BsD3D11GpuProgram.cpp 11 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11GpuProgram.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsException.h"
  6. #include "BsDebug.h"
  7. #include "BsGpuParams.h"
  8. #include "BsD3D11RenderAPI.h"
  9. #include "BsGpuProgramManager.h"
  10. #include "BsHardwareBufferManager.h"
  11. #include "BsD3D11HLSLParamParser.h"
  12. #include "BsRenderStats.h"
  13. #include <regex>
  14. namespace bs { namespace ct
  15. {
  16. UINT32 D3D11GpuProgram::GlobalProgramId = 0;
  17. D3D11GpuProgram::D3D11GpuProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  18. : GpuProgram(desc, deviceMask),
  19. mEnableBackwardsCompatibility(false), mProgramId(0)
  20. {
  21. assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on DirectX 11.");
  22. }
  23. D3D11GpuProgram::~D3D11GpuProgram()
  24. {
  25. mMicrocode.clear();
  26. mInputDeclaration = nullptr;
  27. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuProgram);
  28. }
  29. void D3D11GpuProgram::initialize()
  30. {
  31. if (!isSupported())
  32. {
  33. mIsCompiled = false;
  34. mCompileError = "Specified program is not supported by the current render system.";
  35. GpuProgram::initialize();
  36. return;
  37. }
  38. String hlslProfile;
  39. switch(mProperties.getType())
  40. {
  41. case GPT_FRAGMENT_PROGRAM:
  42. hlslProfile = "ps_5_0";
  43. break;
  44. case GPT_VERTEX_PROGRAM:
  45. hlslProfile = "vs_5_0";
  46. break;
  47. case GPT_GEOMETRY_PROGRAM:
  48. hlslProfile = "gs_5_0";
  49. break;
  50. case GPT_COMPUTE_PROGRAM:
  51. hlslProfile = "cs_5_0";
  52. break;
  53. case GPT_HULL_PROGRAM:
  54. hlslProfile = "hs_5_0";
  55. break;
  56. case GPT_DOMAIN_PROGRAM:
  57. hlslProfile = "ds_5_0";
  58. break;
  59. }
  60. D3D11RenderAPI* rapi = static_cast<D3D11RenderAPI*>(RenderAPI::instancePtr());
  61. ID3DBlob* microcode = compileMicrocode(hlslProfile);
  62. if (microcode != nullptr)
  63. {
  64. mMicrocode.resize(microcode->GetBufferSize());
  65. memcpy(&mMicrocode[0], microcode->GetBufferPointer(), microcode->GetBufferSize());
  66. populateParametersAndConstants(microcode);
  67. loadFromMicrocode(rapi->getPrimaryDevice(), microcode);
  68. SAFE_RELEASE(microcode);
  69. }
  70. mProgramId = GlobalProgramId++;
  71. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuProgram);
  72. GpuProgram::initialize();
  73. }
  74. UINT32 D3D11GpuProgram::parseErrorMessage(const char* message)
  75. {
  76. if (message == nullptr)
  77. return 0;
  78. String pattern = R"(\(([0-9]*),.*\))";
  79. std::regex regex(pattern);
  80. std::cmatch results;
  81. if (std::regex_search(message, results, regex))
  82. {
  83. std::string result = results[1].str();
  84. return strtol(result.c_str(), nullptr, 10) - 1;
  85. }
  86. return 0;
  87. }
  88. ID3DBlob* D3D11GpuProgram::compileMicrocode(const String& profile)
  89. {
  90. UINT compileFlags = 0;
  91. #if defined(BS_DEBUG_MODE)
  92. compileFlags |= D3DCOMPILE_DEBUG;
  93. compileFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
  94. #endif
  95. compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
  96. if (mEnableBackwardsCompatibility)
  97. compileFlags |= D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
  98. ID3DBlob* microCode = nullptr;
  99. ID3DBlob* errors = nullptr;
  100. const String& source = mProperties.getSource();
  101. const String& entryPoint = mProperties.getEntryPoint();
  102. HRESULT hr = D3DCompile(
  103. source.c_str(), // [in] Pointer to the shader in memory.
  104. source.size(), // [in] Size of the shader in memory.
  105. nullptr, // [in] The name of the file that contains the shader code.
  106. nullptr, // [in] Optional. Pointer to a NULL-terminated array of macro definitions. See D3D_SHADER_MACRO. If not used, set this to NULL.
