D3D9ShaderVariation.cpp 14 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "File.h"
  24. #include "FileSystem.h"
  25. #include "Graphics.h"
  26. #include "GraphicsImpl.h"
  27. #include "Log.h"
  28. #include "ResourceCache.h"
  29. #include "Shader.h"
  30. #include "ShaderVariation.h"
  31. #include <windows.h>
  32. #include <d3dcompiler.h>
  33. #include <mojoshader.h>
  34. #include "DebugNew.h"
  35. namespace Urho3D
  36. {
  37. ShaderVariation::ShaderVariation(Shader* owner, ShaderType type) :
  38. GPUObject(owner->GetSubsystem<Graphics>()),
  39. owner_(owner),
  40. type_(type),
  41. compiled_(false)
  42. {
  43. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  44. useTextureUnit_[i] = false;
  45. }
  46. ShaderVariation::~ShaderVariation()
  47. {
  48. Release();
  49. }
  50. bool ShaderVariation::Create()
  51. {
  52. Release();
  53. if (!graphics_ || !owner_)
  54. return false;
  55. PODVector<unsigned> byteCode;
  56. // Check for up-to-date bytecode on disk
  57. bool useSM3 = graphics_->GetSM3Support();
  58. String path, name, extension;
  59. SplitPath(owner_->GetName(), path, name, extension);
  60. if (useSM3)
  61. extension = type_ == VS ? ".vs3" : ".ps3";
  62. else
  63. extension = type_ == VS ? ".vs2" : ".ps2";
  64. String binaryShaderName = path + "Cache/" + name + "_" + StringHash(defines_).ToString() + extension;
  65. if (!LoadByteCode(byteCode, binaryShaderName))
  66. {
  67. // Compile shader if don't have valid bytecode
  68. if (!Compile(byteCode))
  69. return false;
  70. // Save the bytecode after successful compile, but not if the source is from a package
  71. if (owner_->GetTimeStamp())
  72. SaveByteCode(byteCode, binaryShaderName);
  73. }
  74. // Then create shader from the bytecode
  75. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  76. if (type_ == VS)
  77. {
  78. if (!device || FAILED(device->CreateVertexShader(
  79. (const DWORD*)&byteCode[0],
  80. (IDirect3DVertexShader9**)&object_)))
  81. compilerOutput_ = "Could not create vertex shader";
  82. else
  83. compiled_ = true;
  84. }
  85. else
  86. {
  87. if (!device || FAILED(device->CreatePixelShader(
  88. (const DWORD*)&byteCode[0],
  89. (IDirect3DPixelShader9**)&object_)))
  90. compilerOutput_ = "Could not create pixel shader";
  91. else
  92. compiled_ = true;
  93. }
  94. return compiled_;
  95. }
  96. void ShaderVariation::Release()
  97. {
  98. if (object_)
  99. {
  100. if (!graphics_)
  101. return;
  102. if (type_ == VS)
  103. {
  104. if (graphics_->GetVertexShader() == this)
  105. graphics_->SetShaders(0, 0);
  106. ((IDirect3DVertexShader9*)object_)->Release();
  107. }
  108. else
  109. {
  110. if (graphics_->GetPixelShader() == this)
  111. graphics_->SetShaders(0, 0);
  112. ((IDirect3DPixelShader9*)object_)->Release();
  113. }
  114. object_ = 0;
  115. compiled_ = false;
  116. compilerOutput_.Clear();
  117. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  118. useTextureUnit_[i] = false;
  119. parameters_.Clear();
  120. }
  121. }
  122. void ShaderVariation::SetName(const String& name)
  123. {
  124. name_ = name.Trimmed().Replaced(' ', '_');
  125. }
  126. void ShaderVariation::SetDefines(const String& defines)
  127. {
  128. defines_ = defines;
  129. }
  130. bool ShaderVariation::LoadByteCode(PODVector<unsigned>& byteCode, const String& binaryShaderName)
  131. {
  132. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  133. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  134. if (!cache || !fileSystem || !cache->Exists(binaryShaderName))
  135. return false;
  136. unsigned sourceTimeStamp = owner_->GetTimeStamp();
  137. // If source code is loaded from a package, its timestamp will be zero. Else check that binary is not older
  138. // than source
  139. if (sourceTimeStamp && fileSystem->GetLastModifiedTime(cache->GetResourceFileName(binaryShaderName)) <
  140. sourceTimeStamp)
  141. return false;
  142. SharedPtr<File> file = cache->GetFile(binaryShaderName);
  143. if (!file || file->ReadFileID() != "USHD")
