } // TODO: Remove buffers and layouts that don't exist for performance? //Mandatory mVertexConstBufferLayout = vertexLayout; mVertexConstBuffer = new GenericConstBuffer(vertexLayout); mPixelConstBufferLayout = pixelLayout; mPixelConstBuffer = new GenericConstBuffer(pixelLayout); mDeviceContext = D3D11DEVICECONTEXT; _createBuffers(); } GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer() { // release constant buffer for (U32 i = 0; i < CBUFFER_MAX; ++i) { SAFE_RELEASE(mConstantBuffersP[i]); SAFE_RELEASE(mConstantBuffersV[i]); } SAFE_DELETE(mVertexConstBuffer); SAFE_DELETE(mPixelConstBuffer); if ( mShader ) mShader->_unlinkBuffer( this ); } void GFXD3D11ShaderConstBuffer::_createBuffers() { HRESULT hr; // Create a vertex constant buffer if (mVertexConstBufferLayout->getBufferSize() > 0) { const Vector &subBuffers = mVertexConstBufferLayout->getSubBufferDesc(); for (U32 i = 0; i < subBuffers.size(); ++i) { D3D11_BUFFER_DESC cbDesc; cbDesc.ByteWidth = subBuffers[i].size; cbDesc.Usage = D3D11_USAGE_DEFAULT; cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = 0; cbDesc.MiscFlags = 0; cbDesc.StructureByteStride = 0; hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mConstantBuffersV[i]); if (FAILED(hr)) { AssertFatal(false, "can't create constant mConstantBuffersV!"); } } } // Create a pixel constant buffer if (mPixelConstBufferLayout->getBufferSize()) { const Vector &subBuffers = mPixelConstBufferLayout->getSubBufferDesc(); for (U32 i = 0; i < subBuffers.size(); ++i) { // Create a pixel float constant buffer D3D11_BUFFER_DESC cbDesc; cbDesc.ByteWidth = subBuffers[i].size; cbDesc.Usage = D3D11_USAGE_DEFAULT; cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = 0; cbDesc.MiscFlags = 0; cbDesc.StructureByteStride = 0; hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mConstantBuffersP[i]); if (FAILED(hr)) { AssertFatal(false, "can't create constant mConstantBuffersP!"); } } } } GFXShader* GFXD3D11ShaderConstBuffer::getShader() { return mShader; } // This is kind of cheesy, but I don't think templates would work well here because // these functions potentially need to be handled differently by other derived types template inline void GFXD3D11ShaderConstBuffer::SET_CONSTANT( GFXShaderConstHandle* handle, const T& fv, GenericConstBuffer *vBuffer, GenericConstBuffer *pBuffer ) { AssertFatal(static_cast(handle), "Incorrect const buffer type!"); const GFXD3D11ShaderConstHandle* h = static_cast(handle); AssertFatal(h, "Handle is NULL!" ); AssertFatal(h->isValid(), "Handle is not valid!" ); AssertFatal(!h->isSampler(), "Handle is sampler constant!" ); AssertFatal(!mShader.isNull(), "Buffer's shader is null!" ); AssertFatal(!h->mShader.isNull(), "Handle's shader is null!" ); AssertFatal(h->mShader.getPointer() == mShader.getPointer(), "Mismatched shaders!"); if ( h->mInstancingConstant ) { dMemcpy( mInstPtr+h->mPixelHandle.offset, &fv, sizeof( fv ) ); return; } if (h->mVertexConstant) vBuffer->set(h->mVertexHandle, fv); if (h->mPixelConstant) pBuffer->set(h->mPixelHandle, fv); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 f) { // This is the only type that is allowed to be used // with a sampler shader constant type, but it is only // allowed to be set from GLSL. // // So we ignore it here... all other cases will assert. // if ( ((GFXD3D11ShaderConstHandle*)handle)->isSampler() ) return; SET_CONSTANT(handle, f, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray& fv) { SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer); } #undef SET_CONSTANT void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType) { AssertFatal(handle, "Handle is NULL!" ); AssertFatal(handle->isValid(), "Handle is not valid!" ); AssertFatal(static_cast(handle), "Incorrect const buffer type!"); const GFXD3D11ShaderConstHandle* h = static_cast(handle); AssertFatal(!h->isSampler(), "Handle is sampler constant!" ); AssertFatal(h->mShader == mShader, "Mismatched shaders!"); MatrixF transposed; if (matrixType == GFXSCT_Float4x3) { transposed = mat; } else { mat.transposeTo(transposed); } if (h->mInstancingConstant) { if ( matrixType == GFXSCT_Float4x4 ) dMemcpy( mInstPtr+h->mPixelHandle.offset, mat, sizeof( mat ) ); // TODO: Support 3x3 and 2x2 matricies? return; } if (h->mVertexConstant) mVertexConstBuffer->set(h->mVertexHandle, transposed, matrixType); if (h->mPixelConstant) mPixelConstBuffer->set(h->mPixelHandle, transposed, matrixType); } void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType) { AssertFatal(handle, "Handle is NULL!" ); AssertFatal(handle->isValid(), "Handle is not valid!" ); AssertFatal(static_cast(handle), "Incorrect const buffer type!"); const GFXD3D11ShaderConstHandle* h = static_cast(handle); AssertFatal(!h->isSampler(), "Handle is sampler constant!" ); AssertFatal(h->mShader == mShader, "Mismatched shaders!"); static Vector transposed; if (arraySize > transposed.size()) transposed.setSize(arraySize); if (matrixType == GFXSCT_Float4x3) { dMemcpy(transposed.address(), mat, arraySize * sizeof(MatrixF)); } else { for (U32 i = 0; i < arraySize; i++) mat[i].transposeTo(transposed[i]); } // TODO: Maybe support this in the future? if (h->mInstancingConstant) return; if (h->mVertexConstant) mVertexConstBuffer->set(h->mVertexHandle, transposed.begin(), arraySize, matrixType); if (h->mPixelConstant) mPixelConstBuffer->set(h->mPixelHandle, transposed.begin(), arraySize, matrixType); } const String GFXD3D11ShaderConstBuffer::describeSelf() const { String ret; ret = String(" GFXD3D11ShaderConstBuffer\n"); for (U32 i = 0; i < mVertexConstBufferLayout->getParameterCount(); i++) { GenericConstBufferLayout::ParamDesc pd; mVertexConstBufferLayout->getDesc(i, pd); ret += String::ToString(" Constant name: %s", pd.name.c_str()); } return ret; } void GFXD3D11ShaderConstBuffer::zombify() { } void GFXD3D11ShaderConstBuffer::resurrect() { } bool GFXD3D11ShaderConstBuffer::isDirty() { bool ret = mVertexConstBuffer->isDirty(); ret |= mPixelConstBuffer->isDirty(); return ret; } void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer ) { PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate); // NOTE: This is a really critical function as it gets // called between every draw call to update the constants. // // Alot of the calls here are inlined... be careful // what you change. // If the buffer has changed we need to compare it // with the new buffer to see if we can skip copying // equal buffer content. // // If the buffer hasn't changed then we only will // be copying the changes that have occured since // the last activate call. if ( prevShaderBuffer != this ) { // If the previous buffer is dirty, than we can't compare // against it, because it hasn't sent its contents to the // card yet and must be copied. if ( prevShaderBuffer && !prevShaderBuffer->isDirty() ) { PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate_dirty_check_1); // If the buffer content is equal then we set the dirty // flag to false knowing the current state of the card matches // the new buffer. // // If the content is not equal we set the dirty flag to // true which causes the full content of the buffer to be // copied to the card. // mVertexConstBuffer->setDirty( !prevShaderBuffer->mVertexConstBuffer->isEqual( mVertexConstBuffer ) ); mPixelConstBuffer->setDirty( !prevShaderBuffer->mPixelConstBuffer->isEqual( mPixelConstBuffer ) ); } else { // This happens rarely... but it can happen. // We copy the entire dirty state to the card. PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate_dirty_check_2); mVertexConstBuffer->setDirty( true ); mPixelConstBuffer->setDirty( true ); } } D3D11_MAPPED_SUBRESOURCE pConstData; ZeroMemory(&pConstData, sizeof(D3D11_MAPPED_SUBRESOURCE)); const U8* buf; U32 nbBuffers = 0; if(mVertexConstBuffer->isDirty()) { const Vector &subBuffers = mVertexConstBufferLayout->getSubBufferDesc(); // TODO: This is not very effecient updating the whole lot, re-implement the dirty system to work with multiple constant buffers. // TODO: Implement DX 11.1 UpdateSubresource1 which supports updating ranges with constant buffers buf = mVertexConstBuffer->getEntireBuffer(); for (U32 i = 0; i < subBuffers.size(); ++i) { const ConstSubBufferDesc &desc = subBuffers[i]; mDeviceContext->UpdateSubresource(mConstantBuffersV[i], 0, NULL, buf + desc.start, desc.size, 0); nbBuffers++; } mDeviceContext->VSSetConstantBuffers(0, nbBuffers, mConstantBuffersV); } nbBuffers = 0; if(mPixelConstBuffer->isDirty()) { const Vector &subBuffers = mPixelConstBufferLayout->getSubBufferDesc(); // TODO: This is not very effecient updating the whole lot, re-implement the dirty system to work with multiple constant buffers. // TODO: Implement DX 11.1 UpdateSubresource1 which supports updating ranges with constant buffers buf = mPixelConstBuffer->getEntireBuffer(); for (U32 i = 0; i < subBuffers.size(); ++i) { const ConstSubBufferDesc &desc = subBuffers[i]; mDeviceContext->UpdateSubresource(mConstantBuffersP[i], 0, NULL, buf + desc.start, desc.size, 0); nbBuffers++; } mDeviceContext->PSSetConstantBuffers(0, nbBuffers, mConstantBuffersP); } #ifdef TORQUE_DEBUG // Make sure all the constants for this buffer were assigned. if(mWasLost) { mVertexConstBuffer->assertUnassignedConstants( mShader->getVertexShaderFile().c_str() ); mPixelConstBuffer->assertUnassignedConstants( mShader->getPixelShaderFile().c_str() ); } #endif // Clear the lost state. mWasLost = false; } void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader ) { AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" ); // release constant buffers for (U32 i = 0; i < CBUFFER_MAX; ++i) { SAFE_RELEASE(mConstantBuffersP[i]); SAFE_RELEASE(mConstantBuffersV[i]); } SAFE_DELETE( mVertexConstBuffer ); SAFE_DELETE( mPixelConstBuffer ); AssertFatal( mVertexConstBufferLayout == shader->mVertexConstBufferLayout, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" ); AssertFatal( mPixelConstBufferLayout == shader->mPixelConstBufferLayout, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" ); mVertexConstBuffer = new GenericConstBuffer( mVertexConstBufferLayout ); mPixelConstBuffer = new GenericConstBuffer( mPixelConstBufferLayout ); _createBuffers(); // Set the lost state. mWasLost = true; } //------------------------------------------------------------------------------ GFXD3D11Shader::GFXD3D11Shader() { VECTOR_SET_ASSOCIATION( mShaderConsts ); AssertFatal(D3D11DEVICE, "Invalid device for shader."); mVertShader = NULL; mPixShader = NULL; mVertexConstBufferLayout = NULL; mPixelConstBufferLayout = NULL; if( smD3DInclude == NULL ) smD3DInclude = new gfxD3D11Include; } //------------------------------------------------------------------------------ GFXD3D11Shader::~GFXD3D11Shader() { for (HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++) delete i->value; // delete const buffer layouts SAFE_DELETE(mVertexConstBufferLayout); SAFE_DELETE(mPixelConstBufferLayout); // release shaders SAFE_RELEASE(mVertShader); SAFE_RELEASE(mPixShader); //maybe add SAFE_RELEASE(mVertexCode) ? } bool GFXD3D11Shader::_init() { PROFILE_SCOPE( GFXD3D11Shader_Init ); SAFE_RELEASE(mVertShader); SAFE_RELEASE(mPixShader); // Create the macro array including the system wide macros. const U32 macroCount = smGlobalMacros.size() + mMacros.size() + 2; FrameTemp 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)); if ( !mVertexConstBufferLayout ) mVertexConstBufferLayout = new GFXD3D11ConstBufferLayout(); else mVertexConstBufferLayout->clear(); if ( !mPixelConstBufferLayout ) mPixelConstBufferLayout = new GFXD3D11ConstBufferLayout(); else mPixelConstBufferLayout->clear(); mSamplerDescriptions.clear(); mShaderConsts.clear(); String vertTarget = D3D11->getVertexShaderTarget(); String pixTarget = D3D11->getPixelShaderTarget(); if ( !Con::getBoolVariable( "$shaders::forceLoadCSF", false ) ) { if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, vertTarget, d3dMacros, mVertexConstBufferLayout, mSamplerDescriptions ) ) return false; if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, pixTarget, d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) ) return false; } else { if ( !_loadCompiledOutput( mVertexFile, vertTarget, mVertexConstBufferLayout, mSamplerDescriptions ) ) { if ( smLogErrors ) Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled vertex shader for '%s'.", mVertexFile.getFullPath().c_str() ); return false; } if ( !_loadCompiledOutput( mPixelFile, pixTarget, mPixelConstBufferLayout, mSamplerDescriptions ) ) { if ( smLogErrors ) Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled pixel shader for '%s'.", mPixelFile.getFullPath().c_str() ); return false; } } // Existing handles are resored to an uninitialized state. // Those that are found when parsing the layout parameters // will then be re-initialized. HandleMap::Iterator iter = mHandles.begin(); for ( ; iter != mHandles.end(); iter++ ) (iter->value)->clear(); _buildShaderConstantHandles(mVertexConstBufferLayout, true); _buildShaderConstantHandles(mPixelConstBufferLayout, false); _buildSamplerShaderConstantHandles( mSamplerDescriptions ); _buildInstancingShaderConstantHandles(); // Notify any existing buffers that the buffer // layouts have changed and they need to update. Vector::iterator biter = mActiveBuffers.begin(); for ( ; biter != mActiveBuffers.end(); biter++ ) ((GFXD3D11ShaderConstBuffer*)(*biter))->onShaderReload( this ); return true; } bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath, const String& target, const D3D_SHADER_MACRO *defines, GenericConstBufferLayout* bufferLayout, Vector &samplerDescriptions ) { 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; res = D3DCompile(buffer, bufSize, realPath.getFullPath().c_str(), defines, smD3DInclude, "main", target, flags, 0, &code, &errorBuff); } // Is it a precompiled obj shader? else if(filePath.getExtension().equal("obj", String::NoCase)) { 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; } res = D3DCreateBlob(s.getStreamSize(), &code); AssertISV(SUCCEEDED(res), "Unable to create buffer!"); s.read(s.getStreamSize(), code->GetBufferPointer()); } else { if (smLogErrors) Con::errorf("GFXD3D11Shader::_compileShader - Unsupported shader file type '%s'.", filePath.getFullPath().c_str()); return false; } 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) { #ifndef TORQUE_SHIPPING if(gDisassembleAllShaders) { ID3DBlob* disassem = NULL; D3DDisassemble(code->GetBufferPointer(), code->GetBufferSize(), 0, NULL, &disassem); mDissasembly = (const char*)disassem->GetBufferPointer(); String filename = filePath.getFullPath(); filename.replace( ".hlsl", "_dis.txt" ); FileStream *fstream = FileStream::createAndOpen( filename, Torque::FS::File::Write ); if ( fstream ) { fstream->write( mDissasembly ); fstream->close(); delete fstream; } SAFE_RELEASE(disassem); } #endif if (target.compare("ps_", 3) == 0) res = D3D11DEVICE->CreatePixelShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mPixShader); else if (target.compare("vs_", 3) == 0) res = D3D11DEVICE->CreateVertexShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mVertShader); 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, bufferLayout, samplerDescriptions); #ifdef TORQUE_ENABLE_CSF_GENERATION // Ok, we've got a valid shader and constants, let's write them all out. if (!