12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316 |
- //-----------------------------------------------------------------------------
- // 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<String> 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(GFXD3D11Shader* shader)
- : mShader(shader),
- mInstancingConstant(false)
- {
- dMemset(&mDesc, 0, sizeof(mDesc));
- mValid = false;
- mStageFlags = 0;
- }
- GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
- const GFXShaderConstDesc& desc)
- : mShader(shader),
- mDesc(desc),
- mInstancingConstant(false)
- {
- if (desc.constType == GFXSCT_ConstBuffer)
- mValid = false;
- else
- mValid = true;
- addDesc(desc.shaderStage, desc);
- mStageFlags = desc.shaderStage;
- }
- GFXD3D11ShaderConstHandle::~GFXD3D11ShaderConstHandle()
- {
- }
- void GFXD3D11ShaderConstHandle::addDesc(GFXShaderStage stage, const GFXShaderConstDesc& desc)
- {
- // just add for now.
- mDescMap[stage] = desc;
- }
- const GFXShaderConstDesc GFXD3D11ShaderConstHandle::getDesc(GFXShaderStage stage)
- {
- return mDescMap[stage];
- }
- //------------------------------------------------------------------------------
- GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader)
- {
- mShader = shader;
- mDeviceContext = D3D11DEVICECONTEXT;
- for (U32 i = 0; i < 6; i++)
- {
- for (U32 j = 0; j < 16; j++)
- {
- mBoundBuffers[i][j] = nullptr;
- }
- }
- }
- GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
- {
- for (auto& pair : mBufferMap) {
- delete[] pair.value.data;
- }
- mBufferMap.clear(); // Clear the map
- for (U32 i = 0; i < 6; i++)
- {
- for (U32 j = 0; j < 16; j++)
- {
- mBoundBuffers[i][j] = nullptr;
- }
- }
- if (mShader)
- mShader->_unlinkBuffer(this);
- }
- GFXShader* GFXD3D11ShaderConstBuffer::getShader()
- {
- return mShader;
- }
- void GFXD3D11ShaderConstBuffer::setMatrix(const GFXShaderConstDesc& constDesc, const U32 inSize, const void* data, U8* basePointer)
- {
- U8* buf = basePointer;
- if (constDesc.constType == GFXSCT_Float4x4)
- {
- // Special case, we can just blast this guy.
- if (dMemcmp(buf + constDesc.offset, data, inSize) != 0)
- {
- dMemcpy(buf + constDesc.offset, data, inSize);
- }
- return;
- }
- 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 (constDesc.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;
- break;
- }
- // Loop through and copy
- bool ret = false;
- U8* currDestPointer = buf + constDesc.offset;
- const U8* currSourcePointer = static_cast<const U8*>(data);
- const U8* endData = currSourcePointer + inSize;
- while (currSourcePointer < endData)
- {
- if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
- {
- dMemcpy(currDestPointer, currSourcePointer, csize);
- ret = true;
- }
- currDestPointer += csize;
- currSourcePointer += sizeof(MatrixF);
- }
- }
- }
- void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const U32 inSize, const void* data)
- {
- AssertFatal(handle, "GFXD3D11ShaderConstBuffer::internalSet - Handle is NULL!");
- AssertFatal(handle->isValid(), "GFXD3D11ShaderConstBuffer::internalSet - Handle is not valid!");
- AssertFatal(dynamic_cast<GFXD3D11ShaderConstHandle*>(handle), "GFXD3D11ShaderConstBuffer::internalSet - Incorrect const buffer type");
- GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
- AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
- S32 size = inSize;
- for (U32 i = VERTEX_SHADER; i <= COMPUTE_SHADER; i = GFXShaderStage(i << 1))
- {
- if (_dxHandle->mStageFlags & i)
- {
- S32 shaderStageID = -1; // Initialize to -1 (bit not found)
- for (int j = 0; j < sizeof(S32) * 8; ++j) {
- if (i & (1 << j)) {
- shaderStageID = j;
- break;
- }
- }
- GFXShaderConstDesc constDesc = _dxHandle->getDesc((GFXShaderStage)i);
- BufferKey bufDesc(constDesc.bindPoint, shaderStageID);
