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- #include "CmD3D11HLSLProgram.h"
- #include "CmRenderSystemManager.h"
- #include "CmRenderSystem.h"
- #include "CmGpuProgramManager.h"
- #include "CmD3D11GpuProgram.h"
- #include "CmHardwareBufferManager.h"
- #include "CmHardwareConstantBuffer.h"
- #include "CmD3D11RenderSystem.h"
- #include "CmException.h"
- #include "CmDebug.h"
- namespace CamelotEngine
- {
- D3D11HLSLProgram::D3D11HLSLProgram(const String& source, const String& entryPoint, const String& language,
- GpuProgramType gptype, GpuProgramProfile profile, bool isAdjacencyInfoRequired)
- : HighLevelGpuProgram(source, entryPoint, language, gptype, profile, isAdjacencyInfoRequired),
- mColumnMajorMatrices(true), mEnableBackwardsCompatibility(false)
- {
- }
- D3D11HLSLProgram::~D3D11HLSLProgram()
- {
- unload_internal();
- }
- void D3D11HLSLProgram::loadFromSource()
- {
- ID3DBlob* microcode = compileMicrocode();
- mMicrocode.resize(microcode->GetBufferSize());
- memcpy(&mMicrocode[0], microcode->GetBufferPointer(), microcode->GetBufferSize());
- populateParametersAndConstants(microcode);
- createConstantBuffers();
- mAssemblerProgram = GpuProgramManager::instance().createProgram("", "", "", mType, GPP_NONE); // We load it from microcode, so none of this matters
- switch(mType)
- {
- case GPT_VERTEX_PROGRAM:
- {
- D3D11GpuVertexProgramPtr vertProgram = std::static_pointer_cast<D3D11GpuVertexProgram>(mAssemblerProgram);
- vertProgram->loadFromMicrocode(D3D11RenderSystem::getPrimaryDevice(), microcode);
- }
- break;
- case GPT_FRAGMENT_PROGRAM:
- {
- D3D11GpuFragmentProgramPtr fragProgram = std::static_pointer_cast<D3D11GpuFragmentProgram>(mAssemblerProgram);
- fragProgram->loadFromMicrocode(D3D11RenderSystem::getPrimaryDevice(), microcode);
- }
- break;
- case GPT_GEOMETRY_PROGRAM:
- {
- D3D11GpuGeometryProgramPtr geomProgram = std::static_pointer_cast<D3D11GpuGeometryProgram>(mAssemblerProgram);
- geomProgram->loadFromMicrocode(D3D11RenderSystem::getPrimaryDevice(), microcode);
- }
- break;
- case GPT_HULL_PROGRAM:
- {
- D3D11GpuHullProgramPtr hullProgram = std::static_pointer_cast<D3D11GpuHullProgram>(mAssemblerProgram);
- hullProgram->loadFromMicrocode(D3D11RenderSystem::getPrimaryDevice(), microcode);
- }
- break;
- case GPT_DOMAIN_PROGRAM:
- {
- D3D11GpuDomainProgramPtr domainProgram = std::static_pointer_cast<D3D11GpuDomainProgram>(mAssemblerProgram);
- domainProgram->loadFromMicrocode(D3D11RenderSystem::getPrimaryDevice(), microcode);
- }
- break;
- }
- SAFE_RELEASE(microcode);
- }
- void D3D11HLSLProgram::unload_internal()
- {
- mAssemblerProgram = nullptr;
- mShaderBuffers.clear();
- mInputParameters.clear();
- mOutputParameters.clear();
- mConstantBuffers.clear();
- mMicrocode.clear();
- }
- const String& D3D11HLSLProgram::getLanguage() const
- {
- static String name = "hlsl";
- return name;
- }
- bool D3D11HLSLProgram::isSupported() const
- {
- RenderSystem* rs = RenderSystemManager::getActive();
- return rs->getCapabilities_internal()->isShaderProfileSupported(getSyntaxCode()) && HighLevelGpuProgram::isSupported();
- }
- ID3DBlob* D3D11HLSLProgram::compileMicrocode()
- {
- // TODO - Preprocessor defines aren't supported
- UINT compileFlags = 0;
- #if defined(CM_DEBUG_MODE)
- compileFlags |= D3DCOMPILE_DEBUG;
- compileFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
- #endif
- if (mColumnMajorMatrices)
- compileFlags |= D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR;
- else
- compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
- if (mEnableBackwardsCompatibility)
- compileFlags |= D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
- ID3DBlob* microCode = nullptr;
- ID3DBlob* errors = nullptr;
- HRESULT hr = D3DCompile(
- mSource.c_str(), // [in] Pointer to the shader in memory.