  107. nullptr, // [in] Optional. Pointer to an ID3DInclude Interface interface for handling include files. Setting this to NULL will cause a compile error if a shader contains a #include.
  108. entryPoint.c_str(), // [in] Name of the shader-entrypoint function where shader execution begins.
  109. profile.c_str(),// [in] A string that specifies the shader model; can be any profile in shader model 4 or higher.
  110. compileFlags, // [in] Effect compile flags - no D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY at the first try...
  111. 0, // [in] Effect compile flags
  112. &microCode, // [out] A pointer to an ID3DBlob Interface which contains the compiled shader, as well as any embedded debug and symbol-table information.
  113. &errors // [out] A pointer to an ID3DBlob Interface which contains a listing of errors and warnings that occurred during compilation. These errors and warnings are identical to the the debug output from a debugger.
  114. );
  115. if (FAILED(hr))
  116. {
  117. const char* errorMessage = static_cast<const char*>(errors->GetBufferPointer());
  118. UINT32 errorLineIdx = parseErrorMessage(errorMessage);
  119. Vector<String> sourceLines = StringUtil::split(source, "\n");
  120. String sourceLine;
  121. if (errorLineIdx < sourceLines.size())
  122. sourceLine = sourceLines[errorLineIdx];
  123. mIsCompiled = false;
  124. mCompileError = "Cannot compile D3D11 high-level shader. Errors:\n" +
  125. String(errorMessage) + "\n" +
  126. "\n" +
  127. "Line " + toString(errorLineIdx) + ": " + sourceLine;
  128. SAFE_RELEASE(microCode);
  129. SAFE_RELEASE(errors);
  130. return nullptr;
  131. }
  132. else
  133. {
  134. mIsCompiled = true;
  135. mCompileError = "";
  136. SAFE_RELEASE(errors);
  137. return microCode;
  138. }
  139. }
  140. void D3D11GpuProgram::populateParametersAndConstants(ID3DBlob* microcode)
  141. {
  142. assert(microcode != nullptr);
  143. D3D11HLSLParamParser parser;
  144. if (mProperties.getType() == GPT_VERTEX_PROGRAM)
  145. {
  146. List<VertexElement> inputParams;
  147. parser.parse(microcode, mProperties.getType(), *mParametersDesc, &inputParams);
  148. mInputDeclaration = HardwareBufferManager::instance().createVertexDeclaration(inputParams);
  149. }
  150. else
  151. {
  152. parser.parse(microcode, mProperties.getType(), *mParametersDesc, nullptr);
  153. }
  154. }
  155. D3D11GpuVertexProgram::D3D11GpuVertexProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  156. : D3D11GpuProgram(desc, deviceMask), mVertexShader(nullptr)
  157. { }
  158. D3D11GpuVertexProgram::~D3D11GpuVertexProgram()
  159. {
  160. SAFE_RELEASE(mVertexShader);
  161. }
  162. void D3D11GpuVertexProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  163. {
  164. HRESULT hr = device.getD3D11Device()->CreateVertexShader(
  165. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  166. device.getClassLinkage(), &mVertexShader);
  167. if (FAILED(hr) || device.hasError())
  168. {
  169. String errorDescription = device.getErrorDescription();
  170. BS_EXCEPT(RenderingAPIException,
  171. "Cannot create D3D11 vertex shader from microcode\nError Description:" + errorDescription);
  172. }
  173. }
  174. ID3D11VertexShader * D3D11GpuVertexProgram::getVertexShader() const
  175. {
  176. return mVertexShader;
  177. }
  178. D3D11GpuFragmentProgram::D3D11GpuFragmentProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  179. : D3D11GpuProgram(desc, deviceMask), mPixelShader(nullptr)
  180. { }
  181. D3D11GpuFragmentProgram::~D3D11GpuFragmentProgram()
  182. {
  183. SAFE_RELEASE(mPixelShader);
  184. }
  185. void D3D11GpuFragmentProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  186. {
  187. HRESULT hr = device.getD3D11Device()->CreatePixelShader(
  188. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  189. device.getClassLinkage(), &mPixelShader);
  190. if (FAILED(hr) || device.hasError())
  191. {
  192. String errorDescription = device.getErrorDescription();
  193. BS_EXCEPT(RenderingAPIException,
