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 BansheeEngine
  15. {
  16. UINT32 D3D11GpuProgramCore::GlobalProgramId = 0;
  17. D3D11GpuProgramCore::D3D11GpuProgramCore(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  18. : GpuProgramCore(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. D3D11GpuProgramCore::~D3D11GpuProgramCore()
  24. {
  25. mMicrocode.clear();
  26. mInputDeclaration = nullptr;
  27. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuProgram);
  28. }
  29. void D3D11GpuProgramCore::initialize()
  30. {
  31. if (!isSupported())
  32. {
  33. mIsCompiled = false;
  34. mCompileError = "Specified program is not supported by the current render system.";
  35. GpuProgramCore::initialize();
  36. return;
  37. }
  38. D3D11RenderAPI* rapi = static_cast<D3D11RenderAPI*>(RenderAPICore::instancePtr());
  39. String hlslProfile = rapi->getCapabilities(0).gpuProgProfileToRSSpecificProfile(mProperties.getProfile());
  40. ID3DBlob* microcode = compileMicrocode(hlslProfile);
  41. if (microcode != nullptr)
  42. {
  43. mMicrocode.resize(microcode->GetBufferSize());
  44. memcpy(&mMicrocode[0], microcode->GetBufferPointer(), microcode->GetBufferSize());
  45. populateParametersAndConstants(microcode);
  46. loadFromMicrocode(rapi->getPrimaryDevice(), microcode);
  47. SAFE_RELEASE(microcode);
  48. }
  49. mProgramId = GlobalProgramId++;
  50. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuProgram);
  51. GpuProgramCore::initialize();
  52. }
  53. UINT32 D3D11GpuProgramCore::parseErrorMessage(const char* message)
  54. {
  55. if (message == nullptr)
  56. return 0;
  57. String pattern = R"(\(([0-9]*),.*\))";
  58. std::regex regex(pattern);
  59. std::cmatch results;
  60. if (std::regex_search(message, results, regex))
  61. {
  62. std::string result = results[1].str();
  63. return strtol(result.c_str(), nullptr, 10) - 1;
  64. }
  65. return 0;
  66. }
  67. ID3DBlob* D3D11GpuProgramCore::compileMicrocode(const String& profile)
  68. {
  69. UINT compileFlags = 0;
  70. #if defined(BS_DEBUG_MODE)
  71. compileFlags |= D3DCOMPILE_DEBUG;
  72. compileFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
  73. #endif
  74. compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
  75. if (mEnableBackwardsCompatibility)
  76. compileFlags |= D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
  77. ID3DBlob* microCode = nullptr;
  78. ID3DBlob* errors = nullptr;
  79. const String& source = mProperties.getSource();
  80. const String& entryPoint = mProperties.getEntryPoint();
  81. HRESULT hr = D3DCompile(
  82. source.c_str(), // [in] Pointer to the shader in memory.
  83. source.size(), // [in] Size of the shader in memory.
  84. nullptr, // [in] The name of the file that contains the shader code.
  85. nullptr, // [in] Optional. Pointer to a NULL-terminated array of macro definitions. See D3D_SHADER_MACRO. If not used, set this to NULL.
  86. 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.
  87. entryPoint.c_str(), // [in] Name of the shader-entrypoint function where shader execution begins.
  88. profile.c_str(),// [in] A string that specifies the shader model; can be any profile in shader model 4 or higher.
  89. compileFlags, // [in] Effect compile flags - no D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY at the first try...
  90. 0, // [in] Effect compile flags
  91. &microCode, // [out] A pointer to an ID3DBlob Interface which contains the compiled shader, as well as any embedded debug and symbol-table information.
  92. &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.
