// // Copyright (c) 2008-2015 the Urho3D project. // // 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 "../../Precompiled.h" #include "../../Graphics/Graphics.h" #include "../../Graphics/GraphicsImpl.h" #include "../../Graphics/Shader.h" #include "../../Graphics/VertexBuffer.h" #include "../../IO/File.h" #include "../../IO/FileSystem.h" #include "../../IO/Log.h" #include "../../Resource/ResourceCache.h" #include #include "../../DebugNew.h" namespace Atomic { ShaderVariation::ShaderVariation(Shader* owner, ShaderType type) : GPUObject(owner->GetSubsystem()), owner_(owner), type_(type), elementMask_(0) { for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) useTextureUnit_[i] = false; for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i) constantBufferSizes_[i] = 0; } ShaderVariation::~ShaderVariation() { Release(); } bool ShaderVariation::Create() { Release(); if (!graphics_) return false; if (!owner_) { compilerOutput_ = "Owner shader has expired"; return false; } // Check for up-to-date bytecode on disk String path, name, extension; SplitPath(owner_->GetName(), path, name, extension); extension = type_ == VS ? ".vs4" : ".ps4"; String binaryShaderName = path + "Cache/" + name + "_" + StringHash(defines_).ToString() + extension; if (!LoadByteCode(binaryShaderName)) { // Compile shader if don't have valid bytecode if (!Compile()) return false; // Save the bytecode after successful compile, but not if the source is from a package if (owner_->GetTimeStamp()) SaveByteCode(binaryShaderName); } // Then create shader from the bytecode ID3D11Device* device = graphics_->GetImpl()->GetDevice(); if (type_ == VS) { if (device && byteCode_.Size()) device->CreateVertexShader(&byteCode_[0], byteCode_.Size(), 0, (ID3D11VertexShader**)&object_); if (!object_) compilerOutput_ = "Could not create vertex shader"; } else { if (device && byteCode_.Size()) device->CreatePixelShader(&byteCode_[0], byteCode_.Size(), 0, (ID3D11PixelShader**)&object_); if (!object_) compilerOutput_ = "Could not create pixel shader"; } return object_ != 0; } void ShaderVariation::Release() { if (object_) { if (!graphics_) return; graphics_->CleanUpShaderPrograms(this); if (type_ == VS) { if (graphics_->GetVertexShader() == this) graphics_->SetShaders(0, 0); ((ID3D11VertexShader*)object_)->Release(); } else { if (graphics_->GetPixelShader() == this) graphics_->SetShaders(0, 0); ((ID3D11PixelShader*)object_)->Release(); } object_ = 0; } compilerOutput_.Clear(); for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) useTextureUnit_[i] = false; for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i) constantBufferSizes_[i] = 0; parameters_.Clear(); byteCode_.Clear(); elementMask_ = 0; } void ShaderVariation::SetName(const String& name) { name_ = name; } void ShaderVariation::SetDefines(const String& defines) { defines_ = defines; } Shader* ShaderVariation::GetOwner() const { return owner_; } bool ShaderVariation::LoadByteCode(const String& binaryShaderName) { ResourceCache* cache = owner_->GetSubsystem(); if (!cache->Exists(binaryShaderName)) return false; FileSystem* fileSystem = owner_->GetSubsystem(); unsigned sourceTimeStamp = owner_->GetTimeStamp(); // If source code is loaded from a package, its timestamp will be zero. Else check that binary is not older // than source if (sourceTimeStamp && fileSystem->GetLastModifiedTime(cache->GetResourceFileName(binaryShaderName)) < sourceTimeStamp) return false; SharedPtr file = cache->GetFile(binaryShaderName); if (!file || file->ReadFileID() != "USHD") { LOGERROR(binaryShaderName + " is not a valid shader bytecode file"); return false; } /// \todo Check that shader type and model match /*unsigned short shaderType = */file->ReadUShort(); /*unsigned