// // Copyright (c) 2008-2014 the Urho3D project. // // 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 "Precompiled.h" #include "File.h" #include "FileSystem.h" #include "Graphics.h" #include "GraphicsImpl.h" #include "Log.h" #include "ResourceCache.h" #include "Shader.h" #include "ShaderVariation.h" #include #include #include #include "DebugNew.h" namespace Urho3D { ShaderVariation::ShaderVariation(Shader* owner, ShaderType type) : GPUObject(owner->GetSubsystem()), owner_(owner), type_(type) { for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) useTextureUnit_[i] = false; } ShaderVariation::~ShaderVariation() { Release(); } bool ShaderVariation::Create() { Release(); if (!graphics_) return false; if (!owner_) { compilerOutput_ = "Owner shader has expired"; return false; } // Check for up-to-date bytecode on disk bool useSM3 = graphics_->GetSM3Support(); String path, name, extension; SplitPath(owner_->GetName(), path, name, extension); if (useSM3) extension = type_ == VS ? ".vs3" : ".ps3"; else extension = type_ == VS ? ".vs2" : ".ps2"; String binaryShaderName = path + "Cache/" + name + "_" + StringHash(defines_).ToString() + extension; PODVector byteCode; if (!LoadByteCode(byteCode, binaryShaderName)) { // Compile shader if don't have valid bytecode if (!Compile(byteCode)) return false; // Save the bytecode after successful compile, but not if the source is from a package if (owner_->GetTimeStamp()) SaveByteCode(byteCode, binaryShaderName); } // Then create shader from the bytecode IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice(); if (type_ == VS) { if (!device || FAILED(device->CreateVertexShader( (const DWORD*)&byteCode[0], (IDirect3DVertexShader9**)&object_))) compilerOutput_ = "Could not create vertex shader"; } else { if (!device || FAILED(device->CreatePixelShader( (const DWORD*)&byteCode[0], (IDirect3DPixelShader9**)&object_))) compilerOutput_ = "Could not create pixel shader"; } return object_ != 0; } void ShaderVariation::Release() { if (object_) { if (!graphics_) return; if (type_ == VS) { if (graphics_->GetVertexShader() == this) graphics_->SetShaders(0, 0); ((IDirect3DVertexShader9*)object_)->Release(); } else { if (graphics_->GetPixelShader() == this) graphics_->SetShaders(0, 0); ((IDirect3DPixelShader9*)object_)->Release(); } object_ = 0; } compilerOutput_.Clear(); for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) useTextureUnit_[i] = false; parameters_.Clear(); } void ShaderVariation::SetName(const String& name) { name_ = name; } void ShaderVariation::SetDefines(const String& defines) { defines_ = defines; } Shader* ShaderVariation::GetOwner() const { return owner_; } bool ShaderVariation::LoadByteCode(PODVector& byteCode, const String& binaryShaderName) { ResourceCache* cache = owner_->GetSubsystem(); if (!cache->Exists(binaryShaderName)) return false; FileSystem* fileSystem = owner_->GetSubsystem(); unsigned sourceTimeStamp = owner_->GetTimeStamp(); // If source code is loaded from a package, its timestamp will be zero. Else check that binary is not older // than source if (sourceTimeStamp && fileSystem->GetLastModifiedTime(cache->GetResourceFileName(binaryShaderName)) < sourceTimeStamp) return false; SharedPtr file = cache->GetFile(binaryShaderName); if (!file || file->ReadFileID() != "USHD") { LOGERROR(binaryShaderName + " is not a valid shader bytecode file"); return false; } /// \todo Check that shader type and model match unsigned short shaderType = file->ReadUShort(); unsigned short shaderModel = file->ReadUShort(); unsigned numParameters = file->ReadUInt(); for (unsigned i = 0; i < numParameters; ++i) { String name = file->ReadString(); unsigned reg = file->ReadUByte(); unsigned regCount = file->ReadUByte(); ShaderParameter parameter(type_, name, reg, regCount); HashMap::Iterator j = parameters_.Insert(MakePair(StringHash(name), parameter)); // Register the parameter globally graphics_->RegisterShaderParameter(j->first_, j->second_); } unsigned numTextureUnits = file->ReadUInt(); for (unsigned i = 0; i < numTextureUnits; ++i) { String unitName = file->ReadString(); unsigned reg = file->ReadUByte(); if (reg < MAX_TEXTURE_UNITS) useTextureUnit_[reg] = true; } unsigned byteCodeSize = file->ReadUInt(); if (byteCodeSize) { byteCode.Resize(byteCodeSize >> 2); file->Read(&byteCode[0], byteCodeSize); if (type_ == VS) LOGDEBUG("Loaded cached vertex shader " + GetFullName()); else LOGDEBUG("Loaded cached pixel shader " + GetFullName()); return true; } else { LOGERROR(binaryShaderName + " has zero length bytecode"); return false; } } bool ShaderVariation::Compile(PODVector& byteCode) { const String& sourceCode = owner_->GetSourceCode(type_); Vector defines = defines_.Split(' '); // Set the entrypoint, profile and flags according to the shader being compiled const char* entryPoint = 0; const char* profile = 0; unsigned flags = D3DCOMPILE_OPTIMIZATION_LEVEL3; bool useSM3 = graphics_->GetSM3Support(); if (type_ == VS) { entryPoint = "VS"; defines.Push("COMPILEVS"); if (!useSM3) profile = "vs_2_0"; else profile = "vs_3_0"; } else { entryPoint = "PS"; defines.Push("COMPILEPS"); if (!useSM3) profile = "ps_2_0"; else { profile = "ps_3_0"; flags |= D3DCOMPILE_PREFER_FLOW_CONTROL; } } if (useSM3) defines.Push("SM3"); // Collect defines into macros Vector defineValues; PODVector macros; for (unsigned i = 0; i < defines.Size(); ++i) { unsigned equalsPos = defines[i].Find('='); if (equalsPos != String::NPOS) { defineValues.Push(defines[i].Substring(equalsPos + 1)); defines[i].Resize(equalsPos); } else defineValues.Push("1"); } for (unsigned i = 0; i < defines.Size(); ++i) { D3D_SHADER_MACRO macro; macro.Name = defines[i].CString(); macro.Definition = defineValues[i].CString(); macros.Push(macro); // In debug mode, check that all defines are referenced by the shader code #ifdef _DEBUG if (sourceCode.Find(defines[i]) == String::NPOS) LOGWARNING("Shader " + GetFullName() + " does not use the define " + defines[i]); #endif } D3D_SHADER_MACRO endMacro; endMacro.Name = 0; endMacro.Definition = 0; macros.Push(endMacro); // Compile using D3DCompile LPD3DBLOB shaderCode = 0; LPD3DBLOB errorMsgs = 0; if (FAILED(D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), ¯os.Front(), 0, entryPoint, profile, flags, 0, &shaderCode, &errorMsgs))) compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize()); else { if (type_ == VS) LOGDEBUG("Compiled vertex shader " + GetFullName()); else LOGDEBUG("Compiled pixel shader " + GetFullName()); // Inspect the produced bytecode using MojoShader, then strip and store it unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer(); unsigned bufSize = shaderCode->GetBufferSize(); ParseParameters(bufData, bufSize); CopyStrippedCode(byteCode, bufData, bufSize); } if (shaderCode) shaderCode->Release(); if (errorMsgs) errorMsgs->Release(); return !byteCode.Empty(); } void ShaderVariation::ParseParameters(unsigned char* bufData, unsigned bufSize) { MOJOSHADER_parseData const *parseData = MOJOSHADER_parse("bytecode", bufData, bufSize, 0, 0, 0, 0, 0, 0, 0); for (int i = 0; i < parseData->symbol_count; i++) { MOJOSHADER_symbol const& symbol = parseData->symbols[i]; String name(symbol.name); unsigned reg = symbol.register_index; unsigned regCount = symbol.register_count; // Check if the parameter is a constant or a texture sampler bool isSampler = (name[0] == 's'); name = name.Substring(1); if (isSampler) { // Skip if it's a G-buffer sampler, which are aliases for the standard texture units if (reg < MAX_TEXTURE_UNITS) { if (name != "AlbedoBuffer" && name != "NormalBuffer" && name != "DepthBuffer" && name != "LightBuffer") useTextureUnit_[reg] = true; } } else { ShaderParameter newParam(type_, name, reg, regCount); HashMap::Iterator i = parameters_.Insert(MakePair(StringHash(name), newParam)); // Register the parameter globally graphics_->RegisterShaderParameter(i->first_, i->second_); } } MOJOSHADER_freeParseData(parseData); // Optimize shader parameter lookup by rehashing to next power of two parameters_.Rehash(NextPowerOfTwo(parameters_.Size())); } void ShaderVariation::CopyStrippedCode(PODVector& byteCode, unsigned char* bufData, unsigned bufSize) { unsigned const D3DSIO_COMMENT = 0xFFFE; unsigned* srcWords = (unsigned*)bufData; unsigned srcWordSize = bufSize >> 2; for (unsigned i = 0; i < srcWordSize; ++i) { unsigned opcode = srcWords[i] & 0xffff; unsigned paramLength = (srcWords[i] & 0x0f000000) >> 24; unsigned commentLength = srcWords[i] >> 16; // For now, skip comment only at fixed position to prevent false positives if (i == 1 && opcode == D3DSIO_COMMENT) { // Skip the comment i += commentLength; } else { // Not a comment, copy the data byteCode.Push(srcWords[i]); } } } void ShaderVariation::SaveByteCode(const PODVector& byteCode, const String& binaryShaderName) { ResourceCache* cache = owner_->GetSubsystem(); FileSystem* fileSystem = owner_->GetSubsystem(); String path = GetPath(cache->GetResourceFileName(owner_->GetName())) + "Cache/"; String fullName = path + GetFileNameAndExtension(binaryShaderName); if (!fileSystem->DirExists(path)) fileSystem->CreateDir(path); SharedPtr file(new File(owner_->GetContext(), fullName, FILE_WRITE)); if (!file->IsOpen()) return; file->WriteFileID("USHD"); file->WriteShort((unsigned short)type_); file->WriteShort(graphics_->GetSM3Support() ? 3 : 2); file->WriteUInt(parameters_.Size()); for (HashMap::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i) { file->WriteString(i->second_.name_); file->WriteUByte(i->second_.register_); file->WriteUByte(i->second_.regCount_); } unsigned usedTextureUnits = 0; for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) { if (useTextureUnit_[i]) ++usedTextureUnits; } file->WriteUInt(usedTextureUnits); for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) { if (useTextureUnit_[i]) { file->WriteString(graphics_->GetTextureUnitName((TextureUnit)i)); file->WriteUByte(i); } } unsigned dataSize = byteCode.Size() << 2; file->WriteUInt(dataSize); if (dataSize) file->Write(&byteCode[0], dataSize); } }