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 "Error/BsException.h"
  6. #include "Debug/BsDebug.h"
  7. #include "RenderAPI/BsGpuParams.h"
  8. #include "BsD3D11RenderAPI.h"
  9. #include "Managers/BsGpuProgramManager.h"
  10. #include "Managers/BsHardwareBufferManager.h"
  11. #include "BsD3D11HLSLParamParser.h"
  12. #include "Profiling/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* messages = nullptr;
  100. const String& source = mProperties.getSource();
  101. const String& entryPoint = mProperties.getEntryPoint();
  102. const D3D_SHADER_MACRO defines[] =
  103. {
  104. { "HLSL", "1" },
  105. { nullptr, nullptr }
  106. };
  107. HRESULT hr = D3DCompile(
  108. source.c_str(), // [in] Pointer to the shader in memory.
  109. source.size(), // [in] Size of the shader in memory.
  110. nullptr, // [in] The name of the file that contains the shader code.
  111. defines, // [in] Optional. Pointer to a NULL-terminated array of macro definitions. See D3D_SHADER_MACRO. If not used, set this to NULL.
  112. 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.
  113. entryPoint.c_str(), // [in] Name of the shader-entrypoint function where shader execution begins.
  114. profile.c_str(),// [in] A string that specifies the shader model; can be any profile in shader model 4 or higher.
  115. compileFlags, // [in] Effect compile flags - no D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY at the first try...
  116. 0, // [in] Effect compile flags
  117. &microCode, // [out] A pointer to an ID3DBlob Interface which contains the compiled shader, as well as any embedded debug and symbol-table information.
  118. &messages // [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.
  119. );
  120. if (messages != nullptr)
  121. {
  122. const char* message = static_cast<const char*>(messages->GetBufferPointer());
  123. UINT32 lineIdx = parseErrorMessage(message);
  124. Vector<String> sourceLines = StringUtil::split(source, "\n");
  125. String sourceLine;
  126. if (lineIdx < sourceLines.size())
  127. sourceLine = sourceLines[lineIdx];
  128. mCompileError =
  129. String(message) + "\n" +
  130. "\n" +
  131. "Line " + toString(lineIdx) + ": " + sourceLine;
  132. SAFE_RELEASE(messages);
  133. }
  134. else
  135. mCompileError = "";
  136. if (FAILED(hr))
  137. {
  138. mIsCompiled = false;
  139. mCompileError = "Cannot compile D3D11 high-level shader. Errors:\n" + mCompileError;
  140. SAFE_RELEASE(microCode);
  141. return nullptr;
  142. }
  143. else
  144. {
  145. mIsCompiled = true;
  146. return microCode;
  147. }
  148. }
  149. void D3D11GpuProgram::populateParametersAndConstants(ID3DBlob* microcode)
  150. {
  151. assert(microcode != nullptr);
  152. D3D11HLSLParamParser parser;
  153. if (mProperties.getType() == GPT_VERTEX_PROGRAM)
  154. {
  155. List<VertexElement> inputParams;
  156. parser.parse(microcode, mProperties.getType(), *mParametersDesc, &inputParams);
  157. mInputDeclaration = HardwareBufferManager::instance().createVertexDeclaration(inputParams);
  158. }
  159. else
  160. {
  161. parser.parse(microcode, mProperties.getType(), *mParametersDesc, nullptr);
  162. }
  163. }
  164. D3D11GpuVertexProgram::D3D11GpuVertexProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  165. : D3D11GpuProgram(desc, deviceMask), mVertexShader(nullptr)
  166. { }
  167. D3D11GpuVertexProgram::~D3D11GpuVertexProgram()
  168. {
  169. SAFE_RELEASE(mVertexShader);
  170. }
  171. void D3D11GpuVertexProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  172. {
  173. HRESULT hr = device.getD3D11Device()->CreateVertexShader(
  174. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  175. device.getClassLinkage(), &mVertexShader);
  176. if (FAILED(hr) || device.hasError())
  177. {
  178. String errorDescription = device.getErrorDescription();
  179. BS_EXCEPT(RenderingAPIException,
  180. "Cannot create D3D11 vertex shader from microcode\nError Description:" + errorDescription);
  181. }
  182. }
  183. ID3D11VertexShader * D3D11GpuVertexProgram::getVertexShader() const
  184. {
  185. return mVertexShader;
  186. }
  187. D3D11GpuFragmentProgram::D3D11GpuFragmentProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  188. : D3D11GpuProgram(desc, deviceMask), mPixelShader(nullptr)
  189. { }
  190. D3D11GpuFragmentProgram::~D3D11GpuFragmentProgram()
  191. {
  192. SAFE_RELEASE(mPixelShader);
  193. }
