BsD3D9GpuProgram.cpp 10 KB

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  1. #include "BsD3D9GpuProgram.h"
  2. #include "BsMatrix4.h"
  3. #include "BsException.h"
  4. #include "BsD3D9Mappings.h"
  5. #include "BsD3D9RenderSystem.h"
  6. #include "BsD3D9ResourceManager.h"
  7. #include "BsGpuParams.h"
  8. #include "BsAsyncOp.h"
  9. #include "BsGpuProgramManager.h"
  10. #include "BsD3D9HLSLParamParser.h"
  11. #include "BsD3D9GpuProgramRTTI.h"
  12. namespace BansheeEngine
  13. {
  14. D3D9GpuProgram::D3D9GpuProgram(const String& source, const String& entryPoint,
  15. GpuProgramType gptype, GpuProgramProfile profile, const Vector<HGpuProgInclude>* includes)
  16. : GpuProgram(source, entryPoint, gptype, profile, includes, false),
  17. mMicrocode(nullptr), mColumnMajorMatrices(false), mOptimisationLevel(OPT_DEFAULT)
  18. { }
  19. D3D9GpuProgram::~D3D9GpuProgram()
  20. { }
  21. void D3D9GpuProgram::initialize_internal()
  22. {
  23. if (!isSupported())
  24. {
  25. mIsCompiled = false;
  26. mCompileError = "Specified program is not supported by the current render system.";
  27. GpuProgram::initialize_internal();
  28. return;
  29. }
  30. // Populate preprocessor defines
  31. String stringBuffer;
  32. Vector<D3DXMACRO> defines;
  33. const D3DXMACRO* pDefines = 0;
  34. if (!mPreprocessorDefines.empty())
  35. {
  36. stringBuffer = mPreprocessorDefines;
  37. // Split preprocessor defines and build up macro array
  38. D3DXMACRO macro;
  39. String::size_type pos = 0;
  40. while (pos != String::npos)
  41. {
  42. macro.Name = &stringBuffer[pos];
  43. macro.Definition = 0;
  44. String::size_type start_pos = pos;
  45. // Find delims
  46. pos = stringBuffer.find_first_of(";,=", pos);
  47. if (start_pos == pos)
  48. {
  49. if (pos == stringBuffer.length())
  50. {
  51. break;
  52. }
  53. pos++;
  54. continue;
  55. }
  56. if (pos != String::npos)
  57. {
  58. // Check definition part
  59. if (stringBuffer[pos] == '=')
  60. {
  61. // Setup null character for macro name
  62. stringBuffer[pos++] = '\0';
  63. macro.Definition = &stringBuffer[pos];
  64. pos = stringBuffer.find_first_of(";,", pos);
  65. }
  66. else
  67. {
  68. // No definition part, define as "1"
  69. macro.Definition = "1";
  70. }
  71. if (pos != String::npos)
  72. {
  73. // Setup null character for macro name or definition
  74. stringBuffer[pos++] = '\0';
  75. }
  76. }
  77. else
  78. {
  79. macro.Definition = "1";
  80. }
  81. if (strlen(macro.Name) > 0)
  82. {
  83. defines.push_back(macro);
  84. }
  85. else
  86. {
  87. break;
  88. }
  89. }
  90. // Add NULL terminator
  91. macro.Name = 0;
  92. macro.Definition = 0;
  93. defines.push_back(macro);
  94. pDefines = &defines[0];
  95. }
  96. // Populate compile flags
  97. DWORD compileFlags = 0;
  98. if (mColumnMajorMatrices)
  99. compileFlags |= D3DXSHADER_PACKMATRIX_COLUMNMAJOR;
  100. else
  101. compileFlags |= D3DXSHADER_PACKMATRIX_ROWMAJOR;
  102. #if BS_DEBUG_MODE
  103. compileFlags |= D3DXSHADER_DEBUG;
  104. #endif
  105. switch (mOptimisationLevel)
  106. {
  107. case OPT_DEFAULT:
  108. compileFlags |= D3DXSHADER_OPTIMIZATION_LEVEL1;
  109. break;
  110. case OPT_NONE:
  111. compileFlags |= D3DXSHADER_SKIPOPTIMIZATION;
  112. break;
  113. case OPT_0:
  114. compileFlags |= D3DXSHADER_OPTIMIZATION_LEVEL0;
  115. break;
  116. case OPT_1:
  117. compileFlags |= D3DXSHADER_OPTIMIZATION_LEVEL1;
  118. break;
  119. case OPT_2:
  120. compileFlags |= D3DXSHADER_OPTIMIZATION_LEVEL2;
  121. break;
  122. case OPT_3:
  123. compileFlags |= D3DXSHADER_OPTIMIZATION_LEVEL3;
  124. break;
  125. }
  126. LPD3DXBUFFER errors = 0;
  127. // include handler
  128. LPD3DXCONSTANTTABLE constTable;
  129. String hlslProfile = D3D9RenderSystem::instance().getCapabilities()->gpuProgProfileToRSSpecificProfile(mProfile);