  144. {
  145. LOGERROR(binaryShaderName + " is not a valid shader bytecode file");
  146. return false;
  147. }
  148. /// \todo Check that shader type and model match
  149. unsigned short shaderType = file->ReadUShort();
  150. unsigned short shaderModel = file->ReadUShort();
  151. unsigned numParameters = file->ReadUInt();
  152. for (unsigned i = 0; i < numParameters; ++i)
  153. {
  154. String name = file->ReadString();
  155. unsigned reg = file->ReadUByte();
  156. unsigned regCount = file->ReadUByte();
  157. ShaderParameter parameter(type_, name, reg, regCount);
  158. HashMap<StringHash, ShaderParameter>::Iterator j = parameters_.Insert(MakePair(StringHash(name), parameter));
  159. // Register the parameter globally
  160. graphics_->RegisterShaderParameter(j->first_, j->second_);
  161. }
  162. unsigned numTextureUnits = file->ReadUInt();
  163. for (unsigned i = 0; i < numTextureUnits; ++i)
  164. {
  165. String unitName = file->ReadString();
  166. unsigned reg = file->ReadUByte();
  167. if (reg < MAX_TEXTURE_UNITS)
  168. useTextureUnit_[reg] = true;
  169. }
  170. unsigned byteCodeSize = file->ReadUInt();
  171. if (byteCodeSize)
  172. {
  173. byteCode.Resize(byteCodeSize >> 2);
  174. file->Read(&byteCode[0], byteCodeSize);
  175. if (type_ == VS)
  176. LOGDEBUG("Loaded cached vertex shader " + name_);
  177. else
  178. LOGDEBUG("Loaded cached pixel shader " + name_);
  179. return true;
  180. }
  181. else
  182. {
  183. LOGERROR(binaryShaderName + " has zero length bytecode");
  184. return false;
  185. }
  186. }
  187. bool ShaderVariation::Compile(PODVector<unsigned>& byteCode)
  188. {
  189. Vector<String> defines = defines_.Split(' ');
  190. // Set the entrypoint, profile and flags according to the shader being compiled
  191. const char* entryPoint = 0;
  192. const char* profile = 0;
  193. unsigned flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
  194. bool useSM3 = graphics_->GetSM3Support();
  195. if (type_ == VS)
  196. {
  197. entryPoint = "VS";
  198. defines.Push("COMPILEVS");
  199. if (!useSM3)
  200. profile = "vs_2_0";
  201. else
  202. profile = "vs_3_0";
  203. }
  204. else
  205. {
  206. entryPoint = "PS";
  207. defines.Push("COMPILEPS");
  208. if (!useSM3)
  209. profile = "ps_2_0";
  210. else
  211. {
  212. profile = "ps_3_0";
  213. flags |= D3DCOMPILE_PREFER_FLOW_CONTROL;
  214. }
  215. }
  216. if (useSM3)
  217. defines.Push("SM3");
  218. // Collect defines into macros
  219. Vector<String> defineValues;
  220. PODVector<D3D_SHADER_MACRO> macros;
  221. for (unsigned i = 0; i < defines.Size(); ++i)
  222. {
  223. unsigned equalsPos = defines[i].Find('=');
  224. if (equalsPos != String::NPOS)
  225. {
  226. defineValues.Push(defines[i].Substring(equalsPos + 1));
  227. defines[i].Resize(equalsPos);
  228. }
  229. else
  230. defineValues.Push("1");
  231. }
  232. for (unsigned i = 0; i < defines.Size(); ++i)
  233. {
  234. D3D_SHADER_MACRO macro;
  235. macro.Name = defines[i].CString();
  236. macro.Definition = defineValues[i].CString();
  237. macros.Push(macro);
  238. }
  239. D3D_SHADER_MACRO endMacro;
  240. endMacro.Name = 0;
  241. endMacro.Definition = 0;
  242. macros.Push(endMacro);
  243. // Compile using D3DCompile
  244. const String& sourceCode = owner_->GetSourceCode(type_);
  245. LPD3DBLOB shaderCode = 0;
  246. LPD3DBLOB errorMsgs = 0;
  247. if (FAILED(D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), &macros.Front(), 0,
  248. entryPoint, profile, flags, 0, &shaderCode, &errorMsgs)))
  249. compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
  250. else
  251. {
  252. if (type_ == VS)
  253. LOGDEBUG("Compiled vertex shader " + name_);
  254. else
  255. LOGDEBUG("Compiled pixel shader " + name_);
  256. // Inspect the produced bytecode using MojoShader, then strip and store it
  257. unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer();
  258. unsigned bufSize = shaderCode->GetBufferSize();
  259. ParseParameters(bufData, bufSize);
  260. CopyStrippedCode(byteCode, bufData, bufSize);
  261. }