  194. void D3D11GpuFragmentProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  195. {
  196. HRESULT hr = device.getD3D11Device()->CreatePixelShader(
  197. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  198. device.getClassLinkage(), &mPixelShader);
  199. if (FAILED(hr) || device.hasError())
  200. {
  201. String errorDescription = device.getErrorDescription();
  202. BS_EXCEPT(RenderingAPIException,
  203. "Cannot create D3D11 pixel shader from microcode.\nError Description:" + errorDescription);
  204. }
  205. }
  206. ID3D11PixelShader * D3D11GpuFragmentProgram::getPixelShader() const
  207. {
  208. return mPixelShader;
  209. }
  210. D3D11GpuGeometryProgram::D3D11GpuGeometryProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  211. : D3D11GpuProgram(desc, deviceMask), mGeometryShader(nullptr)
  212. { }
  213. D3D11GpuGeometryProgram::~D3D11GpuGeometryProgram()
  214. {
  215. SAFE_RELEASE(mGeometryShader);
  216. }
  217. void D3D11GpuGeometryProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  218. {
  219. HRESULT hr = device.getD3D11Device()->CreateGeometryShader(
  220. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  221. device.getClassLinkage(), &mGeometryShader);
  222. if (FAILED(hr) || device.hasError())
  223. {
  224. String errorDescription = device.getErrorDescription();
  225. BS_EXCEPT(RenderingAPIException,
  226. "Cannot create D3D11 geometry shader from microcode.\nError Description:" + errorDescription);
  227. }
  228. }
  229. ID3D11GeometryShader * D3D11GpuGeometryProgram::getGeometryShader() const
  230. {
  231. return mGeometryShader;
  232. }
  233. D3D11GpuDomainProgram::D3D11GpuDomainProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  234. : D3D11GpuProgram(desc, deviceMask), mDomainShader(nullptr)
  235. { }
  236. D3D11GpuDomainProgram::~D3D11GpuDomainProgram()
  237. {
  238. SAFE_RELEASE(mDomainShader);
  239. }
  240. void D3D11GpuDomainProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  241. {
  242. HRESULT hr = device.getD3D11Device()->CreateDomainShader(
  243. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  244. device.getClassLinkage(), &mDomainShader);
  245. if (FAILED(hr) || device.hasError())
  246. {
  247. String errorDescription = device.getErrorDescription();
  248. BS_EXCEPT(RenderingAPIException,
  249. "Cannot create D3D11 domain shader from microcode.\nError Description:" + errorDescription);
  250. }
  251. }
  252. ID3D11DomainShader * D3D11GpuDomainProgram::getDomainShader() const
  253. {
  254. return mDomainShader;
  255. }
  256. D3D11GpuHullProgram::D3D11GpuHullProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  257. : D3D11GpuProgram(desc, deviceMask), mHullShader(nullptr)
  258. { }
  259. D3D11GpuHullProgram::~D3D11GpuHullProgram()
  260. {
  261. SAFE_RELEASE(mHullShader);
  262. }
  263. void D3D11GpuHullProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  264. {
  265. // Create the shader
  266. HRESULT hr = device.getD3D11Device()->CreateHullShader(
  267. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  268. device.getClassLinkage(), &mHullShader);
  269. if (FAILED(hr) || device.hasError())
  270. {
  271. String errorDescription = device.getErrorDescription();
  272. BS_EXCEPT(RenderingAPIException,
  273. "Cannot create D3D11 hull shader from microcode.\nError Description:" + errorDescription);
  274. }
  275. }
  276. ID3D11HullShader* D3D11GpuHullProgram::getHullShader() const
  277. {
  278. return mHullShader;
  279. }
  280. D3D11GpuComputeProgram::D3D11GpuComputeProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  281. : D3D11GpuProgram(desc, deviceMask), mComputeShader(nullptr)
  282. { }
  283. D3D11GpuComputeProgram::~D3D11GpuComputeProgram()
  284. {
  285. SAFE_RELEASE(mComputeShader);
  286. }
  287. void D3D11GpuComputeProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  288. {
  289. HRESULT hr = device.getD3D11Device()->CreateComputeShader(
  290. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  291. device.getClassLinkage(), &mComputeShader);
  292. if (FAILED(hr) || device.hasError())
  293. {
  294. String errorDescription = device.getErrorDescription();
  295. BS_EXCEPT(RenderingAPIException,
  296. "Cannot create D3D11 compute shader from microcode.\nError Description:" + errorDescription);
  297. }
  298. }
  299. ID3D11ComputeShader* D3D11GpuComputeProgram::getComputeShader() const
  300. {
  301. return mComputeShader;
  302. }
  303. }}