- U8* basePointer = mBufferMap[bufDesc].data;
- if (_dxHandle->mInstancingConstant)
- {
- dMemcpy(mInstPtr + constDesc.offset, data, size);
- return;
- }
- switch (constDesc.constType)
- {
- case GFXSCT_Float2x2:
- case GFXSCT_Float3x3:
- case GFXSCT_Float4x3:
- case GFXSCT_Float4x4:
- setMatrix(constDesc, size, data, basePointer);
- return;
- break;
- // TODO add other AlignedVector here
- case GFXSCT_Float2:
- if (size > sizeof(Point2F))
- size = constDesc.size;
- break;
- default:
- break;
- }
- if (dMemcmp(basePointer + constDesc.offset, data, size) != 0)
- {
- dMemcpy(basePointer + constDesc.offset, data, size);
- }
- }
- }
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
- {
- internalSet(handle, sizeof(F32), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
- {
- internalSet(handle, sizeof(Point2F), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
- {
- internalSet(handle, sizeof(Point3F), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
- {
- internalSet(handle, sizeof(Point4F), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
- {
- internalSet(handle, sizeof(PlaneF), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
- {
- internalSet(handle, sizeof(Point4F), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
- {
- // 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;
- internalSet(handle, sizeof(S32), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
- {
- internalSet(handle, sizeof(Point2I), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
- {
- internalSet(handle, sizeof(Point3I), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
- {
- internalSet(handle, sizeof(Point4I), &fv);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
- {
- internalSet(handle, fv.getElementSize() * fv.size(), fv.getBuffer());
- }
- 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<GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
- GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
- AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!");
- AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
- MatrixF transposed;
- if (matrixType == GFXSCT_Float4x3)
- {
- transposed = mat;
- }
- else
- {
- mat.transposeTo(transposed);
- }
- if (_dxHandle->mInstancingConstant)
- {
- GFXShaderConstDesc constDesc = _dxHandle->getDesc(GFXShaderStage::PIXEL_SHADER);
- if (matrixType == GFXSCT_Float4x4)
- dMemcpy(mInstPtr + constDesc.offset, mat, sizeof(mat));
- // TODO: Support 3x3 and 2x2 matricies?
- return;
- }
- internalSet(handle, sizeof(MatrixF), &transposed);
- }
- 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<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
- const GFXD3D11ShaderConstHandle* _dxHandle = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
- AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!");
- AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
- static Vector<MatrixF> 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 (_dxHandle->mInstancingConstant)
- return;
- internalSet(handle, sizeof(MatrixF) * arraySize, transposed.begin());
- }
- const String GFXD3D11ShaderConstBuffer::describeSelf() const
- {
- String ret;
- ret = String(" GFXD3D11ShaderConstBuffer\n");
- return ret;
- }
- void GFXD3D11ShaderConstBuffer::addBuffer(const GFXShaderConstDesc desc)
- {
- S32 shaderStageID = -1; // Initialize to -1 (bit not found)
- for (int i = 0; i < sizeof(S32) * 8; ++i) {
- if (desc.shaderStage & (1 << i)) {
- shaderStageID = i;
- break;
- }
- }
- // no shaderstage defined? cannot be!!!
- if (shaderStageID == -1)
- {
- AssertFatal(false, "DX Const buffer requires a shaderStage flag.");
- }
- const BufferKey bufKey(desc.bindPoint, shaderStageID);
- // doesnt matter if its already added.