- mSource.size(), // [in] Size of the shader in memory.
- nullptr, // [in] The name of the file that contains the shader code.
- nullptr, // [in] Optional. Pointer to a NULL-terminated array of macro definitions. See D3D_SHADER_MACRO. If not used, set this to NULL.
- 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.
- mEntryPoint.c_str(),// [in] Name of the shader-entrypoint function where shader execution begins.
- mSyntaxCode.c_str(),// [in] A string that specifies the shader model; can be any profile in shader model 4 or higher.
- compileFlags, // [in] Effect compile flags - no D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY at the first try...
- 0, // [in] Effect compile flags
- µCode, // [out] A pointer to an ID3DBlob Interface which contains the compiled shader, as well as any embedded debug and symbol-table information.
- &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.
- );
- if (FAILED(hr))
- {
- String message = "Cannot assemble D3D11 high-level shader. Errors:\n" +
- String(static_cast<const char*>(errors->GetBufferPointer()));
- SAFE_RELEASE(errors);
- CM_EXCEPT(RenderingAPIException, message);
- }
- SAFE_RELEASE(errors);
- return microCode;
- }
- void D3D11HLSLProgram::populateParametersAndConstants(ID3DBlob* microcode)
- {
- assert(microcode != nullptr);
- mShaderBuffers.clear();
- mInputParameters.clear();
- mOutputParameters.clear();
- const char* commentString = nullptr;
- ID3DBlob* pIDisassembly = nullptr;
- char* pDisassembly = nullptr;
- HRESULT hr = D3DDisassemble((UINT*)microcode->GetBufferPointer(),
- microcode->GetBufferSize(), D3D_DISASM_ENABLE_COLOR_CODE, commentString, &pIDisassembly);
- const char* assemblyCode = static_cast<const char*>(pIDisassembly->GetBufferPointer());
- if (FAILED(hr))
- CM_EXCEPT(RenderingAPIException, "Unable to disassemble shader.");
- ID3D11ShaderReflection* shaderReflection;
- hr = D3DReflect((void*)microcode->GetBufferPointer(), microcode->GetBufferSize(),
- IID_ID3D11ShaderReflection, (void**)&shaderReflection);
- if (FAILED(hr))
- CM_EXCEPT(RenderingAPIException, "Cannot reflect D3D11 high-level shader.");
- D3D11_SHADER_DESC shaderDesc;
- hr = shaderReflection->GetDesc(&shaderDesc);
- if (FAILED(hr))
- CM_EXCEPT(RenderingAPIException, "Cannot reflect D3D11 high-level shader.");
- mInputParameters.resize(shaderDesc.InputParameters);
- for (UINT32 i = 0; i < shaderDesc.InputParameters; i++)
- shaderReflection->GetInputParameterDesc(i, &(mInputParameters[i]));
- mOutputParameters.resize(shaderDesc.OutputParameters);
- for (UINT32 i = 0; i < shaderDesc.OutputParameters; i++)
- shaderReflection->GetOutputParameterDesc(i, &(mOutputParameters[i]));
- mShaderBuffers.resize(shaderDesc.ConstantBuffers);
- for(UINT32 i = 0; i < shaderDesc.ConstantBuffers; i++)
- {
- ID3D11ShaderReflectionConstantBuffer* shaderReflectionConstantBuffer;
- shaderReflectionConstantBuffer = shaderReflection->GetConstantBufferByIndex(i);
- populateConstantBufferParameters(shaderReflectionConstantBuffer);
- }
- shaderReflection->Release();
- }
- void D3D11HLSLProgram::buildConstantDefinitions() const
- {
- createParameterMappingStructures(true);
- for(auto shaderBufferIter = mShaderBuffers.begin(); shaderBufferIter != mShaderBuffers.end(); ++shaderBufferIter)
- {
- for(size_t i = 0; i < shaderBufferIter->variables.size(); i++)
- {
- const D3D11_SHADER_VARIABLE_DESC& variableDesc = shaderBufferIter->variables[i];
- const D3D11_SHADER_TYPE_DESC& variableType = shaderBufferIter->variableTypes[i];
- String name = variableDesc.Name;
- if (name.at(0) == '$')
- name.erase(name.begin());
- // Also trim the '[0]' suffix if it exists, we will add our own indexing later
- if (StringUtil::endsWith(name, "[0]", false))
- name.erase(name.size() - 3);
- UINT32 paramIndex = (UINT32)i;
- // TODO - Need to add support for more types. ESPECIALLY TEXTURES & STRUCTS!