  130. mSource = D3D9EmulatedParamBlockParser::parse(mSource, mBlocks);
  131. // Compile & assemble into microcode
  132. HRESULT hr = D3DXCompileShader(
  133. mSource.c_str(),
  134. static_cast<UINT>(mSource.length()),
  135. pDefines,
  136. nullptr,
  137. mEntryPoint.c_str(),
  138. hlslProfile.c_str(),
  139. compileFlags,
  140. &mMicrocode,
  141. &errors,
  142. &constTable);
  143. if (FAILED(hr))
  144. {
  145. String message = "Cannot compile D3D9 high-level shader ";
  146. if (errors)
  147. {
  148. message += String(" Errors:\n") + static_cast<const char*>(errors->GetBufferPointer());
  149. errors->Release();
  150. }
  151. mIsCompiled = false;
  152. mCompileError = message;
  153. SAFE_RELEASE(mMicrocode);
  154. mMicrocode = nullptr;
  155. }
  156. else
  157. {
  158. for (UINT32 i = 0; i < D3D9RenderSystem::getResourceCreationDeviceCount(); ++i)
  159. {
  160. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getResourceCreationDevice(i);
  161. loadFromMicrocode(d3d9Device, mMicrocode);
  162. }
  163. D3D9HLSLParamParser paramParser(constTable, mBlocks);
  164. mParametersDesc = paramParser.buildParameterDescriptions();
  165. mIsCompiled = true;
  166. mCompileError = "";
  167. SAFE_RELEASE(constTable);
  168. }
  169. GpuProgram::initialize_internal();
  170. }
  171. void D3D9GpuProgram::destroy_internal()
  172. {
  173. SAFE_RELEASE(mMicrocode);
  174. GpuProgram::destroy_internal();
  175. }
  176. GpuParamsPtr D3D9GpuProgram::createParameters()
  177. {
  178. GpuParamsPtr params = bs_shared_ptr<GpuParams, PoolAlloc>(std::ref(mParametersDesc), mColumnMajorMatrices);
  179. return params;
  180. }
  181. const String& D3D9GpuProgram::getLanguage() const
  182. {
  183. static const String language = "hlsl";
  184. return language;
  185. }
  186. /************************************************************************/
  187. /* SERIALIZATION */
  188. /************************************************************************/
  189. RTTITypeBase* D3D9GpuProgram::getRTTIStatic()
  190. {
  191. return D3D9GpuProgramRTTI::instance();
  192. }
  193. RTTITypeBase* D3D9GpuProgram::getRTTI() const
  194. {
  195. return D3D9GpuProgram::getRTTIStatic();
  196. }
  197. D3D9GpuVertexProgram::D3D9GpuVertexProgram(const String& source, const String& entryPoint,
  198. GpuProgramProfile profile, const Vector<HGpuProgInclude>* includes)
  199. : D3D9GpuProgram(source, entryPoint, GPT_VERTEX_PROGRAM, profile, includes)
  200. {
  201. }
  202. D3D9GpuVertexProgram::~D3D9GpuVertexProgram()
  203. {
  204. }
  205. void D3D9GpuVertexProgram::destroy_internal(void)
  206. {
  207. auto it = mMapDeviceToVertexShader.begin();
  208. while (it != mMapDeviceToVertexShader.end())
  209. {
  210. SAFE_RELEASE(it->second);
  211. ++it;
  212. }
  213. mMapDeviceToVertexShader.clear();
  214. D3D9GpuProgram::destroy_internal();
  215. }
  216. void D3D9GpuVertexProgram::loadFromMicrocode(IDirect3DDevice9* d3d9Device, ID3DXBuffer* microcode)
  217. {
  218. auto it = mMapDeviceToVertexShader.find(d3d9Device);
  219. if (it != mMapDeviceToVertexShader.end())
  220. SAFE_RELEASE(it->second);
  221. // Create the shader
  222. IDirect3DVertexShader9* pVertexShader;
  223. HRESULT hr;
  224. hr = d3d9Device->CreateVertexShader(
  225. static_cast<DWORD*>(microcode->GetBufferPointer()),
  226. &pVertexShader);
  227. if (FAILED(hr))
  228. {
  229. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 vertex shader from microcode");
  230. }
  231. mMapDeviceToVertexShader[d3d9Device] = pVertexShader;
  232. }
  233. void D3D9GpuVertexProgram::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  234. {
  235. }
  236. void D3D9GpuVertexProgram::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  237. {
  238. auto it;
  239. // Find the shader of this device.
