// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Context.h" #include "File.h" #include "FileSystem.h" #include "List.h" #include "Mutex.h" #include "ProcessUtils.h" #include "StringUtils.h" #include "Thread.h" #include "XMLFile.h" #include #include #include #include #include #include "DebugNew.h" enum ShaderType { VS, PS, Both }; struct Parameter { Parameter() { } Parameter(const String& name, unsigned index) : name_(name), index_(index) { } String name_; unsigned index_; }; struct Parameters { Vector vsParams_; Vector psParams_; Vector textureUnits_; }; struct Variation { Variation() { } Variation(const String& name, bool isOption) : name_(name), option_(isOption) { } String name_; Vector defines_; Vector excludes_; Vector includes_; Vector requires_; bool option_; }; struct CompiledVariation { ShaderType type_; String name_; Vector defines_; PODVector byteCode_; Parameters parameters_; String errorMsg_; }; struct Shader { Shader(const String& name, ShaderType type) : name_(name), type_(type) { } String name_; ShaderType type_; Vector variations_; }; SharedPtr context_(new Context()); SharedPtr fileSystem_(new FileSystem(context_)); String inDir_; String inFile_; String outDir_; Map vsParams_; Map psParams_; Map textureUnits_; Vector defines_; bool useSM3_ = false; volatile bool compileFailed_ = false; List workList_; Mutex workMutex_; Mutex globalParamMutex_; String hlslCode_; int main(int argc, char** argv); void Run(const Vector& arguments); void CompileVariations(const Shader& baseShader, XMLElement& shaders); void Compile(CompiledVariation* variation); class WorkerThread : public RefCounted, public Thread { public: void ThreadFunction() { for (;;) { CompiledVariation* workItem = 0; { MutexLock lock(workMutex_); if (!workList_.Empty()) { workItem = workList_.Front(); workList_.Erase(workList_.Begin()); PrintLine("Compiling shader " + workItem->name_); } } if (!workItem) return; // If compile(s) failed, just empty the list, but do not compile more if (!compileFailed_) Compile(workItem); } } }; class IncludeHandler : public ID3DXInclude { public: STDMETHOD(Open)(D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) { String fileName = inDir_ + String((const char*)pFileName); File file(context_, fileName); if (!file.IsOpen()) return E_FAIL; unsigned fileSize = file.GetSize(); void* fileData = new unsigned char[fileSize]; *pBytes = fileSize; *ppData = fileData; file.Read(fileData, fileSize); return S_OK; } STDMETHOD(Close)(LPCVOID pData) { delete[] (unsigned char*)pData; return S_OK; } }; int main(int argc, char** argv) { Vector arguments; for (int i = 1; i < argc; ++i) { String argument(argv[i]); arguments.Push(GetInternalPath(argument)); } Run(arguments); return 0; } void Run(const Vector& arguments) { if (arguments.Size() < 2) { ErrorExit( "Usage: ShaderCompiler [SM3] [define1] [define2]\n\n" "HLSL files will be loaded from definition file directory, and binary code will\n" "be output to same directory as the output file.\n" ); } unsigned pos = arguments[0].FindLast('/'); if (pos != String::NPOS) { inDir_ = arguments[0].Substring(0, pos); inFile_ = arguments[0].Substring(pos + 1); } else { inFile_ = arguments[0]; } outDir_ = arguments[1]; inDir_ = AddTrailingSlash(inDir_); outDir_ = AddTrailingSlash(outDir_); for (unsigned i = 2; i < arguments.Size(); ++i) { String arg = arguments[i].ToUpper(); if (arg == "SM3") useSM3_ = true; else if (arg == "SM2") useSM3_ = false; defines_.Push(arg); } XMLFile doc(context_); File source(context_); source.Open(arguments[0]); if (!doc.Load(source)) ErrorExit("Could not open input file " + arguments[0]); XMLElement shaders = doc.GetRootElement("shaders"); if (!shaders) ErrorExit("No shaders element in " + source.GetName()); XMLFile outDoc(context_); XMLElement outShaders = outDoc.CreateRootElement("shaders"); XMLElement shader = shaders.GetChildElement("shader"); while (shader) { bool writeOutput = false; String source = shader.GetString("name"); ShaderType compileType = Both; String type = shader.GetString("type"); if ((type == "VS") || (type == "vs")) compileType = VS; if ((type == "PS") || (type == "ps")) compileType = PS; // If both VS & PS are defined separately, we should only write output once both have been compiled if (compileType != VS) writeOutput = true; Shader baseShader(source, compileType); XMLElement variation = shader.GetChildElement(""); while (variation) { String value = variation.GetName(); if ((value == "variation") || (value == "option")) { String name = variation.GetString("name"); Variation newVar(name, value == "option"); String simpleDefine = variation.GetString("define"); if (!simpleDefine.Empty()) newVar.defines_.Push(simpleDefine); String simpleExclude = variation.GetString("exclude"); if (!simpleExclude.Empty()) newVar.excludes_.Push(simpleExclude); String simpleInclude = variation.GetString("include"); if (!simpleInclude.Empty()) newVar.includes_.Push(simpleInclude); String simpleRequire = variation.GetString("require"); if (!simpleRequire.Empty()) newVar.requires_.Push(simpleRequire); XMLElement define = variation.GetChildElement("define"); while (define) { newVar.defines_.Push(define.GetString("name")); define = define.GetNextElement("define"); } XMLElement exclude = variation.GetChildElement("exclude"); while (exclude) { newVar.excludes_.Push(exclude.GetString("name")); exclude = exclude.GetNextElement("exclude"); } XMLElement include = variation.GetChildElement("include"); while (include) { newVar.includes_.Push(include.GetString("name")); include = include.GetNextElement("include"); } XMLElement require = variation.GetChildElement("require"); while (require) { newVar.requires_.Push(require.GetString("name")); require = require.GetNextElement("require"); } baseShader.variations_.Push(newVar); } variation = variation.GetNextElement(); } if (baseShader.type_ != Both) CompileVariations(baseShader, outShaders); else { baseShader.type_ = VS; CompileVariations(baseShader, outShaders); baseShader.type_ = PS; CompileVariations(baseShader, outShaders); } if (writeOutput) { String outFileName = outDir_ + inDir_ + source + ".xml"; // Add global parameter & texture sampler definitions { XMLElement parameters = outShaders.CreateChildElement("vsparameters"); Map > sorted; for (Map::ConstIterator i = vsParams_.Begin(); i != vsParams_.End(); ++i) sorted[i->second_].Push(i->first_); for (Map >::ConstIterator i = sorted.Begin(); i != sorted.End(); ++i) { for (unsigned j = 0; j < i->second_.Size(); ++j) { XMLElement param = parameters.CreateChildElement("parameter"); param.SetString("name", i->second_[j]); param.SetInt("index", i->first_); } } } { XMLElement parameters = outShaders.CreateChildElement("psparameters"); Map > sorted; for (Map::ConstIterator i = psParams_.Begin(); i != psParams_.End(); ++i) sorted[i->second_].Push(i->first_); for (Map >::ConstIterator i = sorted.Begin(); i != sorted.End(); ++i) { for (unsigned j = 0; j < i->second_.Size(); ++j) { XMLElement param = parameters.CreateChildElement("parameter"); param.SetString("name", i->second_[j]); param.SetInt("index", i->first_); } } } { XMLElement parameters = outShaders.CreateChildElement("textureunits"); Map > sorted; for (Map::ConstIterator i = textureUnits_.Begin(); i != textureUnits_.End(); ++i) sorted[i->second_].Push(i->first_); for (Map >::ConstIterator i = sorted.Begin(); i != sorted.End(); ++i) { for (unsigned j = 0; j < i->second_.Size(); ++j) { XMLElement param = parameters.CreateChildElement("parameter"); param.SetString("name", i->second_[j]); param.SetInt("index", i->first_); } } } File outFile(context_); outFile.Open(outFileName, FILE_WRITE); if (!outDoc.Save(outFile)) ErrorExit("Could not save output file " + outFileName); } shader = shader.GetNextElement("shader"); } } void CompileVariations(const Shader& baseShader, XMLElement& shaders) { unsigned combinations = 1; PODVector usedCombinations; bool hasVariations = false; Map nameToIndex; Vector compiledVariations; const Vector& variations = baseShader.variations_; if (variations.Size() > 32) ErrorExit("Maximum amount of variations exceeded"); // Load the shader source code { String inputFileName = inDir_ + baseShader.name_ + ".hlsl"; File