short shaderModel = */file->ReadUShort(); elementMask_ = file->ReadUInt(); unsigned numParameters = file->ReadUInt(); for (unsigned i = 0; i < numParameters; ++i) { String name = file->ReadString(); unsigned buffer = file->ReadUByte(); unsigned offset = file->ReadUInt(); unsigned size = file->ReadUInt(); ShaderParameter parameter(type_, name_, buffer, offset, size); parameters_[StringHash(name)] = parameter; } unsigned numTextureUnits = file->ReadUInt(); for (unsigned i = 0; i < numTextureUnits; ++i) { /*String unitName = */file->ReadString(); unsigned reg = file->ReadUByte(); if (reg < MAX_TEXTURE_UNITS) useTextureUnit_[reg] = true; } unsigned byteCodeSize = file->ReadUInt(); if (byteCodeSize) { byteCode_.Resize(byteCodeSize); file->Read(&byteCode_[0], byteCodeSize); if (type_ == VS) LOGDEBUG("Loaded cached vertex shader " + GetFullName()); else LOGDEBUG("Loaded cached pixel shader " + GetFullName()); CalculateConstantBufferSizes(); return true; } else { LOGERROR(binaryShaderName + " has zero length bytecode"); return false; } } bool ShaderVariation::Compile() { const String& sourceCode = owner_->GetSourceCode(type_); Vector defines = defines_.Split(' '); // Set the entrypoint, profile and flags according to the shader being compiled const char* entryPoint = 0; const char* profile = 0; unsigned flags = D3DCOMPILE_OPTIMIZATION_LEVEL3; defines.Push("D3D11"); if (type_ == VS) { entryPoint = "VS"; defines.Push("COMPILEVS"); profile = "vs_4_0"; } else { entryPoint = "PS"; defines.Push("COMPILEPS"); profile = "ps_4_0"; flags |= D3DCOMPILE_PREFER_FLOW_CONTROL; } defines.Push("MAXBONES=" + String(Graphics::GetMaxBones())); // Collect defines into macros Vector defineValues; PODVector macros; for (unsigned i = 0; i < defines.Size(); ++i) { unsigned equalsPos = defines[i].Find('='); if (equalsPos != String::NPOS) { defineValues.Push(defines[i].Substring(equalsPos + 1)); defines[i].Resize(equalsPos); } else defineValues.Push("1"); } for (unsigned i = 0; i < defines.Size(); ++i) { D3D_SHADER_MACRO macro; macro.Name = defines[i].CString(); macro.Definition = defineValues[i].CString(); macros.Push(macro); // In debug mode, check that all defines are referenced by the shader code #ifdef _DEBUG if (sourceCode.Find(defines[i]) == String::NPOS) LOGWARNING("Shader " + GetFullName() + " does not use the define " + defines[i]); #endif } D3D_SHADER_MACRO endMacro; endMacro.Name = 0; endMacro.Definition = 0; macros.Push(endMacro); // Compile using D3DCompile ID3DBlob* shaderCode = 0; ID3DBlob* errorMsgs = 0; if (FAILED(D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), ¯os.Front(), 0, entryPoint, profile, flags, 0, &shaderCode, &errorMsgs))) compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), (unsigned)errorMsgs->GetBufferSize()); else { if (type_ == VS) LOGDEBUG("Compiled vertex shader " + GetFullName()); else LOGDEBUG("Compiled pixel shader " + GetFullName()); unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer(); unsigned bufSize = (unsigned)shaderCode->GetBufferSize(); // Use the original bytecode to reflect the parameters ParseParameters(bufData, bufSize); CalculateConstantBufferSizes(); // Then strip everything not necessary to use the shader ID3DBlob* strippedCode = 0; D3DStripShader(bufData, bufSize, D3DCOMPILER_STRIP_REFLECTION_DATA | D3DCOMPILER_STRIP_DEBUG_INFO | D3DCOMPILER_STRIP_TEST_BLOBS, &strippedCode); byteCode_.Resize((unsigned)strippedCode->GetBufferSize()); memcpy(&byteCode_[0], strippedCode->GetBufferPointer(), byteCode_.Size()); strippedCode->Release(); } if (shaderCode) shaderCode->Release(); if (errorMsgs) errorMsgs->Release(); return !byteCode_.Empty(); } void ShaderVariation::ParseParameters(unsigned char* bufData, unsigned