- U8* buf = new U8[desc.size];
- dMemset(buf, 0, desc.size);
- mBufferMap[bufKey].data = buf;
- mBufferMap[bufKey].size = desc.size;
- mBufferMap[bufKey].isDirty = true;
- mBoundBuffers[(U32)shaderStageID][desc.bindPoint] = D3D11->getDeviceBuffer(desc);
- }
- void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
- {
- PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate);
- BufferRange bufRanges[6];
- for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
- {
- const BufferKey thisBufferDesc = i->key;
- ConstantBuffer thisBuff = i->value;
- if (prevShaderBuffer && prevShaderBuffer != this)
- {
- const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
- if (prevBuffer.data && !prevBuffer.isDirty)
- {
- if (prevBuffer.size != thisBuff.size)
- {
- thisBuff.isDirty = true;
- }
- else
- {
- if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
- {
- thisBuff.isDirty = true;
- }
- else
- {
- thisBuff.isDirty = false;
- }
- }
- }
- else
- {
- thisBuff.isDirty = true;
- }
- }
- else
- {
- thisBuff.isDirty = true;
- }
- if (thisBuff.data && thisBuff.isDirty)
- {
- D3D11DEVICECONTEXT->UpdateSubresource(mBoundBuffers[thisBufferDesc.key2][thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
- bufRanges[thisBufferDesc.key2].addSlot(thisBufferDesc.key1);
- }
- }
- if (mShader->mVertShader && bufRanges[0].isValid())
- {
- const U32 bufStartSlot = bufRanges[0].mBufMin;
- const U32 numBufs = bufRanges[0].mBufMax - bufRanges[0].mBufMin + 1;
- ID3D11Buffer** vsBuffers = mBoundBuffers[0] + bufStartSlot;
- D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
- }
- if (mShader->mPixShader && bufRanges[1].isValid())
- {
- const U32 bufStartSlot = bufRanges[1].mBufMin;
- const U32 numBufs = bufRanges[1].mBufMax - bufRanges[1].mBufMin + 1;
- ID3D11Buffer** psBuffers = mBoundBuffers[1] + bufStartSlot;
- D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
- }
- if (mShader->mGeoShader && bufRanges[2].isValid())
- {
- const U32 bufStartSlot = bufRanges[2].mBufMin;
- const U32 numBufs = bufRanges[2].mBufMax - bufRanges[2].mBufMin + 1;
- ID3D11Buffer** psBuffers = mBoundBuffers[2] + bufStartSlot;
- D3D11DEVICECONTEXT->GSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
- }
- mWasLost = false;
- }
- void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
- {
- AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
- for (auto& pair : mBufferMap) {
- delete[] pair.value.data;
- }
- mBufferMap.clear(); // Clear the map
- for (GFXD3D11Shader::BufferMap::Iterator i = shader->mBuffers.begin(); i != shader->mBuffers.end(); ++i)
- {
- // add our buffer descriptions to the full const buffer.
- this->addBuffer(i->value);
- }
- // Set the lost state.
- mWasLost = true;
- }
- //------------------------------------------------------------------------------
- GFXD3D11Shader::GFXD3D11Shader()
- {
- VECTOR_SET_ASSOCIATION( mShaderConsts );
- AssertFatal(D3D11DEVICE, "Invalid device for shader.");
- mVertShader = NULL;
- mPixShader = NULL;
- mGeoShader = NULL;
- if( smD3DInclude == NULL )
- smD3DInclude = new gfxD3D11Include;
- }
- //------------------------------------------------------------------------------
- GFXD3D11Shader::~GFXD3D11Shader()
- {
- for (auto& pair : mHandles) {
- if (pair.value != nullptr) {
- delete pair.value;
- pair.value = nullptr;
- }
- }
- mHandles.clear();
- // release shaders
- SAFE_RELEASE(mVertShader);
- SAFE_RELEASE(mPixShader);
- SAFE_RELEASE(mGeoShader);
- //maybe add SAFE_RELEASE(mVertexCode) ?
- }
- bool GFXD3D11Shader::_init()
- {
- PROFILE_SCOPE( GFXD3D11Shader_Init );
- SAFE_RELEASE(mVertShader);
- SAFE_RELEASE(mPixShader);
- SAFE_RELEASE(mGeoShader);
- // Create the macro array including the system wide macros.
- const U32 macroCount = smGlobalMacros.size() + mMacros.size() + 2;
- FrameTemp<D3D_SHADER_MACRO> 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));
- mShaderConsts.clear();
- mSamplerDescriptions.clear();
- if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, GFXShaderStage::VERTEX_SHADER, d3dMacros) )
- return false;
- if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, GFXShaderStage::PIXEL_SHADER, d3dMacros))
- return false;
- if (!mGeometryFile.isEmpty())
- {
- if (!_compileShader(mGeometryFile, GFXShaderStage::GEOMETRY_SHADER, d3dMacros))
- return false;
- }
- // Mark all existing handles as invalid.
- // Those that are found when parsing the descriptions will then be marked valid again.
- for (auto& pair : mHandles) {
- pair.value->clear();
- }
- _buildShaderConstantHandles();
- // Notify any existing buffers that the buffer
- // layouts have changed and they need to update.
- Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
- for ( ; biter != mActiveBuffers.end(); biter++ )
- ((GFXD3D11ShaderConstBuffer*)(*biter))->onShaderReload( this );
- return true;
- }
- bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
- GFXShaderStage shaderStage,
- const D3D_SHADER_MACRO *defines)
- {
- 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;
- String target;
- switch (shaderStage)
- {
- case VERTEX_SHADER:
- target = D3D11->getVertexShaderTarget();
- break;
- case PIXEL_SHADER:
- target = D3D11->getPixelShaderTarget();
- break;
- case GEOMETRY_SHADER:
- target = D3D11->getGeometryShaderTarget();
- break;
- case DOMAIN_SHADER:
- break;
- case HULL_SHADER:
- break;
- case COMPUTE_SHADER:
- break;
- default:
- break;
- }
- res = D3DCompile(buffer, bufSize, realPath.getFullPath().c_str(), defines, smD3DInclude, "main", target, flags, 0, &code, &errorBuff);
- }
- 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)
- {
- switch (shaderStage)
- {
- case VERTEX_SHADER:
- res = D3D11DEVICE->CreateVertexShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mVertShader);
- break;
- case PIXEL_SHADER:
- res = D3D11DEVICE->CreatePixelShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mPixShader);
- break;
- case GEOMETRY_SHADER:
- res = D3D11DEVICE->CreateGeometryShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mGeoShader);
- break;
- case DOMAIN_SHADER:
- break;
- case HULL_SHADER:
- break;
- case COMPUTE_SHADER:
- break;
- default:
- break;
- }
- 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, shaderStage);
- 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
- String shader;
- switch (shaderStage)
- {
- case VERTEX_SHADER:
- shader = mVertexFile.getFileName();
- mVertShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
- break;
- case PIXEL_SHADER:
- shader = mPixelFile.getFileName();
- mPixShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
- break;
- case GEOMETRY_SHADER:
- shader = mGeometryFile.getFileName();
- mGeoShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
- break;
- case DOMAIN_SHADER:
- break;
- case HULL_SHADER:
- break;
- case COMPUTE_SHADER:
- break;
- default:
- break;
- }
- #endif
- SAFE_RELEASE(code);
- SAFE_RELEASE(reflectionTable);
- SAFE_RELEASE(errorBuff);
- return result;
- }
- void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
- GFXShaderStage shaderStage)
- {
- PROFILE_SCOPE(GFXD3D11Shader_GetShaderConstants);
- AssertFatal(refTable, "NULL constant table not allowed, is this an assembly shader?");
- D3D11_SHADER_DESC shaderDesc;
- if (refTable->GetDesc(&shaderDesc) != S_OK)
- {
- AssertFatal(false, "Shader Reflection table unable to be created");
- }
- // we loop through and account for the most common data types.
- for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
- {
- GFXShaderConstDesc desc;
- ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
- D3D11_SHADER_BUFFER_DESC constantBufferDesc;
- if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
- {
- desc.name = String(constantBufferDesc.Name);
- desc.size = constantBufferDesc.Size;
- desc.constType = GFXSCT_ConstBuffer;
- desc.shaderStage = shaderStage;
- desc.samplerReg = -1;
- // get our binding point.
- D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
- refTable->GetResourceBindingDescByName(constantBufferDesc.Name, &shaderInputBind);
- desc.bindPoint = shaderInputBind.BindPoint;
- if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
- {
- switch (shaderStage)
- {
- case VERTEX_SHADER:
- desc.name = desc.name + "_" + mVertexFile.getFileName();
- break;
- case PIXEL_SHADER:
- desc.name = desc.name + "_" + mPixelFile.getFileName();
- break;
- case GEOMETRY_SHADER:
- desc.name = desc.name + "_" + mGeometryFile.getFileName();
- break;
- case DOMAIN_SHADER:
- break;
- case HULL_SHADER:
- break;
- case COMPUTE_SHADER:
- break;
- default:
- break;
- }
- }
- mBuffers[desc.name] = desc;
- // now loop vars and add them to mShaderConsts.
- for (U32 j = 0; j < constantBufferDesc.Variables; j++)
- {
- ID3D11ShaderReflectionVariable* bufferVar = constantBuffer->GetVariableByIndex(j);
- D3D11_SHADER_VARIABLE_DESC shaderVarDesc;
- bufferVar->GetDesc(&shaderVarDesc);
- D3D11_SHADER_TYPE_DESC shaderTypeDesc;
- bufferVar->GetType()->GetDesc(&shaderTypeDesc);
- if (shaderTypeDesc.Class == D3D_SVC_STRUCT)
- {
- // we gotta loop through its variables =/ add support in future. for now continue so it skips.
