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. // Compile & assemble into microcode
  131. HRESULT hr = D3DXCompileShader(
  132. mSource.c_str(),
  133. static_cast<UINT>(mSource.length()),
  134. pDefines,
  135. nullptr,
  136. mEntryPoint.c_str(),
  137. hlslProfile.c_str(),
  138. compileFlags,
  139. &mMicrocode,
  140. &errors,
  141. &constTable);
  142. if (FAILED(hr))
  143. {
  144. String message = "Cannot compile D3D9 high-level shader ";
  145. if (errors)
  146. {
  147. message += String(" Errors:\n") + static_cast<const char*>(errors->GetBufferPointer());
  148. errors->Release();
  149. }
  150. mIsCompiled = false;
  151. mCompileError = message;
  152. SAFE_RELEASE(mMicrocode);
  153. mMicrocode = nullptr;
  154. }
  155. else
  156. {
  157. for (UINT32 i = 0; i < D3D9RenderSystem::getResourceCreationDeviceCount(); ++i)
  158. {
  159. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getResourceCreationDevice(i);
  160. createInternalResources(d3d9Device);
  161. }
  162. D3D9HLSLParamParser paramParser(constTable);
  163. mParametersDesc = paramParser.buildParameterDescriptions();
  164. mIsCompiled = true;
  165. mCompileError = "";
  166. SAFE_RELEASE(constTable);
  167. }
  168. GpuProgram::initialize_internal();
  169. }
  170. void D3D9GpuProgram::destroy_internal()
  171. {
  172. SAFE_RELEASE(mMicrocode);
  173. GpuProgram::destroy_internal();
  174. }
  175. GpuParamsPtr D3D9GpuProgram::createParameters()
  176. {
  177. GpuParamsPtr params = bs_shared_ptr<GpuParams, PoolAlloc>(std::ref(mParametersDesc), mColumnMajorMatrices);
  178. return params;
  179. }
  180. void D3D9GpuProgram::createInternalResources(IDirect3DDevice9* d3d9Device)
  181. {
  182. loadFromMicrocode(d3d9Device, mMicrocode);
  183. }
  184. const String& D3D9GpuProgram::getLanguage() const
  185. {
  186. static const String language = "hlsl";
  187. return language;
  188. }
  189. /************************************************************************/
  190. /* SERIALIZATION */
  191. /************************************************************************/
  192. RTTITypeBase* D3D9GpuProgram::getRTTIStatic()
  193. {
  194. return D3D9GpuProgramRTTI::instance();
  195. }
  196. RTTITypeBase* D3D9GpuProgram::getRTTI() const
  197. {
  198. return D3D9GpuProgram::getRTTIStatic();
  199. }
  200. D3D9GpuVertexProgram::D3D9GpuVertexProgram(const String& source, const String& entryPoint,
  201. GpuProgramProfile profile, const Vector<HGpuProgInclude>* includes)
  202. : D3D9GpuProgram(source, entryPoint, GPT_VERTEX_PROGRAM, profile, includes)
  203. {
  204. }
  205. D3D9GpuVertexProgram::~D3D9GpuVertexProgram()
  206. {
  207. }
  208. void D3D9GpuVertexProgram::destroy_internal(void)
  209. {
  210. DeviceToVertexShaderIterator it = mMapDeviceToVertexShader.begin();
  211. while (it != mMapDeviceToVertexShader.end())
  212. {
  213. SAFE_RELEASE(it->second);
  214. ++it;
  215. }
  216. mMapDeviceToVertexShader.clear();
  217. D3D9GpuProgram::destroy_internal();
  218. }
  219. void D3D9GpuVertexProgram::loadFromMicrocode(IDirect3DDevice9* d3d9Device, ID3DXBuffer* microcode)
  220. {
  221. DeviceToVertexShaderIterator it = mMapDeviceToVertexShader.find(d3d9Device);
  222. if (it != mMapDeviceToVertexShader.end())
  223. SAFE_RELEASE(it->second);
  224. // Create the shader
  225. IDirect3DVertexShader9* pVertexShader;
  226. HRESULT hr;
  227. hr = d3d9Device->CreateVertexShader(
  228. static_cast<DWORD*>(microcode->GetBufferPointer()),
  229. &pVertexShader);
  230. if (FAILED(hr))
  231. {
  232. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 vertex shader from microcode");
  233. }
  234. mMapDeviceToVertexShader[d3d9Device] = pVertexShader;
  235. }
  236. void D3D9GpuVertexProgram::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  237. {
  238. }
  239. void D3D9GpuVertexProgram::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  240. {
  241. DeviceToVertexShaderIterator it;
  242. // Find the shader of this device.
  243. it = mMapDeviceToVertexShader.find(d3d9Device);
  244. // Case shader found -> release it and erase from map.