- if(variableType.Type == D3D_SVT_FLOAT || variableType.Type == D3D_SVT_INT || variableType.Type == D3D_SVT_BOOL || variableType.Type == D3D_SVT_SAMPLER1D ||
- variableType.Type == D3D_SVT_SAMPLER2D || variableType.Type == D3D_SVT_SAMPLER3D || variableType.Type == D3D_SVT_SAMPLERCUBE)
- {
- GpuConstantDefinition def;
- def.logicalIndex = paramIndex;
- // populate type, array size & element size
- populateParameterDefinition(variableDesc, variableType, def);
- if(def.isSampler())
- {
- def.physicalIndex = variableDesc.StartSampler;
- CM_LOCK_MUTEX(mSamplerLogicalToPhysical->mutex)
- mSamplerLogicalToPhysical->map.insert(
- GpuLogicalIndexUseMap::value_type(paramIndex,
- GpuLogicalIndexUse(def.physicalIndex, def.arraySize, GPV_GLOBAL)));
- mSamplerLogicalToPhysical->bufferSize = std::max(mSamplerLogicalToPhysical->bufferSize, def.physicalIndex + def.arraySize);
- mConstantDefs->samplerCount = mSamplerLogicalToPhysical->bufferSize;
- }
- else
- {
- if (def.isFloat())
- {
- def.physicalIndex = variableDesc.StartOffset;
- CM_LOCK_MUTEX(mFloatLogicalToPhysical->mutex)
- mFloatLogicalToPhysical->map.insert(
- GpuLogicalIndexUseMap::value_type(paramIndex,
- GpuLogicalIndexUse(def.physicalIndex, def.arraySize * def.elementSize, GPV_GLOBAL)));
- mFloatLogicalToPhysical->bufferSize = std::max(mFloatLogicalToPhysical->bufferSize, def.physicalIndex + def.arraySize);
- mConstantDefs->floatBufferSize = mFloatLogicalToPhysical->bufferSize;
- }
- else
- {
- def.physicalIndex = variableDesc.StartOffset;
- CM_LOCK_MUTEX(mIntLogicalToPhysical->mutex)
- mIntLogicalToPhysical->map.insert(
- GpuLogicalIndexUseMap::value_type(paramIndex,
- GpuLogicalIndexUse(def.physicalIndex, def.arraySize * def.elementSize, GPV_GLOBAL)));
- mIntLogicalToPhysical->bufferSize = std::max(mIntLogicalToPhysical->bufferSize, def.physicalIndex + def.arraySize);
- mConstantDefs->intBufferSize = mIntLogicalToPhysical->bufferSize;
- }
- }
- mConstantDefs->map.insert(GpuConstantDefinitionMap::value_type(name, def));
- // Now deal with arrays
- mConstantDefs->generateConstantDefinitionArrayEntries(name, def);
- }
- }
- }
- }
- void D3D11HLSLProgram::populateConstantBufferParameters(ID3D11ShaderReflectionConstantBuffer* bufferReflection)
- {
- D3D11_SHADER_BUFFER_DESC constantBufferDesc;
- HRESULT hr = bufferReflection->GetDesc(&constantBufferDesc);
- if (FAILED(hr))
- CM_EXCEPT(RenderingAPIException, "Failed to retrieve HLSL constant buffer description.");
- if(constantBufferDesc.Type != D3D_CBUFFER_TYPE::D3D_CT_CBUFFER && constantBufferDesc.Type != D3D_CBUFFER_TYPE::D3D_CT_TBUFFER)
- {
- LOGDBG("D3D11 HLSL parsing: Unsupported constant buffer type, skipping. Type: " + toString(constantBufferDesc.Type));
- return;
- }
- mShaderBuffers.push_back(D3D11_ShaderBufferDesc());
- D3D11_ShaderBufferDesc& newShaderBufferDesc = *mShaderBuffers.end();
- for(UINT32 j = 0; j < constantBufferDesc.Variables; j++)
- {
- ID3D11ShaderReflectionVariable* varRef;
- varRef = bufferReflection->GetVariableByIndex(j);
- D3D11_SHADER_VARIABLE_DESC varDesc;
- HRESULT hr = varRef->GetDesc(&varDesc);
- if (FAILED(hr))
- CM_EXCEPT(RenderingAPIException, "Failed to retrieve HLSL constant buffer variable description.");
- ID3D11ShaderReflectionType* varRefType;
- varRefType = varRef->GetType();
- D3D11_SHADER_TYPE_DESC varTypeDesc;
- varRefType->GetDesc(&varTypeDesc);
- switch(varTypeDesc.Type)
- {
- case D3D_SVT_FLOAT:
- case D3D_SVT_INT:
- case D3D_SVT_SAMPLER1D:
- case D3D_SVT_SAMPLER2D:
- case D3D_SVT_SAMPLER3D:
- case D3D_SVT_SAMPLERCUBE: // TODO - Need to add support for other types!
