D3D9ShaderVariation.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "../../IO/File.h"
  24. #include "../../IO/FileSystem.h"
  25. #include "../../Graphics/Graphics.h"
  26. #include "../../Graphics/GraphicsImpl.h"
  27. #include "../../IO/Log.h"
  28. #include "../../Resource/ResourceCache.h"
  29. #include "../../Graphics/Shader.h"
  30. #include "../../Graphics/ShaderVariation.h"
  31. #include <windows.h>
  32. #include <d3dcompiler.h>
  33. #include <MojoShader/mojoshader.h>
  34. #include "../../DebugNew.h"
  35. namespace Atomic
  36. {
  37. ShaderVariation::ShaderVariation(Shader* owner, ShaderType type) :
  38. GPUObject(owner->GetSubsystem<Graphics>()),
  39. owner_(owner),
  40. type_(type)
  41. {
  42. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  43. useTextureUnit_[i] = false;
  44. }
  45. ShaderVariation::~ShaderVariation()
  46. {
  47. Release();
  48. }
  49. bool ShaderVariation::Create()
  50. {
  51. Release();
  52. if (!graphics_)
  53. return false;
  54. if (!owner_)
  55. {
  56. compilerOutput_ = "Owner shader has expired";
  57. return false;
  58. }
  59. // Check for up-to-date bytecode on disk
  60. bool useSM3 = graphics_->GetSM3Support();
  61. String path, name, extension;
  62. SplitPath(owner_->GetName(), path, name, extension);
  63. if (useSM3)
  64. extension = type_ == VS ? ".vs3" : ".ps3";
  65. else
  66. extension = type_ == VS ? ".vs2" : ".ps2";
  67. String binaryShaderName = path + "Cache/" + name + "_" + StringHash(defines_).ToString() + extension;
  68. PODVector<unsigned> byteCode;
  69. if (!LoadByteCode(byteCode, binaryShaderName))
  70. {
  71. // Compile shader if don't have valid bytecode
  72. if (!Compile(byteCode))
  73. return false;
  74. // Save the bytecode after successful compile, but not if the source is from a package
  75. if (owner_->GetTimeStamp())
  76. SaveByteCode(byteCode, binaryShaderName);
  77. }
  78. // Then create shader from the bytecode
  79. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  80. if (type_ == VS)
  81. {
  82. if (!device || FAILED(device->CreateVertexShader(
  83. (const DWORD*)&byteCode[0],
  84. (IDirect3DVertexShader9**)&object_)))
  85. compilerOutput_ = "Could not create vertex shader";
  86. }
  87. else
  88. {
  89. if (!device || FAILED(device->CreatePixelShader(
  90. (const DWORD*)&byteCode[0],
  91. (IDirect3DPixelShader9**)&object_)))
  92. compilerOutput_ = "Could not create pixel shader";
  93. }
  94. return object_ != 0;
  95. }
  96. void ShaderVariation::Release()
  97. {
  98. if (object_)
  99. {
  100. if (!graphics_)
  101. return;
  102. graphics_->CleanupShaderParameters(this);
  103. if (type_ == VS)
  104. {
  105. if (graphics_->GetVertexShader() == this)
  106. graphics_->SetShaders(0, 0);
  107. ((IDirect3DVertexShader9*)object_)->Release();
  108. }
  109. else
  110. {
  111. if (graphics_->GetPixelShader() == this)
  112. graphics_->SetShaders(0, 0);
  113. ((IDirect3DPixelShader9*)object_)->Release();
  114. }
  115. object_ = 0;
  116. }
  117. compilerOutput_.Clear();
  118. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  119. useTextureUnit_[i] = false;
  120. parameters_.Clear();
  121. }
  122. void ShaderVariation::SetName(const String& name)
  123. {
  124. name_ = name;
  125. }
  126. void ShaderVariation::SetDefines(const String& defines)
  127. {
  128. defines_ = defines;
  129. }
  130. Shader* ShaderVariation::GetOwner() const
  131. {
  132. return owner_;
  133. }
  134. bool ShaderVariation::LoadByteCode(PODVector<unsigned>& byteCode, const String& binaryShaderName)
  135. {
  136. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  137. if (!cache->Exists(binaryShaderName))
  138. return false;
  139. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  140. unsigned sourceTimeStamp = owner_->GetTimeStamp();
  141. // If source code is loaded from a package, its timestamp will be zero. Else check that binary is not older
  142. // than source
  143. if (sourceTimeStamp && fileSystem->GetLastModifiedTime(cache->GetResourceFileName(binaryShaderName)) <