  245. if (it != mMapDeviceToVertexShader.end())
  246. {
  247. SAFE_RELEASE(it->second);
  248. mMapDeviceToVertexShader.erase(it);
  249. }
  250. }
  251. IDirect3DVertexShader9* D3D9GpuVertexProgram::getVertexShader()
  252. {
  253. if (!isCompiled())
  254. return nullptr;
  255. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  256. DeviceToVertexShaderIterator it;
  257. // Find the shader of this device.
  258. it = mMapDeviceToVertexShader.find(d3d9Device);
  259. // Shader was not found -> load it.
  260. if (it == mMapDeviceToVertexShader.end())
  261. {
  262. createInternalResources(d3d9Device);
  263. it = mMapDeviceToVertexShader.find(d3d9Device);
  264. }
  265. return it->second;
  266. }
  267. /************************************************************************/
  268. /* SERIALIZATION */
  269. /************************************************************************/
  270. RTTITypeBase* D3D9GpuVertexProgram::getRTTIStatic()
  271. {
  272. return D3D9GpuVertexProgramRTTI::instance();
  273. }
  274. RTTITypeBase* D3D9GpuVertexProgram::getRTTI() const
  275. {
  276. return D3D9GpuVertexProgram::getRTTIStatic();
  277. }
  278. D3D9GpuFragmentProgram::D3D9GpuFragmentProgram(const String& source, const String& entryPoint,
  279. GpuProgramProfile profile, const Vector<HGpuProgInclude>* includes)
  280. : D3D9GpuProgram(source, entryPoint, GPT_FRAGMENT_PROGRAM, profile, includes)
  281. {
  282. }
  283. D3D9GpuFragmentProgram::~D3D9GpuFragmentProgram()
  284. {
  285. }
  286. void D3D9GpuFragmentProgram::destroy_internal()
  287. {
  288. DeviceToPixelShaderIterator it = mMapDeviceToPixelShader.begin();
  289. while (it != mMapDeviceToPixelShader.end())
  290. {
  291. SAFE_RELEASE(it->second);
  292. ++it;
  293. }
  294. mMapDeviceToPixelShader.clear();
  295. D3D9GpuProgram::destroy_internal();
  296. }
  297. void D3D9GpuFragmentProgram::loadFromMicrocode(IDirect3DDevice9* d3d9Device, ID3DXBuffer* microcode)
  298. {
  299. DeviceToPixelShaderIterator it = mMapDeviceToPixelShader.find(d3d9Device);
  300. if (it != mMapDeviceToPixelShader.end())
  301. SAFE_RELEASE(it->second);
  302. // Create the shader
  303. IDirect3DPixelShader9* pPixelShader;
  304. HRESULT hr;
  305. hr = d3d9Device->CreatePixelShader(static_cast<DWORD*>(microcode->GetBufferPointer()), &pPixelShader);
  306. if (FAILED(hr))
  307. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 pixel shader from microcode.");
  308. mMapDeviceToPixelShader[d3d9Device] = pPixelShader;
  309. }
  310. void D3D9GpuFragmentProgram::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  311. {
  312. }
  313. void D3D9GpuFragmentProgram::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  314. {
  315. DeviceToPixelShaderIterator it;
  316. // Find the shader of this device.
  317. it = mMapDeviceToPixelShader.find(d3d9Device);
  318. // Case shader found -> release it and erase from map.
  319. if (it != mMapDeviceToPixelShader.end())
  320. {
  321. SAFE_RELEASE(it->second);
  322. mMapDeviceToPixelShader.erase(it);
  323. }
  324. }
  325. IDirect3DPixelShader9* D3D9GpuFragmentProgram::getPixelShader()
  326. {
  327. if (!isCompiled())
  328. return nullptr;
  329. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  330. DeviceToPixelShaderIterator it;
  331. // Find the shader of this device.
  332. it = mMapDeviceToPixelShader.find(d3d9Device);
  333. // Shader was not found -> load it.
  334. if (it == mMapDeviceToPixelShader.end())
  335. {
  336. createInternalResources(d3d9Device);
  337. it = mMapDeviceToPixelShader.find(d3d9Device);
  338. }
  339. return it->second;
  340. }
  341. /************************************************************************/
  342. /* SERIALIZATION */
  343. /************************************************************************/
  344. RTTITypeBase* D3D9GpuFragmentProgram::getRTTIStatic()
  345. {
  346. return D3D9GpuFragmentProgramRTTI::instance();
  347. }
  348. RTTITypeBase* D3D9GpuFragmentProgram::getRTTI() const
  349. {
  350. return D3D9GpuFragmentProgram::getRTTIStatic();
  351. }
  352. }