_saveCompiledOutput(filePath, code, bufferLayout) && smLogErrors) Con::errorf( "GFXD3D11Shader::_compileShader - Unable to save shader compile output for: %s", filePath.getFullPath().c_str()); #endif 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 if (target.compare("vs_", 3) == 0) { String vertShader = mVertexFile.getFileName(); mVertShader->SetPrivateData(WKPDID_D3DDebugObjectName, vertShader.size(), vertShader.c_str()); } else if (target.compare("ps_", 3) == 0) { String pixelShader = mPixelFile.getFileName(); mPixShader->SetPrivateData(WKPDID_D3DDebugObjectName, pixelShader.size(), pixelShader.c_str()); } #endif SAFE_RELEASE(code); SAFE_RELEASE(reflectionTable); SAFE_RELEASE(errorBuff); return result; } void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable, GenericConstBufferLayout *bufferLayoutIn, Vector &samplerDescriptions ) { PROFILE_SCOPE( GFXD3D11Shader_GetShaderConstants ); AssertFatal(refTable, "NULL constant table not allowed, is this an assembly shader?"); GFXD3D11ConstBufferLayout *bufferLayout = (GFXD3D11ConstBufferLayout*)bufferLayoutIn; Vector &subBuffers = bufferLayout->getSubBufferDesc(); subBuffers.clear(); D3D11_SHADER_DESC tableDesc; HRESULT hr = refTable->GetDesc(&tableDesc); if (FAILED(hr)) { AssertFatal(false, "Shader Reflection table unable to be created"); } //offset for sub constant buffers U32 bufferOffset = 0; for (U32 i = 0; i < tableDesc.ConstantBuffers; i++) { ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i); D3D11_SHADER_BUFFER_DESC constantBufferDesc; if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK) { #ifdef TORQUE_DEBUG AssertFatal(constantBufferDesc.Type == D3D_CT_CBUFFER, "Only scalar cbuffers supported for now."); if (String::compare(constantBufferDesc.Name, "$Globals") != 0 && String::compare(constantBufferDesc.Name, "$Params") != 0) AssertFatal(false, "Only $Global and $Params cbuffer supported for now."); #endif #ifdef D3D11_DEBUG_SPEW Con::printf("Constant Buffer Name: %s", constantBufferDesc.Name); #endif for(U32 j =0; j< constantBufferDesc.Variables; j++) { GFXShaderConstDesc desc; ID3D11ShaderReflectionVariable* variable = constantBuffer->GetVariableByIndex(j); D3D11_SHADER_VARIABLE_DESC variableDesc; D3D11_SHADER_TYPE_DESC variableTypeDesc; variable->GetDesc(&variableDesc); ID3D11ShaderReflectionType* variableType =variable->GetType(); variableType->GetDesc(&variableTypeDesc); desc.name = String(variableDesc.Name); // Prepend a "$" if it doesn't exist. Just to make things consistent. if (desc.name.find("$") != 0) desc.name = String::ToString("$%s", desc.name.c_str()); bool unusedVar = variableDesc.uFlags & D3D_SVF_USED ? false : true; if (variableTypeDesc.Elements == 0) desc.arraySize = 1; else desc.arraySize = variableTypeDesc.Elements; #ifdef D3D11_DEBUG_SPEW Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", desc.name.c_str(), variableDesc.StartOffset, variableDesc.Size, desc.arraySize); #endif if (_convertShaderVariable(variableTypeDesc, desc)) { //The HLSL compiler for 4.0 and above doesn't strip out unused registered constants. We'll have to do it manually if (!unusedVar) { mShaderConsts.push_back(desc); U32 alignBytes = getAlignmentValue(desc.constType); U32 paramSize = variableDesc.Size; bufferLayout->addParameter( desc.name, desc.constType, variableDesc.StartOffset + bufferOffset, paramSize, desc.arraySize, alignBytes); } //unusedVar } //_convertShaderVariable } //constantBufferDesc.Variables // fill out our const sub buffer sizes etc ConstSubBufferDesc subBufferDesc; subBufferDesc.size = constantBufferDesc.Size; subBufferDesc.start = bufferOffset; subBuffers.push_back(subBufferDesc); // increase our bufferOffset by the constant buffer size