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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* errors = 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. &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.
  119. );
  120. if (FAILED(hr))
  121. {
  122. const char* errorMessage = static_cast<const char*>(errors->GetBufferPointer());
  123. UINT32 errorLineIdx = parseErrorMessage(errorMessage);
  124. Vector<String> sourceLines = StringUtil::split(source, "\n");
  125. String sourceLine;
  126. if (errorLineIdx < sourceLines.size())
  127. sourceLine = sourceLines[errorLineIdx];
  128. mIsCompiled = false;
  129. mCompileError = "Cannot compile D3D11 high-level shader. Errors:\n" +
  130. String(errorMessage) + "\n" +
  131. "\n" +
  132. "Line " + toString(errorLineIdx) + ": " + sourceLine;
  133. SAFE_RELEASE(microCode);
  134. SAFE_RELEASE(errors);
  135. return nullptr;
  136. }
  137. else
  138. {
  139. mIsCompiled = true;
  140. mCompileError = "";
  141. SAFE_RELEASE(errors);
  142. return microCode;
  143. }
  144. }
  145. void D3D11GpuProgram::populateParametersAndConstants(ID3DBlob* microcode)
  146. {
  147. assert(microcode != nullptr);
  148. D3D11HLSLParamParser parser;
  149. if (mProperties.getType() == GPT_VERTEX_PROGRAM)
  150. {
  151. List<VertexElement> inputParams;
  152. parser.parse(microcode, mProperties.getType(), *mParametersDesc, &inputParams);
  153. mInputDeclaration = HardwareBufferManager::instance().createVertexDeclaration(inputParams);
  154. }
  155. else
  156. {
  157. parser.parse(microcode, mProperties.getType(), *mParametersDesc, nullptr);
  158. }
  159. }
  160. D3D11GpuVertexProgram::D3D11GpuVertexProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  161. : D3D11GpuProgram(desc, deviceMask), mVertexShader(nullptr)
  162. { }
  163. D3D11GpuVertexProgram::~D3D11GpuVertexProgram()
  164. {
  165. SAFE_RELEASE(mVertexShader);
  166. }
  167. void D3D11GpuVertexProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  168. {
  169. HRESULT hr = device.getD3D11Device()->CreateVertexShader(
  170. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  171. device.getClassLinkage(), &mVertexShader);
  172. if (FAILED(hr) || device.hasError())
  173. {
  174. String errorDescription = device.getErrorDescription();
  175. BS_EXCEPT(RenderingAPIException,
  176. "Cannot create D3D11 vertex shader from microcode\nError Description:" + errorDescription);
  177. }
  178. }
  179. ID3D11VertexShader * D3D11GpuVertexProgram::getVertexShader() const
  180. {
  181. return mVertexShader;
  182. }
  183. D3D11GpuFragmentProgram::D3D11GpuFragmentProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  184. : D3D11GpuProgram(desc, deviceMask), mPixelShader(nullptr)
  185. { }
  186. D3D11GpuFragmentProgram::~D3D11GpuFragmentProgram()
  187. {
  188. SAFE_RELEASE(mPixelShader);
  189. }
  190. void D3D11GpuFragmentProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  191. {
  192. HRESULT hr = device.getD3D11Device()->CreatePixelShader(
  193. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  194. device.getClassLinkage(), &mPixelShader);
  195. if (FAILED(hr) || device.hasError())
  196. {
  197. String errorDescription = device.getErrorDescription();
  198. BS_EXCEPT(RenderingAPIException,
  199. "Cannot create D3D11 pixel shader from microcode.\nError Description:" + errorDescription);
  200. }
  201. }
  202. ID3D11PixelShader * D3D11GpuFragmentProgram::getPixelShader() const
  203. {
  204. return mPixelShader;
  205. }
  206. D3D11GpuGeometryProgram::D3D11GpuGeometryProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  207. : D3D11GpuProgram(desc, deviceMask), mGeometryShader(nullptr)