  144. sourceTimeStamp)
  145. return false;
  146. SharedPtr<File> file = cache->GetFile(binaryShaderName);
  147. if (!file || file->ReadFileID() != "USHD")
  148. {
  149. LOGERROR(binaryShaderName + " is not a valid shader bytecode file");
  150. return false;
  151. }
  152. /// \todo Check that shader type and model match
  153. unsigned short shaderType = file->ReadUShort();
  154. unsigned short shaderModel = file->ReadUShort();
  155. unsigned numParameters = file->ReadUInt();
  156. for (unsigned i = 0; i < numParameters; ++i)
  157. {
  158. String name = file->ReadString();
  159. unsigned reg = file->ReadUByte();
  160. unsigned regCount = file->ReadUByte();
  161. ShaderParameter parameter(type_, name, reg, regCount);
  162. parameters_[StringHash(name)] = parameter;
  163. }
  164. unsigned numTextureUnits = file->ReadUInt();
  165. for (unsigned i = 0; i < numTextureUnits; ++i)
  166. {
  167. String unitName = file->ReadString();
  168. unsigned reg = file->ReadUByte();
  169. if (reg < MAX_TEXTURE_UNITS)
  170. useTextureUnit_[reg] = true;
  171. }
  172. unsigned byteCodeSize = file->ReadUInt();
  173. if (byteCodeSize)
  174. {
  175. byteCode.Resize(byteCodeSize >> 2);
  176. file->Read(&byteCode[0], byteCodeSize);
  177. if (type_ == VS)
  178. LOGDEBUG("Loaded cached vertex shader " + GetFullName());
  179. else
  180. LOGDEBUG("Loaded cached pixel shader " + GetFullName());
  181. return true;
  182. }
  183. else
  184. {
  185. LOGERROR(binaryShaderName + " has zero length bytecode");
  186. return false;
  187. }
  188. }
  189. bool ShaderVariation::Compile(PODVector<unsigned>& byteCode)
  190. {
  191. const String& sourceCode = owner_->GetSourceCode(type_);
  192. Vector<String> defines = defines_.Split(' ');
  193. // Set the entrypoint, profile and flags according to the shader being compiled
  194. const char* entryPoint = 0;
  195. const char* profile = 0;
  196. unsigned flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
  197. bool useSM3 = graphics_->GetSM3Support();
  198. if (type_ == VS)
  199. {
  200. entryPoint = "VS";
  201. defines.Push("COMPILEVS");
  202. if (!useSM3)
  203. profile = "vs_2_0";
  204. else
  205. profile = "vs_3_0";
  206. }
  207. else
  208. {
  209. entryPoint = "PS";
  210. defines.Push("COMPILEPS");
  211. if (!useSM3)
  212. profile = "ps_2_0";
  213. else
  214. {
  215. profile = "ps_3_0";
  216. flags |= D3DCOMPILE_PREFER_FLOW_CONTROL;
  217. }
  218. }
  219. if (useSM3)
  220. defines.Push("SM3");
  221. // Collect defines into macros
  222. Vector<String> defineValues;
  223. PODVector<D3D_SHADER_MACRO> macros;
  224. for (unsigned i = 0; i < defines.Size(); ++i)
  225. {
  226. unsigned equalsPos = defines[i].Find('=');
  227. if (equalsPos != String::NPOS)
  228. {
  229. defineValues.Push(defines[i].Substring(equalsPos + 1));
  230. defines[i].Resize(equalsPos);
  231. }
  232. else
  233. defineValues.Push("1");
  234. }
  235. for (unsigned i = 0; i < defines.Size(); ++i)
  236. {
  237. D3D_SHADER_MACRO macro;
  238. macro.Name = defines[i].CString();
  239. macro.Definition = defineValues[i].CString();
  240. macros.Push(macro);
  241. // In debug mode, check that all defines are referenced by the shader code
  242. #ifdef _DEBUG
  243. if (sourceCode.Find(defines[i]) == String::NPOS)
  244. LOGWARNING("Shader " + GetFullName() + " does not use the define " + defines[i]);
  245. #endif
  246. }
  247. D3D_SHADER_MACRO endMacro;
  248. endMacro.Name = 0;
  249. endMacro.Definition = 0;
  250. macros.Push(endMacro);
  251. // Compile using D3DCompile
  252. LPD3DBLOB shaderCode = 0;
  253. LPD3DBLOB errorMsgs = 0;
  254. if (FAILED(D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), &macros.Front(), 0,
  255. entryPoint, profile, flags, 0, &shaderCode, &errorMsgs)))
  256. compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
  257. else
  258. {
  259. if (type_ == VS)
  260. LOGDEBUG("Compiled vertex shader " + GetFullName());
  261. else
