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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.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "shaderGen/HLSL/shaderCompHLSL.h"
- #include "shaderGen/shaderComp.h"
- #include "shaderGen/langElement.h"
- #include "gfx/gfxDevice.h"
- Var * ShaderConnectorHLSL::getElement( RegisterType type,
- U32 numElements,
- U32 numRegisters )
- {
- Var *ret = NULL;
-
- if ( type == RT_BLENDINDICES )
- {
- ret = getIndexedElement( mCurBlendIndicesElem, type, numElements, numRegisters );
- }
- else if ( type == RT_BLENDWEIGHT )
- {
- ret = getIndexedElement( mCurBlendWeightsElem, type, numElements, numRegisters );
- }
- else
- {
- ret = getIndexedElement( mCurTexElem, type, numElements, numRegisters );
- }
- // Adjust texture offset if this is a texcoord type
- if( type == RT_TEXCOORD )
- {
- if ( numRegisters != -1 )
- mCurTexElem += numRegisters;
- else
- mCurTexElem += numElements;
- }
- else if ( type == RT_BLENDINDICES )
- {
- if ( numRegisters != -1 )
- mCurBlendIndicesElem += numRegisters;
- else
- mCurBlendIndicesElem += numElements;
- }
- else if ( type == RT_BLENDWEIGHT )
- {
- if ( numRegisters != -1 )
- mCurBlendWeightsElem += numRegisters;
- else
- mCurBlendWeightsElem += numElements;
- }
- return ret;
- }
- Var * ShaderConnectorHLSL::getIndexedElement( U32 index, RegisterType type, U32 numElements /*= 1*/, U32 numRegisters /*= -1 */ )
- {
- switch( type )
- {
- case RT_POSITION:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- newVar->setConnectName( "POSITION" );
- newVar->rank = 0;
- return newVar;
- }
- case RT_VPOS:
- {
- Var *newVar = new Var;
- mElementList.push_back(newVar);
- newVar->setConnectName("VPOS");
- newVar->rank = 0;
- return newVar;
- }
- case RT_SVPOSITION:
- {
- Var *newVar = new Var;
- mElementList.push_back(newVar);
- newVar->setConnectName("SV_Position");
- newVar->rank = 0;
- return newVar;
- }
- case RT_NORMAL:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- newVar->setConnectName( "NORMAL" );
- newVar->rank = 1;
- return newVar;
- }
- case RT_BINORMAL:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- newVar->setConnectName( "BINORMAL" );
- newVar->rank = 2;
- return newVar;
- }
- case RT_TANGENT:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- newVar->setConnectName( "TANGENT" );
- newVar->rank = 3;
- return newVar;
- }
- case RT_COLOR:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- newVar->setConnectName( "COLOR" );
- newVar->rank = 4;
- return newVar;
- }
- case RT_TEXCOORD:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- // This was needed for hardware instancing, but
- // i don't really remember why right now.
- if ( index > mCurTexElem )
- mCurTexElem = index + 1;
- char out[32];
- dSprintf( (char*)out, sizeof(out), "TEXCOORD%d", index );
- newVar->setConnectName( out );
- newVar->constNum = index;
- newVar->arraySize = numElements;
- newVar->rank = 5 + index;
- return newVar;
- }
- case RT_BLENDINDICES:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- // This was needed for hardware instancing, but
- // i don't really remember why right now.
- if ( index > mCurBlendIndicesElem )
- mCurBlendIndicesElem = index + 1;
- char out[32];
- dSprintf( (char*)out, sizeof(out), "BLENDINDICES%d", index );
- newVar->setConnectName( out );
- newVar->constNum = index;
- newVar->arraySize = numElements;
- return newVar;
- }
- case RT_BLENDWEIGHT:
- {
- Var *newVar = new Var;
- mElementList.push_back( newVar );
- // This was needed for hardware instancing, but
- // i don't really remember why right now.