bufferOffset += constantBufferDesc.Size; } else AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc"); } // Set buffer size to the aligned size bufferLayout->setSize(bufferOffset); //get the sampler descriptions from the resource binding description U32 resourceCount = tableDesc.BoundResources; for (U32 i = 0; i < resourceCount; i++) { GFXShaderConstDesc desc; D3D11_SHADER_INPUT_BIND_DESC bindDesc; refTable->GetResourceBindingDesc(i, &bindDesc); switch (bindDesc.Type) { case D3D_SIT_SAMPLER: // Prepend a "$" if it doesn't exist. Just to make things consistent. desc.name = String(bindDesc.Name); if (desc.name.find("$") != 0) desc.name = String::ToString("$%s", desc.name.c_str()); desc.constType = GFXSCT_Sampler; desc.arraySize = bindDesc.BindPoint; samplerDescriptions.push_back(desc); break; } } } bool GFXD3D11Shader::_convertShaderVariable(const D3D11_SHADER_TYPE_DESC &typeDesc, GFXShaderConstDesc &desc) { switch (typeDesc.Type) { case D3D_SVT_INT: { switch (typeDesc.Class) { case D3D_SVC_SCALAR: desc.constType = GFXSCT_Int; break; case D3D_SVC_VECTOR: { switch (typeDesc.Columns) { case 1: desc.constType = GFXSCT_Int; break; case 2: desc.constType = GFXSCT_Int2; break; case 3: desc.constType = GFXSCT_Int3; break; case 4: desc.constType = GFXSCT_Int4; break; } } break; } break; } case D3D_SVT_FLOAT: { switch (typeDesc.Class) { case D3D_SVC_SCALAR: desc.constType = GFXSCT_Float; break; case D3D_SVC_VECTOR: { switch (typeDesc.Columns) { case 1: desc.constType = GFXSCT_Float; break; case 2: desc.constType = GFXSCT_Float2; break; case 3: desc.constType = GFXSCT_Float3; break; case 4: desc.constType = GFXSCT_Float4; break; } } break; case D3D_SVC_MATRIX_ROWS: case D3D_SVC_MATRIX_COLUMNS: { switch (typeDesc.Rows) { case 3: desc.constType = typeDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3; break; case 4: desc.constType = typeDesc.Columns == 3 ? GFXSCT_Float4x3 : GFXSCT_Float4x4; break; } } break; case D3D_SVC_OBJECT: case D3D_SVC_STRUCT: return false; } } break; default: AssertFatal(false, "Unknown shader constant class enum"); break; } return true; } const U32 GFXD3D11Shader::smCompiledShaderTag = MakeFourCC('t','c','s','f'); bool GFXD3D11Shader::_saveCompiledOutput( const Torque::Path &filePath, ID3DBlob *buffer, GenericConstBufferLayout *bufferLayout, Vector &samplerDescriptions ) { Torque::Path outputPath(filePath); outputPath.setExtension("csf"); // "C"ompiled "S"hader "F"ile (fancy!) FileStream f; if (!f.open(outputPath, Torque::FS::File::Write)) return false; if (!f.write(smCompiledShaderTag)) return false; // We could reverse engineer the structure in the compiled output, but this // is a bit easier because we can just read it into the struct that we want. if (!bufferLayout->write(&f)) return false; U32 bufferSize = buffer->GetBufferSize(); if (!f.write(bufferSize)) return false; if (!f.write(bufferSize, buffer->GetBufferPointer())) return false; // Write out sampler descriptions. f.write( samplerDescriptions.size() ); for ( U32 i = 0; i < samplerDescriptions.size(); i++ ) { f.write( samplerDescriptions[i].name ); f.write( (U32)(samplerDescriptions[i].constType) ); f.write( samplerDescriptions[i].arraySize ); } f.close(); return true; } bool GFXD3D11Shader::_loadCompiledOutput( const Torque::Path &filePath, const String &target, GenericConstBufferLayout *bufferLayout, Vector &samplerDescriptions ) { Torque::Path outputPath(filePath); outputPath.setExtension("csf"); // "C"ompiled "S"hader "F"ile (fancy!) FileStream f; if (!f.open(outputPath, Torque::FS::File::Read)) return false; U32 fileTag; if (!f.read(&fileTag)) return false; if (fileTag != smCompiledShaderTag) return false; if (!bufferLayout->read(&f)) return false; U32 bufferSize; if (!f.read(&bufferSize)) return false; U32 waterMark = FrameAllocator::getWaterMark(); DWORD* buffer = static_cast(FrameAllocator::alloc(bufferSize)); if (!f.read(bufferSize, buffer)) return false; // Read sampler descriptions. U32 samplerCount; f.read( &samplerCount ); for ( U32 i = 0; i < samplerCount; i++ ) { GFXShaderConstDesc samplerDesc; f.read( &(samplerDesc.name) ); f.read( (U32*)&(samplerDesc.constType) ); f.read( &(samplerDesc.arraySize) ); samplerDescriptions.push_back( samplerDesc ); } f.close(); HRESULT res; if (target.compare("ps_", 3) == 0) res = D3D11DEVICE->CreatePixelShader(buffer, bufferSize, NULL, &mPixShader); else res = D3D11DEVICE->CreateVertexShader(buffer, bufferSize, NULL, &mVertShader); AssertFatal(SUCCEEDED(res), "Unable to load shader!"); FrameAllocator::setWaterMark(waterMark); return SUCCEEDED(res); } void GFXD3D11Shader::_buildShaderConstantHandles(GenericConstBufferLayout* layout, bool vertexConst) { for (U32 i = 0; i < layout->getParameterCount(); i++) { GenericConstBufferLayout::ParamDesc pd; layout->getDesc(i, pd); GFXD3D11ShaderConstHandle* handle; HandleMap::Iterator j = mHandles.find(pd.name); if (j != mHandles.end()) { handle = j->value; handle->mShader = this; handle->setValid( true ); } else { handle = new GFXD3D11ShaderConstHandle(); handle->mShader = this; mHandles[pd.name] = handle; handle->setValid( true ); } if (vertexConst) { handle->mVertexConstant = true; handle->mVertexHandle = pd; } else { handle->mPixelConstant = true; handle->mPixelHandle = pd; } } } void GFXD3D11Shader::_buildSamplerShaderConstantHandles( Vector &samplerDescriptions ) { Vector::iterator iter = samplerDescriptions.begin(); for ( ; iter != samplerDescriptions.end(); iter++ ) { const GFXShaderConstDesc &desc = *iter; AssertFatal( desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray || desc.constType == GFXSCT_SamplerTextureArray, "GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" ); GFXD3D11ShaderConstHandle *handle; HandleMap::Iterator j = mHandles.find(desc.name); if ( j != mHandles.end() ) handle = j->value; else { handle = new GFXD3D11ShaderConstHandle(); mHandles[desc.name] = handle; } handle->mShader = this; handle->setValid( true ); handle->mPixelConstant = true; handle->mPixelHandle.name = desc.name; handle->mPixelHandle.constType = desc.constType; handle->mPixelHandle.offset = desc.arraySize; } } 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 ); if ( j != mHandles.end() ) handle = j->value; else { handle = new GFXD3D11ShaderConstHandle(); mHandles[ constName ] = handle; } handle->mShader = this; handle->setValid( true ); handle->mInstancingConstant = true; // We shouldn't have an instancing constant that is also // a vertex or pixel constant! This means the shader features // are confused as to what is instanced. // AssertFatal( !handle->mVertexConstant && !handle->mPixelConstant, "GFXD3D11Shader::_buildInstancingShaderConstantHandles - Bad instanced constant!" ); // HACK: The GFXD3D11ShaderConstHandle will check mVertexConstant then // fall back to reading the mPixelHandle values. We depend on this here // and store the data we need in the mPixelHandle constant although its // not a pixel shader constant. // handle->mPixelHandle.name = constName; handle->mPixelHandle.offset = offset; // 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() { if (mVertexConstBufferLayout && mPixelConstBufferLayout) { GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this, mVertexConstBufferLayout, mPixelConstBufferLayout); mActiveBuffers.push_back( buffer ); buffer->registerResourceWithDevice(getOwningDevice()); return buffer; } return NULL; } /// 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(); handle->setValid( false ); handle->mShader = this; 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& 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. }