  262. if (shaderCode)
  263. shaderCode->Release();
  264. if (errorMsgs)
  265. errorMsgs->Release();
  266. return !byteCode.Empty();
  267. }
  268. void ShaderVariation::ParseParameters(unsigned char* bufData, unsigned bufSize)
  269. {
  270. MOJOSHADER_parseData const *parseData = MOJOSHADER_parse("bytecode", bufData, bufSize, 0, 0, 0, 0, 0, 0, 0);
  271. for (int i = 0; i < parseData->symbol_count; i++)
  272. {
  273. MOJOSHADER_symbol const& symbol = parseData->symbols[i];
  274. String name(symbol.name);
  275. unsigned reg = symbol.register_index;
  276. unsigned regCount = symbol.register_count;
  277. // Check if the parameter is a constant or a texture sampler
  278. bool isSampler = (name[0] == 's');
  279. name = name.Substring(1);
  280. if (isSampler)
  281. {
  282. // Skip if it's a G-buffer sampler, which are aliases for the standard texture units
  283. if (reg < MAX_TEXTURE_UNITS)
  284. {
  285. if (name != "AlbedoBuffer" && name != "NormalBuffer" && name != "DepthBuffer" && name != "LightBuffer")
  286. useTextureUnit_[reg] = true;
  287. }
  288. }
  289. else
  290. {
  291. ShaderParameter newParam(type_, name, reg, regCount);
  292. HashMap<StringHash, ShaderParameter>::Iterator i = parameters_.Insert(MakePair(StringHash(name), newParam));
  293. // Register the parameter globally
  294. graphics_->RegisterShaderParameter(i->first_, i->second_);
  295. }
  296. }
  297. MOJOSHADER_freeParseData(parseData);
  298. // Optimize shader parameter lookup by rehashing to next power of two
  299. parameters_.Rehash(NextPowerOfTwo(parameters_.Size()));
  300. }
  301. void ShaderVariation::CopyStrippedCode(PODVector<unsigned>& byteCode, unsigned char* bufData, unsigned bufSize)
  302. {
  303. unsigned const D3DSIO_COMMENT = 0xFFFE;
  304. unsigned* srcWords = (unsigned*)bufData;
  305. unsigned srcWordSize = bufSize >> 2;
  306. for (unsigned i = 0; i < srcWordSize; ++i)
  307. {
  308. unsigned opcode = srcWords[i] & 0xffff;
  309. unsigned paramLength = (srcWords[i] & 0x0f000000) >> 24;
  310. unsigned commentLength = srcWords[i] >> 16;
  311. // For now, skip comment only at fixed position to prevent false positives
  312. if (i == 1 && opcode == D3DSIO_COMMENT)
  313. {
  314. // Skip the comment
  315. i += commentLength;
  316. }
  317. else
  318. {
  319. // Not a comment, copy the data
  320. byteCode.Push(srcWords[i]);
  321. }
  322. }
  323. }
  324. void ShaderVariation::SaveByteCode(const PODVector<unsigned>& byteCode, const String& binaryShaderName)
  325. {
  326. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  327. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  328. if (!cache || !fileSystem)
  329. return;
  330. String path = GetPath(cache->GetResourceFileName(owner_->GetName())) + "Cache/";
  331. String fullName = path + GetFileNameAndExtension(binaryShaderName);
  332. if (!fileSystem->DirExists(path))
  333. fileSystem->CreateDir(path);
  334. SharedPtr<File> file(new File(owner_->GetContext(), fullName, FILE_WRITE));
  335. if (!file->IsOpen())
  336. return;
  337. file->WriteFileID("USHD");
  338. file->WriteShort((unsigned short)type_);
  339. file->WriteShort(graphics_->GetSM3Support() ? 3 : 2);
  340. file->WriteUInt(parameters_.Size());
  341. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i)
  342. {
  343. file->WriteString(i->second_.name_);
  344. file->WriteUByte(i->second_.register_);
  345. file->WriteUByte(i->second_.regCount_);
  346. }
  347. unsigned usedTextureUnits = 0;
  348. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  349. {
  350. if (useTextureUnit_[i])
  351. ++usedTextureUnits;
  352. }
  353. file->WriteUInt(usedTextureUnits);
  354. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  355. {
  356. if (useTextureUnit_[i])
  357. {
  358. file->WriteString(graphics_->GetTextureUnitName((TextureUnit)i));
  359. file->WriteUByte(i);
  360. }
  361. }
  362. unsigned dataSize = byteCode.Size() << 2;
  363. file->WriteUInt(dataSize);
  364. if (dataSize)
  365. file->Write(&byteCode[0], dataSize);
  366. }
  367. }