  208. { }
  209. D3D11GpuGeometryProgram::~D3D11GpuGeometryProgram()
  210. {
  211. SAFE_RELEASE(mGeometryShader);
  212. }
  213. void D3D11GpuGeometryProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  214. {
  215. HRESULT hr = device.getD3D11Device()->CreateGeometryShader(
  216. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  217. device.getClassLinkage(), &mGeometryShader);
  218. if (FAILED(hr) || device.hasError())
  219. {
  220. String errorDescription = device.getErrorDescription();
  221. BS_EXCEPT(RenderingAPIException,
  222. "Cannot create D3D11 geometry shader from microcode.\nError Description:" + errorDescription);
  223. }
  224. }
  225. ID3D11GeometryShader * D3D11GpuGeometryProgram::getGeometryShader() const
  226. {
  227. return mGeometryShader;
  228. }
  229. D3D11GpuDomainProgram::D3D11GpuDomainProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  230. : D3D11GpuProgram(desc, deviceMask), mDomainShader(nullptr)
  231. { }
  232. D3D11GpuDomainProgram::~D3D11GpuDomainProgram()
  233. {
  234. SAFE_RELEASE(mDomainShader);
  235. }
  236. void D3D11GpuDomainProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  237. {
  238. HRESULT hr = device.getD3D11Device()->CreateDomainShader(
  239. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  240. device.getClassLinkage(), &mDomainShader);
  241. if (FAILED(hr) || device.hasError())
  242. {
  243. String errorDescription = device.getErrorDescription();
  244. BS_EXCEPT(RenderingAPIException,
  245. "Cannot create D3D11 domain shader from microcode.\nError Description:" + errorDescription);
  246. }
  247. }
  248. ID3D11DomainShader * D3D11GpuDomainProgram::getDomainShader() const
  249. {
  250. return mDomainShader;
  251. }
  252. D3D11GpuHullProgram::D3D11GpuHullProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  253. : D3D11GpuProgram(desc, deviceMask), mHullShader(nullptr)
  254. { }
  255. D3D11GpuHullProgram::~D3D11GpuHullProgram()
  256. {
  257. SAFE_RELEASE(mHullShader);
  258. }
  259. void D3D11GpuHullProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  260. {
  261. // Create the shader
  262. HRESULT hr = device.getD3D11Device()->CreateHullShader(
  263. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  264. device.getClassLinkage(), &mHullShader);
  265. if (FAILED(hr) || device.hasError())
  266. {
  267. String errorDescription = device.getErrorDescription();
  268. BS_EXCEPT(RenderingAPIException,
  269. "Cannot create D3D11 hull shader from microcode.\nError Description:" + errorDescription);
  270. }
  271. }
  272. ID3D11HullShader* D3D11GpuHullProgram::getHullShader() const
  273. {
  274. return mHullShader;
  275. }
  276. D3D11GpuComputeProgram::D3D11GpuComputeProgram(const GPU_PROGRAM_DESC& desc, GpuDeviceFlags deviceMask)
  277. : D3D11GpuProgram(desc, deviceMask), mComputeShader(nullptr)
  278. { }
  279. D3D11GpuComputeProgram::~D3D11GpuComputeProgram()
  280. {
  281. SAFE_RELEASE(mComputeShader);
  282. }
  283. void D3D11GpuComputeProgram::loadFromMicrocode(D3D11Device& device, ID3D10Blob* microcode)
  284. {
  285. HRESULT hr = device.getD3D11Device()->CreateComputeShader(
  286. static_cast<DWORD*>(microcode->GetBufferPointer()), microcode->GetBufferSize(),
  287. device.getClassLinkage(), &mComputeShader);
  288. if (FAILED(hr) || device.hasError())
  289. {
  290. String errorDescription = device.getErrorDescription();
  291. BS_EXCEPT(RenderingAPIException,
  292. "Cannot create D3D11 compute shader from microcode.\nError Description:" + errorDescription);
  293. }
  294. }
  295. ID3D11ComputeShader* D3D11GpuComputeProgram::getComputeShader() const
  296. {
  297. return mComputeShader;
  298. }
  299. }}