BsD3D9GpuProgram.cpp 8.7 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 "BsRenderStats.h"
  12. namespace BansheeEngine
  13. {
  14. D3D9GpuProgramCore::D3D9GpuProgramCore(const String& source, const String& entryPoint,
  15. GpuProgramType gptype, GpuProgramProfile profile)
  16. : GpuProgramCore(source, entryPoint, gptype, profile, false),
  17. mMicrocode(nullptr), mColumnMajorMatrices(false), mOptimisationLevel(OPT_DEFAULT)
  18. { }
  19. D3D9GpuProgramCore::~D3D9GpuProgramCore()
  20. { }
  21. void D3D9GpuProgramCore::initialize()
  22. {
  23. if (!isSupported())
  24. {
  25. mIsCompiled = false;
  26. mCompileError = "Specified program is not supported by the current render system.";
  27. GpuProgramCore::initialize();
  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(getProperties().getProfile());
  130. String parsedSource = D3D9EmulatedParamBlockParser::parse(getProperties().getSource(), mBlocks);
  131. // Compile & assemble into microcode
  132. HRESULT hr = D3DXCompileShader(
  133. parsedSource.c_str(),
  134. static_cast<UINT>(parsedSource.length()),
  135. pDefines,
  136. nullptr,
  137. getProperties().getEntryPoint().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. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuProgram);
  170. GpuProgramCore::initialize();
  171. }
  172. void D3D9GpuProgramCore::destroy()
  173. {
  174. SAFE_RELEASE(mMicrocode);
  175. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuProgram);
  176. GpuProgramCore::destroy();
  177. }
  178. D3D9GpuVertexProgramCore::D3D9GpuVertexProgramCore(const String& source, const String& entryPoint,
  179. GpuProgramProfile profile)
  180. : D3D9GpuProgramCore(source, entryPoint, GPT_VERTEX_PROGRAM, profile)
  181. {
  182. }
  183. D3D9GpuVertexProgramCore::~D3D9GpuVertexProgramCore()
  184. {
  185. }
  186. void D3D9GpuVertexProgramCore::destroy()
  187. {
  188. auto it = mMapDeviceToVertexShader.begin();
  189. while (it != mMapDeviceToVertexShader.end())
  190. {
  191. SAFE_RELEASE(it->second);
  192. ++it;
  193. }
  194. mMapDeviceToVertexShader.clear();
  195. D3D9GpuProgramCore::destroy();
  196. }
  197. void D3D9GpuVertexProgramCore::loadFromMicrocode(IDirect3DDevice9* d3d9Device, ID3DXBuffer* microcode)
  198. {
  199. auto it = mMapDeviceToVertexShader.find(d3d9Device);
  200. if (it != mMapDeviceToVertexShader.end())
  201. SAFE_RELEASE(it->second);
  202. // Create the shader
  203. IDirect3DVertexShader9* pVertexShader;
  204. HRESULT hr;
  205. hr = d3d9Device->CreateVertexShader(
  206. static_cast<DWORD*>(microcode->GetBufferPointer()),
  207. &pVertexShader);
  208. if (FAILED(hr))
  209. {
  210. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 vertex shader from microcode");
  211. }
  212. mMapDeviceToVertexShader[d3d9Device] = pVertexShader;
  213. }
  214. void D3D9GpuVertexProgramCore::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  215. {
  216. }
  217. void D3D9GpuVertexProgramCore::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  218. {
  219. auto it = mMapDeviceToVertexShader.find(d3d9Device);
  220. // Case shader found -> release it and erase from map.
  221. if (it != mMapDeviceToVertexShader.end())
  222. {
  223. SAFE_RELEASE(it->second);
  224. mMapDeviceToVertexShader.erase(it);
  225. }
  226. }
  227. IDirect3DVertexShader9* D3D9GpuVertexProgramCore::getVertexShader()
  228. {
  229. if (!isCompiled())
  230. return nullptr;
  231. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  232. auto it = mMapDeviceToVertexShader.find(d3d9Device);
  233. // Shader was not found -> load it.
  234. if (it == mMapDeviceToVertexShader.end())
  235. {
  236. loadFromMicrocode(d3d9Device, mMicrocode);
  237. it = mMapDeviceToVertexShader.find(d3d9Device);
  238. }
  239. return it->second;
  240. }
  241. D3D9GpuFragmentProgramCore::D3D9GpuFragmentProgramCore(const String& source, const String& entryPoint,
  242. GpuProgramProfile profile)
  243. : D3D9GpuProgramCore(source, entryPoint, GPT_FRAGMENT_PROGRAM, profile)
  244. {
  245. }
  246. D3D9GpuFragmentProgramCore::~D3D9GpuFragmentProgramCore()
  247. {
  248. }
  249. void D3D9GpuFragmentProgramCore::destroy()
  250. {
  251. auto it = mMapDeviceToPixelShader.begin();
  252. while (it != mMapDeviceToPixelShader.end())
  253. {
  254. SAFE_RELEASE(it->second);
  255. ++it;
  256. }
  257. mMapDeviceToPixelShader.clear();
  258. D3D9GpuProgramCore::destroy();
  259. }
  260. void D3D9GpuFragmentProgramCore::loadFromMicrocode(IDirect3DDevice9* d3d9Device, ID3DXBuffer* microcode)
  261. {
  262. auto it = mMapDeviceToPixelShader.find(d3d9Device);
  263. if (it != mMapDeviceToPixelShader.end())
  264. SAFE_RELEASE(it->second);
  265. // Create the shader
  266. IDirect3DPixelShader9* pPixelShader;
  267. HRESULT hr;
  268. hr = d3d9Device->CreatePixelShader(static_cast<DWORD*>(microcode->GetBufferPointer()), &pPixelShader);
  269. if (FAILED(hr))
  270. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 pixel shader from microcode.");
  271. mMapDeviceToPixelShader[d3d9Device] = pPixelShader;
  272. }
  273. void D3D9GpuFragmentProgramCore::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  274. {
  275. }
  276. void D3D9GpuFragmentProgramCore::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  277. {
  278. auto it = mMapDeviceToPixelShader.find(d3d9Device);
  279. // Case shader found -> release it and erase from map.
  280. if (it != mMapDeviceToPixelShader.end())
  281. {
  282. SAFE_RELEASE(it->second);
  283. mMapDeviceToPixelShader.erase(it);
  284. }
  285. }
  286. IDirect3DPixelShader9* D3D9GpuFragmentProgramCore::getPixelShader()
  287. {
  288. if (!isCompiled())
  289. return nullptr;
  290. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  291. auto it = mMapDeviceToPixelShader.find(d3d9Device);
  292. // Shader was not found -> load it.
  293. if (it == mMapDeviceToPixelShader.end())
  294. {
  295. loadFromMicrocode(d3d9Device, mMicrocode);
  296. it = mMapDeviceToPixelShader.find(d3d9Device);
  297. }
  298. return it->second;
  299. }
  300. }