- if ( index > mCurBlendWeightsElem )
- mCurBlendWeightsElem = index + 1;
- char out[32];
- dSprintf( (char*)out, sizeof(out), "BLENDWEIGHT%d", index );
- newVar->setConnectName( out );
- newVar->constNum = index;
- newVar->arraySize = numElements;
- return newVar;
- }
- default:
- break;
- }
- return NULL;
- }
- S32 QSORT_CALLBACK ShaderConnectorHLSL::_hlsl4VarSort(const void* e1, const void* e2)
- {
- Var* a = *((Var **)e1);
- Var* b = *((Var **)e2);
- return a->rank - b->rank;
- }
- void ShaderConnectorHLSL::sortVars()
- {
- // If shader model 4+ than we gotta sort the vars to make sure the order is consistent
- if (GFX->getPixelShaderVersion() >= 4.f)
- {
- dQsort((void *)&mElementList[0], mElementList.size(), sizeof(Var *), _hlsl4VarSort);
- return;
- }
- return;
- }
- void ShaderConnectorHLSL::setName( const char *newName )
- {
- dStrcpy( (char*)mName, newName, 32 );
- }
- void ShaderConnectorHLSL::reset()
- {
- for( U32 i=0; i<mElementList.size(); i++ )
- {
- mElementList[i] = NULL;
- }
- mElementList.setSize( 0 );
- mCurTexElem = 0;
- mCurBlendIndicesElem = 0;
- mCurBlendWeightsElem = 0;
- }
- void ShaderConnectorHLSL::print( Stream &stream, bool isVertexShader )
- {
- const char * header = "struct ";
- const char * header2 = "\r\n{\r\n";
- const char * footer = "};\r\n\r\n\r\n";
- stream.write( dStrlen(header), header );
- stream.write( dStrlen((char*)mName), mName );
- stream.write( dStrlen(header2), header2 );
- // print out elements
- for( U32 i=0; i<mElementList.size(); i++ )
- {
- U8 output[256];
- Var *var = mElementList[i];
- if (var->arraySize <= 1)
- dSprintf( (char*)output, sizeof(output), " %s %-15s : %s;\r\n", var->type, var->name, var->connectName );
- else
- dSprintf( (char*)output, sizeof(output), " %s %s[%d] : %s;\r\n", var->type, var->name, var->arraySize, var->connectName );
- stream.write( dStrlen((char*)output), output );
- }
- stream.write( dStrlen(footer), footer );
- }
- void ParamsDefHLSL::assignConstantNumbers()
- {
- // Here we assign constant number to uniform vars, sorted
- // by their update frequency.
- U32 mCurrConst = 0;
- for (U32 bin = cspUninit+1; bin < csp_Count; bin++)
- {
- // Find all the uniform variables that are part of this group and assign constant numbers
- for( U32 i=0; i<LangElement::elementList.size(); i++)
- {
- Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
- if( var )
- {
- bool shaderConst = var->uniform && !var->sampler && !var->texture;
- AssertFatal((!shaderConst) || var->constSortPos != cspUninit, "Const sort position has not been set, variable will not receive a constant number!!");
- if( shaderConst && var->constSortPos == bin)
- {
- var->constNum = mCurrConst;
- // Increment our constant number based on the variable type
- if (String::compare((const char*)var->type, "float4x4") == 0)
- {
- mCurrConst += (4 * var->arraySize);
- }
- else
- {
- if (String::compare((const char*)var->type, "float3x3") == 0)
- {
- mCurrConst += (3 * var->arraySize);
- }
- else
- {
- if (String::compare((const char*)var->type, "float4x3") == 0)
- {
- mCurrConst += (3 * var->arraySize);
- }
- else
- {
- mCurrConst += var->arraySize;
- }
- }
- }
- }
- }
- }
- }
- }
- void VertexParamsDefHLSL::print( Stream &stream, bool isVerterShader )
- {
- assignConstantNumbers();
- const char *opener = "ConnectData main( VertData IN";
- stream.write( dStrlen(opener), opener );
- // find all the uniform variables and print them out
- for( U32 i=0; i<LangElement::elementList.size(); i++)
- {
- Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
- if( var )
- {
- if( var->uniform )
- {
- const char* nextVar = ",\r\n ";
- stream.write( dStrlen(nextVar), nextVar );
- U8 varNum[64];
- dSprintf( (char*)varNum, sizeof(varNum), "register(C%d)", var->constNum );
- U8 output[256];
- if (var->arraySize <= 1)
- dSprintf( (char*)output, sizeof(output), "uniform %-8s %-15s : %s", var->type, var->name, varNum );
- else
- dSprintf( (char*)output, sizeof(output), "uniform %-8s %s[%d] : %s", var->type, var->name, var->arraySize, varNum );
- stream.write( dStrlen((char*)output), output );
- }
- }
- }
- const char *closer = "\r\n)\r\n{\r\n ConnectData OUT;\r\n\r\n";
- stream.write( dStrlen(closer), closer );
- }
- void PixelParamsDefHLSL::print( Stream &stream, bool isVerterShader )
- {
- assignConstantNumbers();
- const char * opener = "Fragout main( ConnectData IN";
- stream.write( dStrlen(opener), opener );
- // find all the sampler & uniform variables and print them out
- for( U32 i=0; i<LangElement::elementList.size(); i++)
- {
- Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
- if( var )
- {
- if( var->uniform )
- {
- WRITESTR( ",\r\n " );
- U8 varNum[32];
- if( var->sampler )
- {
- dSprintf( (char*)varNum, sizeof(varNum), ": register(S%d)", var->constNum );
- }
- else if (var->texture)
- {
- dSprintf((char*)varNum, sizeof(varNum), ": register(T%d)", var->constNum);
- }
- else
- {
- dSprintf( (char*)varNum, sizeof(varNum), ": register(C%d)", var->constNum );
- }
- U8 output[256];
- if (var->arraySize <= 1)
- dSprintf( (char*)output, sizeof(output), "uniform %-9s %-15s %s", var->type, var->name, varNum );
- else
- dSprintf( (char*)output, sizeof(output), "uniform %-9s %s[%d] %s", var->type, var->name, var->arraySize, varNum );
- WRITESTR( (char*) output );
- }
- }
- }
- const char *closer = "\r\n)\r\n{\r\n Fragout OUT;\r\n\r\n";
- stream.write( dStrlen(closer), closer );
- }
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