  93. );
  94. if (FAILED(hr))
  95. {
  96. const char* errorMessage = static_cast<const char*>(errors->GetBufferPointer());
  97. UINT32 errorLineIdx = parseErrorMessage(errorMessage);
  98. Vector<String> sourceLines = StringUtil::split(source, "\n");
  99. String sourceLine;
  100. if (errorLineIdx < sourceLines.size())
  101. sourceLine = sourceLines[errorLineIdx];
  102. mIsCompiled = false;
  103. mCompileError = "Cannot compile D3D11 high-level shader. Errors:\n" +
  104. String(errorMessage) + "\n" +
  105. "\n" +
  106. "Line " + toString(errorLineIdx) + ": " + sourceLine;
  107. SAFE_RELEASE(microCode);
  108. SAFE_RELEASE(errors);
  109. return nullptr;
  110. }
  111. else
  112. {
  113. mIsCompiled = true;
  114. mCompileError = "";
  115. SAFE_RELEASE(errors);
  116. return microCode;
  117. }
  118. }
  119. void D3D11GpuProgramCore::populateParametersAndConstants(ID3DBlob* microcode)
  120. {
  121. assert(microcode != nullptr);
  122. D3D11HLSLParamParser parser;
  123. if (mProperties.getType() == GPT_VERTEX_PROGRAM)
  124. {
  125. List<VertexElement> inputParams;
  126. parser.parse(microcode, mProperties.getType(), *mParametersDesc, &inputParams);
  127. mInputDeclaration = HardwareBufferCoreManager::instance().createVertexDeclaration(inputParams);
  128. }
  129. else
  130. {
  131. parser.parse(microcode, mProperties.getType(), *mParametersDesc, nullptr);
  132. }
  133. }
  134. D3D11GpuVertexProgramCore::D3D11GpuVertexProgramCore(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  135. : D3D11GpuProgramCore(desc, deviceMask), mVertexShader(nullptr)
  136. { }
  137. D3D11GpuVertexProgramCore::~D3D11GpuVertexProgramCore()
  138. {
  139. SAFE_RELEASE(mVertexShader);
  140. }
  141. void D3D11GpuVertexProgramCore::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  142. {
  143. HRESULT hr = device.getD3D11Device()->CreateVertexShader(
  144. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  145. device.getClassLinkage(), &mVertexShader);
  146. if (FAILED(hr) || device.hasError())
  147. {
  148. String errorDescription = device.getErrorDescription();
  149. BS_EXCEPT(RenderingAPIException,
  150. "Cannot create D3D11 vertex shader from microcode\nError Description:" + errorDescription);
  151. }
  152. }
  153. ID3D11VertexShader * D3D11GpuVertexProgramCore::getVertexShader() const
  154. {
  155. return mVertexShader;
  156. }
  157. D3D11GpuFragmentProgramCore::D3D11GpuFragmentProgramCore(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  158. : D3D11GpuProgramCore(desc, deviceMask), mPixelShader(nullptr)
  159. { }
  160. D3D11GpuFragmentProgramCore::~D3D11GpuFragmentProgramCore()
  161. {
  162. SAFE_RELEASE(mPixelShader);
  163. }
  164. void D3D11GpuFragmentProgramCore::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  165. {
  166. HRESULT hr = device.getD3D11Device()->CreatePixelShader(
  167. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  168. device.getClassLinkage(), &mPixelShader);
  169. if (FAILED(hr) || device.hasError())
  170. {
  171. String errorDescription = device.getErrorDescription();
  172. BS_EXCEPT(RenderingAPIException,
  173. "Cannot create D3D11 pixel shader from microcode.\nError Description:" + errorDescription);
  174. }
  175. }
  176. ID3D11PixelShader * D3D11GpuFragmentProgramCore::getPixelShader() const
  177. {
  178. return mPixelShader;
  179. }
  180. D3D11GpuGeometryProgramCore::D3D11GpuGeometryProgramCore(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  181. : D3D11GpuProgramCore(desc, deviceMask), mGeometryShader(nullptr)
  182. { }
  183. D3D11GpuGeometryProgramCore::~D3D11GpuGeometryProgramCore()
  184. {
  185. SAFE_RELEASE(mGeometryShader);