- newShaderBufferDesc.variables.push_back(varDesc);
- newShaderBufferDesc.variableTypes.push_back(varTypeDesc);
- default:
- CM_EXCEPT(RenderingAPIException, "Unsupported shader variable type!");
- }
- }
- }
- void D3D11HLSLProgram::populateParameterDefinition(const D3D11_SHADER_VARIABLE_DESC& paramDesc, const D3D11_SHADER_TYPE_DESC& paramType, GpuConstantDefinition& def) const
- {
- def.arraySize = paramType.Elements + 1;
- switch(paramType.Type)
- {
- case D3D_SVT_SAMPLER1D:
- def.constType = GCT_SAMPLER1D;
- def.elementSize = paramDesc.SamplerSize / def.arraySize;
- break;
- case D3D_SVT_SAMPLER2D:
- CM_EXCEPT(NotImplementedException, "Break here because I want to check what is the elementSize of the sampler. It has to be 1.");
- def.constType = GCT_SAMPLER2D;
- def.elementSize = paramDesc.SamplerSize / def.arraySize;
- break;
- case D3D_SVT_SAMPLER3D:
- def.constType = GCT_SAMPLER3D;
- def.elementSize = paramDesc.SamplerSize / def.arraySize;
- break;
- case D3D_SVT_SAMPLERCUBE:
- def.constType = GCT_SAMPLERCUBE;
- def.elementSize = paramDesc.SamplerSize / def.arraySize;
- break;
- case D3D_SVT_INT:
- switch(paramType.Columns)
- {
- case 1:
- def.constType = GCT_INT1;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 2:
- def.constType = GCT_INT2;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 3:
- def.constType = GCT_INT3;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 4:
- def.constType = GCT_INT4;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- } // columns
- break;
- case D3D_SVT_FLOAT:
- CM_EXCEPT(NotImplementedException, "Break here because I want to check if paramDesc.Size is size per element or total size of the array.");
- switch(paramType.Rows)
- {
- case 1:
- switch(paramType.Columns)
- {
- case 1:
- def.constType = GCT_FLOAT1;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 2:
- def.constType = GCT_FLOAT2;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 3:
- def.constType = GCT_FLOAT3;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 4:
- def.constType = GCT_FLOAT4;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- } // columns
- break;
- case 2:
- switch(paramType.Columns)
- {
- case 2:
- def.constType = GCT_MATRIX_2X2;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 3:
- def.constType = GCT_MATRIX_2X3;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 4:
- def.constType = GCT_MATRIX_2X4;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- } // columns
- break;
- case 3:
- switch(paramType.Columns)
- {
- case 2:
- def.constType = GCT_MATRIX_3X2;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 3:
- def.constType = GCT_MATRIX_3X3;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 4:
- def.constType = GCT_MATRIX_3X4;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- } // columns
- break;
- case 4:
- switch(paramType.Columns)
- {
- case 2:
- def.constType = GCT_MATRIX_4X2;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 3:
- def.constType = GCT_MATRIX_4X3;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- case 4:
- def.constType = GCT_MATRIX_4X4;
- def.elementSize = paramDesc.Size / def.arraySize;
- break;
- } // columns
- break;
- } // rows
- break;
- default:
- break;
- };
- }
- void D3D11HLSLProgram::createConstantBuffers()
- {
- mConstantBuffers.clear();
- for(auto shaderBufferIter = mShaderBuffers.begin(); shaderBufferIter != mShaderBuffers.end(); ++shaderBufferIter)
- {
- HardwareConstantBufferPtr constantBuffer = HardwareBufferManager::instance().createConstantBuffer(shaderBufferIter->desc.Size, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY);
- mConstantBuffers.push_back(constantBuffer);
- }
- }
- }
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