- // no idea how to handle arrays of structs....
- /*for (U32 j = 0; j < shaderTypeDesc.Members; j++)
- {
- GFXShaderConstDesc memVarDesc;
- ID3D11ShaderReflectionType* memType = bufferVar->GetType()->GetMemberTypeByIndex(j);
- D3D11_SHADER_TYPE_DESC memTypeDesc;
- memType->GetDesc(&memTypeDesc);
- memVarDesc.name = String(shaderVarDesc.Name) + "." + String(memTypeDesc.Name);
- if (memVarDesc.name.find("$") != 0)
- memVarDesc.name = String::ToString("$%s", memVarDesc.name.c_str());
- #ifdef D3D11_DEBUG_SPEW
- Con::printf("Variable Name %s:, offset: %d", memVarDesc.name.c_str(), memVarDesc.Offset);
- #endif
- }*/
- continue;
- }
- else
- {
- GFXShaderConstDesc varDesc;
- varDesc.name = String(shaderVarDesc.Name);
- if (varDesc.name.find("$") != 0)
- varDesc.name = String::ToString("$%s", varDesc.name.c_str());
- // set the bind point to the same as the const buffer.
- varDesc.bindPoint = desc.bindPoint;
- varDesc.offset = shaderVarDesc.StartOffset;
- varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
- varDesc.size = shaderVarDesc.Size;
- varDesc.shaderStage = shaderStage;
- varDesc.samplerReg = -1;
- varDesc.constType = convertConstType(shaderTypeDesc);
- #ifdef D3D11_DEBUG_SPEW
- Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", varDesc.name.c_str(), varDesc.offset, varDesc.size, varDesc.arraySize);
- #endif
- mShaderConsts.push_back(varDesc);
- }
- }
- }
- else
- {
- AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
- }
- }
- for (U32 i = 0; i < shaderDesc.BoundResources; i++)
- {
- GFXShaderConstDesc desc;
- D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
- refTable->GetResourceBindingDesc(i, &shaderInputBind);
- if (shaderInputBind.Type == D3D_SIT_TEXTURE || shaderInputBind.Type == D3D_SIT_UAV_RWTYPED)
- {
- // these should return shaderResourceViews and add them to shaderResources.
- /*switch (shaderInputBind.Dimension)
- {
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1D:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1DARRAY:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2D:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DARRAY:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DMS:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DMSARRAY:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE3D:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURECUBE:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURECUBEARRAY:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_BUFFER:
- break;
- case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_BUFFEREX:
- break;
- default:
- break;
- }*/
- }
- else if (shaderInputBind.Type == D3D_SIT_SAMPLER)
- {
- // Prepend a "$" if it doesn't exist. Just to make things consistent.
- desc.name = String(shaderInputBind.Name);
- if (desc.name.find("$") != 0)
- desc.name = String::ToString("$%s", desc.name.c_str());
- desc.constType = GFXSCT_Sampler;
- desc.samplerReg = shaderInputBind.BindPoint;
- desc.bindPoint = -1;
- desc.shaderStage = shaderStage;
- desc.arraySize = shaderInputBind.BindCount;
- mSamplerDescriptions.push_back(desc);
- }
- else if (shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED ||
- shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS ||
- shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED ||
- shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||
- shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER)
- {
- // these should return an unorderedAccessViews and add them to shaderResources.
- }
- else if (shaderInputBind.Type == D3D_SIT_STRUCTURED ||
- shaderInputBind.Type == D3D_SIT_BYTEADDRESS)
- {
- // these should return shaderResourceViews and add them to shaderResources.