  186. }
  187. void D3D11GpuGeometryProgramCore::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  188. {
  189. HRESULT hr = device.getD3D11Device()->CreateGeometryShader(
  190. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  191. device.getClassLinkage(), &mGeometryShader);
  192. if (FAILED(hr) || device.hasError())
  193. {
  194. String errorDescription = device.getErrorDescription();
  195. BS_EXCEPT(RenderingAPIException,
  196. "Cannot create D3D11 geometry shader from microcode.\nError Description:" + errorDescription);
  197. }
  198. }
  199. ID3D11GeometryShader * D3D11GpuGeometryProgramCore::getGeometryShader() const
  200. {
  201. return mGeometryShader;
  202. }
  203. D3D11GpuDomainProgramCore::D3D11GpuDomainProgramCore(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  204. : D3D11GpuProgramCore(desc, deviceMask), mDomainShader(nullptr)
  205. { }
  206. D3D11GpuDomainProgramCore::~D3D11GpuDomainProgramCore()
  207. {
  208. SAFE_RELEASE(mDomainShader);
  209. }
  210. void D3D11GpuDomainProgramCore::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  211. {
  212. HRESULT hr = device.getD3D11Device()->CreateDomainShader(
  213. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  214. device.getClassLinkage(), &mDomainShader);
  215. if (FAILED(hr) || device.hasError())
  216. {
  217. String errorDescription = device.getErrorDescription();
  218. BS_EXCEPT(RenderingAPIException,
  219. "Cannot create D3D11 domain shader from microcode.\nError Description:" + errorDescription);
  220. }
  221. }
  222. ID3D11DomainShader * D3D11GpuDomainProgramCore::getDomainShader() const
  223. {
  224. return mDomainShader;
  225. }
  226. D3D11GpuHullProgramCore::D3D11GpuHullProgramCore(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  227. : D3D11GpuProgramCore(desc, deviceMask), mHullShader(nullptr)
  228. { }
  229. D3D11GpuHullProgramCore::~D3D11GpuHullProgramCore()
  230. {
  231. SAFE_RELEASE(mHullShader);
  232. }
  233. void D3D11GpuHullProgramCore::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  234. {
  235. // Create the shader
  236. HRESULT hr = device.getD3D11Device()->CreateHullShader(
  237. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  238. device.getClassLinkage(), &mHullShader);
  239. if (FAILED(hr) || device.hasError())
  240. {
  241. String errorDescription = device.getErrorDescription();
  242. BS_EXCEPT(RenderingAPIException,
  243. "Cannot create D3D11 hull shader from microcode.\nError Description:" + errorDescription);
  244. }
  245. }
  246. ID3D11HullShader* D3D11GpuHullProgramCore::getHullShader() const
  247. {
  248. return mHullShader;
  249. }
  250. D3D11GpuComputeProgramCore::D3D11GpuComputeProgramCore(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  251. : D3D11GpuProgramCore(desc, deviceMask), mComputeShader(nullptr)
  252. { }
  253. D3D11GpuComputeProgramCore::~D3D11GpuComputeProgramCore()
  254. {
  255. SAFE_RELEASE(mComputeShader);
  256. }
  257. void D3D11GpuComputeProgramCore::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  258. {
  259. HRESULT hr = device.getD3D11Device()->CreateComputeShader(
  260. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  261. device.getClassLinkage(), &mComputeShader);
  262. if (FAILED(hr) || device.hasError())
  263. {
  264. String errorDescription = device.getErrorDescription();
  265. BS_EXCEPT(RenderingAPIException,
  266. "Cannot create D3D11 compute shader from microcode.\nError Description:" + errorDescription);
  267. }
  268. }
  269. ID3D11ComputeShader* D3D11GpuComputeProgramCore::getComputeShader() const
  270. {
  271. return mComputeShader;
  272. }
  273. }