  262. LOGDEBUG("Compiled pixel shader " + GetFullName());
  263. // Inspect the produced bytecode using MojoShader, then strip and store it
  264. unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer();
  265. unsigned bufSize = shaderCode->GetBufferSize();
  266. ParseParameters(bufData, bufSize);
  267. CopyStrippedCode(byteCode, bufData, bufSize);
  268. }
  269. if (shaderCode)
  270. shaderCode->Release();
  271. if (errorMsgs)
  272. errorMsgs->Release();
  273. return !byteCode.Empty();
  274. }
  275. void ShaderVariation::ParseParameters(unsigned char* bufData, unsigned bufSize)
  276. {
  277. MOJOSHADER_parseData const *parseData = MOJOSHADER_parse("bytecode", bufData, bufSize, 0, 0, 0, 0, 0, 0, 0);
  278. for (int i = 0; i < parseData->symbol_count; i++)
  279. {
  280. MOJOSHADER_symbol const& symbol = parseData->symbols[i];
  281. String name(symbol.name);
  282. unsigned reg = symbol.register_index;
  283. unsigned regCount = symbol.register_count;
  284. // Check if the parameter is a constant or a texture sampler
  285. bool isSampler = (name[0] == 's');
  286. name = name.Substring(1);
  287. if (isSampler)
  288. {
  289. // Skip if it's a G-buffer sampler, which are aliases for the standard texture units
  290. if (reg < MAX_TEXTURE_UNITS)
  291. {
  292. if (name != "AlbedoBuffer" && name != "NormalBuffer" && name != "DepthBuffer" && name != "LightBuffer")
  293. useTextureUnit_[reg] = true;
  294. }
  295. }
  296. else
  297. {
  298. ShaderParameter newParam(type_, name, reg, regCount);
  299. parameters_[StringHash(name)] = newParam;
  300. }
  301. }
  302. MOJOSHADER_freeParseData(parseData);
  303. }
  304. void ShaderVariation::CopyStrippedCode(PODVector<unsigned>& byteCode, unsigned char* bufData, unsigned bufSize)
  305. {
  306. unsigned const D3DSIO_COMMENT = 0xFFFE;
  307. unsigned* srcWords = (unsigned*)bufData;
  308. unsigned srcWordSize = bufSize >> 2;
  309. for (unsigned i = 0; i < srcWordSize; ++i)
  310. {
  311. unsigned opcode = srcWords[i] & 0xffff;
  312. unsigned paramLength = (srcWords[i] & 0x0f000000) >> 24;
  313. unsigned commentLength = srcWords[i] >> 16;
  314. // For now, skip comment only at fixed position to prevent false positives
  315. if (i == 1 && opcode == D3DSIO_COMMENT)
  316. {
  317. // Skip the comment
  318. i += commentLength;
  319. }
  320. else
  321. {
  322. // Not a comment, copy the data
  323. byteCode.Push(srcWords[i]);
  324. }
  325. }
  326. }
  327. void ShaderVariation::SaveByteCode(const PODVector<unsigned>& byteCode, const String& binaryShaderName)
  328. {
  329. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  330. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  331. String path = GetPath(cache->GetResourceFileName(owner_->GetName())) + "Cache/";
  332. String fullName = path + GetFileNameAndExtension(binaryShaderName);
  333. if (!fileSystem->DirExists(path))
  334. fileSystem->CreateDir(path);
  335. SharedPtr<File> file(new File(owner_->GetContext(), fullName, FILE_WRITE));
  336. if (!file->IsOpen())
  337. return;
  338. file->WriteFileID("USHD");
  339. file->WriteShort((unsigned short)type_);
  340. file->WriteShort(graphics_->GetSM3Support() ? 3 : 2);
  341. file->WriteUInt(parameters_.Size());
  342. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i)
  343. {
  344. file->WriteString(i->second_.name_);
  345. file->WriteUByte(i->second_.register_);
  346. file->WriteUByte(i->second_.regCount_);
  347. }
  348. unsigned usedTextureUnits = 0;
  349. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  350. {
  351. if (useTextureUnit_[i])
  352. ++usedTextureUnits;
  353. }
  354. file->WriteUInt(usedTextureUnits);
  355. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  356. {
  357. if (useTextureUnit_[i])
  358. {
  359. file->WriteString(graphics_->GetTextureUnitName((TextureUnit)i));
  360. file->WriteUByte(i);
  361. }
  362. }
  363. unsigned dataSize = byteCode.Size() << 2;
  364. file->WriteUInt(dataSize);
  365. if (dataSize)
  366. file->Write(&byteCode[0], dataSize);
  367. }
  368. }