bufSize) { ID3D11ShaderReflection* reflection = 0; D3D11_SHADER_DESC shaderDesc; D3DReflect(bufData, bufSize, IID_ID3D11ShaderReflection, (void**)&reflection); if (!reflection) { LOGERROR("Failed to reflect vertex shader's input signature"); return; } reflection->GetDesc(&shaderDesc); if (type_ == VS) { for (unsigned i = 0; i < shaderDesc.InputParameters; ++i) { D3D11_SIGNATURE_PARAMETER_DESC paramDesc; reflection->GetInputParameterDesc((UINT)i, ¶mDesc); for (unsigned j = 0; j < MAX_VERTEX_ELEMENTS; ++j) { if (!String::Compare(paramDesc.SemanticName, VertexBuffer::elementSemantics[j], true) && paramDesc.SemanticIndex == VertexBuffer::elementSemanticIndices[j]) { elementMask_ |= (1 << j); break; } } } } HashMap cbRegisterMap; for (unsigned i = 0; i < shaderDesc.BoundResources; ++i) { D3D11_SHADER_INPUT_BIND_DESC resourceDesc; reflection->GetResourceBindingDesc(i, &resourceDesc); String resourceName(resourceDesc.Name); if (resourceDesc.Type == D3D_SIT_CBUFFER) cbRegisterMap[resourceName] = resourceDesc.BindPoint; else if (type_ == PS && resourceDesc.Type == D3D_SIT_SAMPLER && resourceDesc.BindPoint < MAX_TEXTURE_UNITS) useTextureUnit_[resourceDesc.BindPoint] = true; } for (unsigned i = 0; i < shaderDesc.ConstantBuffers; ++i) { ID3D11ShaderReflectionConstantBuffer* cb = reflection->GetConstantBufferByIndex(i); D3D11_SHADER_BUFFER_DESC cbDesc; cb->GetDesc(&cbDesc); unsigned cbRegister = cbRegisterMap[String(cbDesc.Name)]; for (unsigned j = 0; j < cbDesc.Variables; ++j) { ID3D11ShaderReflectionVariable* var = cb->GetVariableByIndex(j); D3D11_SHADER_VARIABLE_DESC varDesc; var->GetDesc(&varDesc); String varName(varDesc.Name); if (varName[0] == 'c') { varName = varName.Substring(1); // Strip the c to follow Urho3D constant naming convention parameters_[varName] = ShaderParameter(type_, varName, cbRegister, varDesc.StartOffset, varDesc.Size); } } } reflection->Release(); } void ShaderVariation::SaveByteCode(const String& binaryShaderName) { ResourceCache* cache = owner_->GetSubsystem(); FileSystem* fileSystem = owner_->GetSubsystem(); String path = GetPath(cache->GetResourceFileName(owner_->GetName())) + "Cache/"; String fullName = path + GetFileNameAndExtension(binaryShaderName); if (!fileSystem->DirExists(path)) fileSystem->CreateDir(path); SharedPtr file(new File(owner_->GetContext(), fullName, FILE_WRITE)); if (!file->IsOpen()) return; file->WriteFileID("USHD"); file->WriteShort((unsigned short)type_); file->WriteShort(4); file->WriteUInt(elementMask_); file->WriteUInt(parameters_.Size()); for (HashMap::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i) { file->WriteString(i->second_.name_); file->WriteUByte((unsigned char)i->second_.buffer_); file->WriteUInt(i->second_.offset_); file->WriteUInt(i->second_.size_); } unsigned usedTextureUnits = 0; for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) { if (useTextureUnit_[i]) ++usedTextureUnits; } file->WriteUInt(usedTextureUnits); for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) { if (useTextureUnit_[i]) { file->WriteString(graphics_->GetTextureUnitName((TextureUnit)i)); file->WriteUByte((unsigned char)i); } } file->WriteUInt(byteCode_.Size()); if (byteCode_.Size()) file->Write(&byteCode_[0], byteCode_.Size()); } void ShaderVariation::CalculateConstantBufferSizes() { for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i) constantBufferSizes_[i] = 0; for (HashMap::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i) { if (i->second_.buffer_ < MAX_SHADER_PARAMETER_GROUPS) { unsigned oldSize = constantBufferSizes_[i->second_.buffer_]; unsigned paramEnd = i->second_.offset_ + i->second_.size_; if (paramEnd > oldSize) constantBufferSizes_[i->second_.buffer_] = paramEnd; } } } }