  240. it = mMapDeviceToVertexShader.find(d3d9Device);
  241. // Case shader found -> release it and erase from map.
  242. if (it != mMapDeviceToVertexShader.end())
  243. {
  244. SAFE_RELEASE(it->second);
  245. mMapDeviceToVertexShader.erase(it);
  246. }
  247. }
  248. IDirect3DVertexShader9* D3D9GpuVertexProgram::getVertexShader()
  249. {
  250. if (!isCompiled())
  251. return nullptr;
  252. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  253. auto it;
  254. // Find the shader of this device.
  255. it = mMapDeviceToVertexShader.find(d3d9Device);
  256. // Shader was not found -> load it.
  257. if (it == mMapDeviceToVertexShader.end())
  258. {
  259. loadFromMicrocode(d3d9Device, mMicrocode);
  260. it = mMapDeviceToVertexShader.find(d3d9Device);
  261. }
  262. return it->second;
  263. }
  264. /************************************************************************/
  265. /* SERIALIZATION */
  266. /************************************************************************/
  267. RTTITypeBase* D3D9GpuVertexProgram::getRTTIStatic()
  268. {
  269. return D3D9GpuVertexProgramRTTI::instance();
  270. }
  271. RTTITypeBase* D3D9GpuVertexProgram::getRTTI() const
  272. {
  273. return D3D9GpuVertexProgram::getRTTIStatic();
  274. }
  275. D3D9GpuFragmentProgram::D3D9GpuFragmentProgram(const String& source, const String& entryPoint,
  276. GpuProgramProfile profile, const Vector<HGpuProgInclude>* includes)
  277. : D3D9GpuProgram(source, entryPoint, GPT_FRAGMENT_PROGRAM, profile, includes)
  278. {
  279. }
  280. D3D9GpuFragmentProgram::~D3D9GpuFragmentProgram()
  281. {
  282. }
  283. void D3D9GpuFragmentProgram::destroy_internal()
  284. {
  285. auto it = mMapDeviceToPixelShader.begin();
  286. while (it != mMapDeviceToPixelShader.end())
  287. {
  288. SAFE_RELEASE(it->second);
  289. ++it;
  290. }
  291. mMapDeviceToPixelShader.clear();
  292. D3D9GpuProgram::destroy_internal();
  293. }
  294. void D3D9GpuFragmentProgram::loadFromMicrocode(IDirect3DDevice9* d3d9Device, ID3DXBuffer* microcode)
  295. {
  296. auto it = mMapDeviceToPixelShader.find(d3d9Device);
  297. if (it != mMapDeviceToPixelShader.end())
  298. SAFE_RELEASE(it->second);
  299. // Create the shader
  300. IDirect3DPixelShader9* pPixelShader;
  301. HRESULT hr;
  302. hr = d3d9Device->CreatePixelShader(static_cast<DWORD*>(microcode->GetBufferPointer()), &pPixelShader);
  303. if (FAILED(hr))
  304. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 pixel shader from microcode.");
  305. mMapDeviceToPixelShader[d3d9Device] = pPixelShader;
  306. }
  307. void D3D9GpuFragmentProgram::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  308. {
  309. }
  310. void D3D9GpuFragmentProgram::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  311. {
  312. auto it;
  313. // Find the shader of this device.
  314. it = mMapDeviceToPixelShader.find(d3d9Device);
  315. // Case shader found -> release it and erase from map.
  316. if (it != mMapDeviceToPixelShader.end())
  317. {
  318. SAFE_RELEASE(it->second);
  319. mMapDeviceToPixelShader.erase(it);
  320. }
  321. }
  322. IDirect3DPixelShader9* D3D9GpuFragmentProgram::getPixelShader()
  323. {
  324. if (!isCompiled())
  325. return nullptr;
  326. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  327. auto it;
  328. // Find the shader of this device.
  329. it = mMapDeviceToPixelShader.find(d3d9Device);
  330. // Shader was not found -> load it.
  331. if (it == mMapDeviceToPixelShader.end())
  332. {
  333. loadFromMicrocode(d3d9Device, mMicrocode);
  334. it = mMapDeviceToPixelShader.find(d3d9Device);
  335. }
  336. return it->second;
  337. }
  338. /************************************************************************/
  339. /* SERIALIZATION */
  340. /************************************************************************/
  341. RTTITypeBase* D3D9GpuFragmentProgram::getRTTIStatic()
  342. {
  343. return D3D9GpuFragmentProgramRTTI::instance();
  344. }
  345. RTTITypeBase* D3D9GpuFragmentProgram::getRTTI() const
  346. {
  347. return D3D9GpuFragmentProgram::getRTTIStatic();
  348. }
  349. }