hlslFile(context_, inputFileName); if (!hlslFile.IsOpen()) ErrorExit("Could not open input file " + inputFileName); hlslCode_.Clear(); while (!hlslFile.IsEof()) hlslCode_ += hlslFile.ReadLine() + "\n"; } for (unsigned i = 0; i < variations.Size(); ++i) { combinations *= 2; nameToIndex[variations[i].name_] = i; if (!variations[i].option_) hasVariations = true; } for (unsigned i = 0; i < combinations; ++i) { unsigned active = i; // Variations/options active on this particular combination bool variationActive = false; bool skipThis = false; // Check for excludes/includes/requires for (unsigned j = 0; j < variations.Size(); ++j) { if ((active >> j) & 1) { for (unsigned k = 0; k < variations[j].includes_.Size(); ++k) { if (nameToIndex.Find(variations[j].includes_[k]) != nameToIndex.End()) active |= (1 << nameToIndex[variations[j].includes_[k]]); } for (unsigned k = 0; k < variations[j].excludes_.Size(); ++k) { if (nameToIndex.Find(variations[j].excludes_[k]) != nameToIndex.End()) active &= ~(1 << nameToIndex[variations[j].excludes_[k]]); } // If it's a variation, exclude all other variations if (!variations[j].option_) { for (unsigned k = 0; k < variations.Size(); ++k) { if ((k != j) && (!variations[k].option_)) active &= ~(1 << k); } variationActive = true; } for (unsigned k = 0; k < variations[j].requires_.Size(); ++k) { bool requireFound = false; for (unsigned l = 0; l < defines_.Size(); ++l) { if (defines_[l] == variations[j].requires_[k]) { requireFound = true; break; } } for (unsigned l = 0; l < variations.Size(); ++l) { if (((active >> l) & 1) && (l != j)) { if (variations[l].name_ == variations[j].requires_[k]) { requireFound = true; break; } for (unsigned m = 0; m < variations[l].defines_.Size(); ++m) { if (variations[l].defines_[m] == variations[j].requires_[k]) { requireFound = true; break; } } } if (requireFound) break; } if (!requireFound) skipThis = true; } } } // If variations are included, check that one of them is active if ((hasVariations) && (!variationActive)) continue; if (skipThis) continue; // Check that this combination is unique bool unique = true; for (unsigned j = 0; j < usedCombinations.Size(); ++j) { if (usedCombinations[j] == active) { unique = false; break; } } if (unique) { bool firstSuffix = true; // Build output shader filename & defines from active variations String outName = baseShader.name_; Vector defines; for (unsigned j = 0; j < variations.Size(); ++j) { if (active & (1 << j)) { if (variations[j].name_.Length()) { if (firstSuffix) { outName = outName + "_" + variations[j].name_; firstSuffix = false; } else outName = outName + variations[j].name_; } for (unsigned k = 0; k < variations[j].defines_.Size(); ++k) defines.Push(variations[j].defines_[k]); } } CompiledVariation compile; compile.type_ = baseShader.type_; compile.name_ = outName; compile.defines_ = defines; compiledVariations.Push(compile); usedCombinations.Push(active); } } // Prepare the work list // (all variations must be created first, so that vector resize does not change pointers) for (unsigned i = 0; i < compiledVariations.Size(); ++i) workList_.Push(&compiledVariations[i]); // Create and start worker threads Vector > workerThreads; workerThreads.Resize(GetNumCPUCores()); for (unsigned i = 0; i < workerThreads.Size(); ++i) { workerThreads[i] = new WorkerThread(); workerThreads[i]->Start(); } // This will wait until the thread functions have stopped for (unsigned i = 0; i < workerThreads.Size(); ++i) workerThreads[i]->Stop(); // Build the XML output for (unsigned i = 0; i < compiledVariations.Size(); ++i) { if (!compiledVariations[i].errorMsg_.Empty()) ErrorExit("Failed to compile shader " + compiledVariations[i].name_ + ": " + compiledVariations[i].errorMsg_); Parameters& params = compiledVariations[i].parameters_; XMLElement shader = shaders.CreateChildElement("shader"); shader.SetString("name", compiledVariations[i].name_); switch (baseShader.type_) { case VS: shader.SetString("type", "vs"); for (unsigned j = 0; j < params.vsParams_.Size(); ++j) { XMLElement vsParam = shader.CreateChildElement("parameter"); vsParam.SetString("name", params.vsParams_[j].name_); } break; case