  194. "Cannot create D3D11 pixel shader from microcode.\nError Description:" + errorDescription);
  195. }
  196. }
  197. ID3D11PixelShader * D3D11GpuFragmentProgram::getPixelShader() const
  198. {
  199. return mPixelShader;
  200. }
  201. D3D11GpuGeometryProgram::D3D11GpuGeometryProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  202. : D3D11GpuProgram(desc, deviceMask), mGeometryShader(nullptr)
  203. { }
  204. D3D11GpuGeometryProgram::~D3D11GpuGeometryProgram()
  205. {
  206. SAFE_RELEASE(mGeometryShader);
  207. }
  208. void D3D11GpuGeometryProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  209. {
  210. HRESULT hr = device.getD3D11Device()->CreateGeometryShader(
  211. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  212. device.getClassLinkage(), &mGeometryShader);
  213. if (FAILED(hr) || device.hasError())
  214. {
  215. String errorDescription = device.getErrorDescription();
  216. BS_EXCEPT(RenderingAPIException,
  217. "Cannot create D3D11 geometry shader from microcode.\nError Description:" + errorDescription);
  218. }
  219. }
  220. ID3D11GeometryShader * D3D11GpuGeometryProgram::getGeometryShader() const
  221. {
  222. return mGeometryShader;
  223. }
  224. D3D11GpuDomainProgram::D3D11GpuDomainProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  225. : D3D11GpuProgram(desc, deviceMask), mDomainShader(nullptr)
  226. { }
  227. D3D11GpuDomainProgram::~D3D11GpuDomainProgram()
  228. {
  229. SAFE_RELEASE(mDomainShader);
  230. }
  231. void D3D11GpuDomainProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  232. {
  233. HRESULT hr = device.getD3D11Device()->CreateDomainShader(
  234. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  235. device.getClassLinkage(), &mDomainShader);
  236. if (FAILED(hr) || device.hasError())
  237. {
  238. String errorDescription = device.getErrorDescription();
  239. BS_EXCEPT(RenderingAPIException,
  240. "Cannot create D3D11 domain shader from microcode.\nError Description:" + errorDescription);
  241. }
  242. }
  243. ID3D11DomainShader * D3D11GpuDomainProgram::getDomainShader() const
  244. {
  245. return mDomainShader;
  246. }
  247. D3D11GpuHullProgram::D3D11GpuHullProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  248. : D3D11GpuProgram(desc, deviceMask), mHullShader(nullptr)
  249. { }
  250. D3D11GpuHullProgram::~D3D11GpuHullProgram()
  251. {
  252. SAFE_RELEASE(mHullShader);
  253. }
  254. void D3D11GpuHullProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  255. {
  256. // Create the shader
  257. HRESULT hr = device.getD3D11Device()->CreateHullShader(
  258. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  259. device.getClassLinkage(), &mHullShader);
  260. if (FAILED(hr) || device.hasError())
  261. {
  262. String errorDescription = device.getErrorDescription();
  263. BS_EXCEPT(RenderingAPIException,
  264. "Cannot create D3D11 hull shader from microcode.\nError Description:" + errorDescription);
  265. }
  266. }
  267. ID3D11HullShader* D3D11GpuHullProgram::getHullShader() const
  268. {
  269. return mHullShader;
  270. }
  271. D3D11GpuComputeProgram::D3D11GpuComputeProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  272. : D3D11GpuProgram(desc, deviceMask), mComputeShader(nullptr)
  273. { }
  274. D3D11GpuComputeProgram::~D3D11GpuComputeProgram()
  275. {
  276. SAFE_RELEASE(mComputeShader);
  277. }
  278. void D3D11GpuComputeProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  279. {
  280. HRESULT hr = device.getD3D11Device()->CreateComputeShader(
  281. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  282. device.getClassLinkage(), &mComputeShader);
  283. if (FAILED(hr) || device.hasError())
  284. {
  285. String errorDescription = device.getErrorDescription();
  286. BS_EXCEPT(RenderingAPIException,
  287. "Cannot create D3D11 compute shader from microcode.\nError Description:" + errorDescription);
  288. }
  289. }
  290. ID3D11ComputeShader* D3D11GpuComputeProgram::getComputeShader() const
  291. {
  292. return mComputeShader;
  293. }
  294. }}