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- //-----------------------------------------------------------------------------
- // 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()
- {
- 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<const U8*>(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<ConstSubBufferDesc> &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<ConstSubBufferDesc> &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<class T>
- inline void GFXD3D11ShaderConstBuffer::SET_CONSTANT( GFXShaderConstHandle* handle, const T& fv,
- GenericConstBuffer *vBuffer, GenericConstBuffer *pBuffer )
- {
- AssertFatal(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
- const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(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<F32>& fv)
- {
- SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
- {
- SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
- {
- SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
- {
- SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
- {
- SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
- {
- SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
- {
- SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
- }
- void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& 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<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
- const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(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<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
- const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
- AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
- AssertFatal(h->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 (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<ConstSubBufferDesc> &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<ConstSubBufferDesc> &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<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));
- 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<GFXShaderConstBuffer*>::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<GFXShaderConstDesc> &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<GFXShaderConstDesc> &samplerDescriptions )
- {
- PROFILE_SCOPE( GFXD3D11Shader_GetShaderConstants );
- AssertFatal(refTable, "NULL constant table not allowed, is this an assembly shader?");
- GFXD3D11ConstBufferLayout *bufferLayout = (GFXD3D11ConstBufferLayout*)bufferLayoutIn;
- Vector<ConstSubBufferDesc> &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<GFXShaderConstDesc> &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<GFXShaderConstDesc> &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<DWORD*>(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<GFXShaderConstDesc> &samplerDescriptions )
- {
- Vector<GFXShaderConstDesc>::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<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.
- }
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