- }
- }
- }
- GFXShaderConstType GFXD3D11Shader::convertConstType(const D3D11_SHADER_TYPE_DESC typeDesc)
- {
- if (typeDesc.Class == D3D_SVC_SCALAR || typeDesc.Class == D3D_SVC_VECTOR)
- {
- switch (typeDesc.Type)
- {
- case D3D_SVT_BOOL:
- return (GFXShaderConstType)((U32)GFXSCT_Bool + typeDesc.Columns - 1);
- break;
- case D3D_SVT_INT:
- return (GFXShaderConstType)((U32)GFXSCT_Int + typeDesc.Columns - 1);
- break;
- case D3D_SVT_FLOAT:
- return (GFXShaderConstType)((U32)GFXSCT_Float + typeDesc.Columns - 1);
- break;
- case D3D_SVT_UINT:
- return (GFXShaderConstType)((U32)GFXSCT_UInt + typeDesc.Columns - 1);
- break;
- default:
- AssertFatal(false, "Unknown shader constant class enum, maybe you could add it?");
- break;
- }
- }
- else if (typeDesc.Class == D3D_SVC_MATRIX_COLUMNS || typeDesc.Class == D3D_SVC_MATRIX_ROWS)
- {
- if (typeDesc.Type != D3D_SVT_FLOAT)
- {
- AssertFatal(false, "Only Float matrices are supported for now. Support for other types needs to be added.");
- }
- switch (typeDesc.Rows)
- {
- case 3:
- return typeDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
- break;
- case 4:
- return typeDesc.Columns == 3 ? GFXSCT_Float4x3 : GFXSCT_Float4x4;
- break;
- }
- }
- return GFXSCT_Uknown;
- }
- void GFXD3D11Shader::_buildShaderConstantHandles()
- {
- // loop through all constants, add them to the handle map
- // and add the const buffers to the buffer map.
- for (U32 i = 0; i < mShaderConsts.size(); i++)
- {
- GFXD3D11ShaderConstHandle* handle;
- GFXShaderConstDesc& desc = mShaderConsts[i];
- HandleMap::Iterator j = mHandles.find(desc.name);
- // already added? reinit just in case..
- // not sure if we need to do anything different with samplers.
- if (j != mHandles.end())
- {
- handle = j->value;
- handle->mShader = this;
- if((handle->mStageFlags & desc.shaderStage) == 0)
- handle->mStageFlags |= (U32)desc.shaderStage;
- handle->addDesc(desc.shaderStage, desc);
- handle->setValid(true);
- }
- else
- {
- handle = new GFXD3D11ShaderConstHandle(this, desc);
- mHandles[desc.name] = handle;
- }
- }
- for (U32 j = 0; j < mSamplerDescriptions.size(); j++)
- {
- const GFXShaderConstDesc& desc = mSamplerDescriptions[j];
- AssertFatal(desc.constType == GFXSCT_Sampler ||
- desc.constType == GFXSCT_SamplerCube ||
- desc.constType == GFXSCT_SamplerCubeArray ||
- desc.constType == GFXSCT_SamplerTextureArray,
- "GFXD3D11Shader::_buildShaderConstantHandles - Invalid samplerDescription type!");
- GFXD3D11ShaderConstHandle* handle;
- HandleMap::Iterator k = mHandles.find(desc.name);
- // already added? reinit just in case..
- // not sure if we need to do anything different with samplers.
- if (k != mHandles.end())
- {
- handle = k->value;
- }
- else
- {
- handle = new GFXD3D11ShaderConstHandle(this, desc);
- mHandles[desc.name] = handle;
- }
- handle->mShader = this;
- handle->setValid(true);
- }
- _buildInstancingShaderConstantHandles();
- }
- 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 );
- GFXShaderConstDesc desc;
- desc.name = constName;
- desc.offset = offset;
- switch (element.getType())
- {
- case GFXDeclType_Float4:
- desc.constType = GFXSCT_Float4;
- break;
- default:
- desc.constType = GFXSCT_Float;
- break;
- }
- desc.shaderStage = GFXShaderStage::PIXEL_SHADER;
- desc.samplerReg = -1;
- desc.size = 0;
- desc.arraySize = 1;
- if ( j != mHandles.end() )
- handle = j->value;
- else
- {
- handle = new GFXD3D11ShaderConstHandle(this, desc);
- mHandles[ constName ] = handle;
- }
- handle->mShader = this;
- handle->setValid( true );
- handle->mInstancingConstant = true;
- // 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()
- {
- GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this);
- for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
- {
- // add our buffer descriptions to the full const buffer.
- buffer->addBuffer(i->value);
- }
- mActiveBuffers.push_back( buffer );
- buffer->registerResourceWithDevice(getOwningDevice());
- return buffer;
- }
- /// 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(this);
- handle->setValid( false );
- 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<GFXShaderConstDesc>& 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.
- }
|