PS: shader.SetString("type", "ps"); for (unsigned j = 0; j < params.psParams_.Size(); ++j) { XMLElement psParam = shader.CreateChildElement("parameter"); psParam.SetString("name", params.psParams_[j].name_); } for (unsigned j = 0; j < params.textureUnits_.Size(); ++j) { XMLElement texture = shader.CreateChildElement("textureunit"); texture.SetString("name", params.textureUnits_[j].name_); } break; } } } void Compile(CompiledVariation* variation) { IncludeHandler includeHandler; PODVector macros; // Insert variation-specific and global defines for (unsigned i = 0; i < variation->defines_.Size(); ++i) { D3DXMACRO macro; macro.Name = variation->defines_[i].CString(); macro.Definition = "1"; macros.Push(macro); } for (unsigned i = 0; i < defines_.Size(); ++i) { D3DXMACRO macro; macro.Name = defines_[i].CString(); macro.Definition = "1"; macros.Push(macro); } D3DXMACRO endMacro; endMacro.Name = 0; endMacro.Definition = 0; macros.Push(endMacro); LPD3DXBUFFER shaderCode = 0; LPD3DXBUFFER errorMsgs = 0; LPD3DXCONSTANTTABLE constantTable = 0; // Set the profile, entrypoint and flags according to the shader being compiled String profile; String extension; String entryPoint; unsigned flags = 0; if (variation->type_ == VS) { entryPoint = "VS"; if (!useSM3_) { profile = "vs_2_0"; extension = ".vs2"; } else { profile = "vs_3_0"; extension = ".vs3"; } } else { entryPoint = "PS"; if (!useSM3_) { profile = "ps_2_0"; extension = ".ps2"; } else { profile = "ps_3_0"; extension = ".ps3"; flags |= D3DXSHADER_PREFER_FLOW_CONTROL; } } String outFileName = outDir_ + inDir_ + variation->name_ + extension; // Compile using D3DX HRESULT hr = D3DXCompileShader(hlslCode_.CString(), hlslCode_.Length(), ¯os.Front(), &includeHandler, entryPoint.CString(), profile.CString(), flags, &shaderCode, &errorMsgs, &constantTable); if (FAILED(hr)) { variation->errorMsg_ = String((const char*)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize()); compileFailed_ = true; } else { unsigned dataSize = shaderCode->GetBufferSize(); if (dataSize) { variation->byteCode_.Resize(dataSize); memcpy(&variation->byteCode_[0], shaderCode->GetBufferPointer(), dataSize); } File outFile(context_, outFileName, FILE_WRITE); if (outFile.IsOpen()) outFile.Write(shaderCode->GetBufferPointer(), dataSize); else { variation->errorMsg_ = "Failed to write output file " + outFileName; compileFailed_ = true; } } // Parse the constant table for constants and texture units D3DXCONSTANTTABLE_DESC desc; constantTable->GetDesc(&desc); for (unsigned i = 0; i < desc.Constants; ++i) { D3DXHANDLE handle = constantTable->GetConstant(NULL, i); D3DXCONSTANT_DESC constantDesc; unsigned numElements = 1; constantTable->GetConstantDesc(handle, &constantDesc, &numElements); String name(constantDesc.Name); unsigned index = constantDesc.RegisterIndex; // Check if the parameter is a constant or a texture sampler bool isSampler = (name[0] == 's'); name = name.Substring(1); MutexLock lock(globalParamMutex_); if (isSampler) { // Skip if it's a G-buffer sampler if (name.Find("Buffer") == String::NPOS) { variation->parameters_.textureUnits_.Push(Parameter(name, index)); if (textureUnits_.Find(name) != textureUnits_.End()) { unsigned oldIndex = textureUnits_[name]; if (oldIndex != index) ErrorExit("Texture " + name + " bound to several sampler registers"); } textureUnits_[name] = index; } } else { if (variation->type_ == VS) { variation->parameters_.vsParams_.Push(Parameter(name, index)); if (vsParams_.Find(name) != vsParams_.End()) { unsigned oldIndex = vsParams_[name]; if (oldIndex != index) ErrorExit("Parameter " + name + " bound to several constant registers"); } vsParams_[name] = index; } else { variation->parameters_.psParams_.Push(Parameter(name, index)); if (psParams_.Find(name) != psParams_.End()) { unsigned oldIndex = psParams_[name]; if (oldIndex != index) ErrorExit("Parameter " + name + " bound to several constant registers"); } psParams_[name] = index; } } } if (shaderCode) shaderCode->Release(); if (constantTable) constantTable->Release(); if (errorMsgs) errorMsgs->Release(); }