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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. {
  42. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  43. useTextureUnit_[i] = false;
  44. }
  45. ShaderVariation::~ShaderVariation()
  46. {
  47. Release();
  48. }
  49. bool ShaderVariation::Create()
  50. {
  51. Release();
  52. if (!graphics_)
  53. return false;
  54. if (!owner_)
  55. {
  56. compilerOutput_ = "Owner shader has expired";
  57. return false;
  58. }
  59. // Check for up-to-date bytecode on disk
  60. bool useSM3 = graphics_->GetSM3Support();
  61. String path, name, extension;
  62. SplitPath(owner_->GetName(), path, name, extension);
  63. if (useSM3)
  64. extension = type_ == VS ? ".vs3" : ".ps3";
  65. else
  66. extension = type_ == VS ? ".vs2" : ".ps2";
  67. String binaryShaderName = path + "Cache/" + name + "_" + StringHash(defines_).ToString() + extension;
  68. PODVector<unsigned> byteCode;
  69. if (!LoadByteCode(byteCode, binaryShaderName))
  70. {
  71. // Compile shader if don't have valid bytecode
  72. if (!Compile(byteCode))
  73. return false;
  74. // Save the bytecode after successful compile, but not if the source is from a package
  75. if (owner_->GetTimeStamp())
  76. SaveByteCode(byteCode, binaryShaderName);
  77. }
  78. // Then create shader from the bytecode
  79. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  80. if (type_ == VS)
  81. {
  82. if (!device || FAILED(device->CreateVertexShader(
  83. (const DWORD*)&byteCode[0],
  84. (IDirect3DVertexShader9**)&object_)))
  85. compilerOutput_ = "Could not create vertex shader";
  86. }
  87. else
  88. {
  89. if (!device || FAILED(device->CreatePixelShader(
  90. (const DWORD*)&byteCode[0],
  91. (IDirect3DPixelShader9**)&object_)))
  92. compilerOutput_ = "Could not create pixel shader";
  93. }
  94. return object_ != 0;
  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. compilerOutput_.Clear();
  116. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  117. useTextureUnit_[i] = false;
  118. parameters_.Clear();
  119. }
  120. }
  121. void ShaderVariation::SetName(const String& name)
  122. {
  123. name_ = name.Trimmed().Replaced(' ', '_');
  124. }
  125. void ShaderVariation::SetDefines(const String& defines)
  126. {
  127. defines_ = defines;
  128. }
  129. bool ShaderVariation::LoadByteCode(PODVector<unsigned>& byteCode, const String& binaryShaderName)
  130. {
  131. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  132. if (!cache->Exists(binaryShaderName))
  133. return false;
  134. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  135. unsigned sourceTimeStamp = owner_->GetTimeStamp();
  136. // If source code is loaded from a package, its timestamp will be zero. Else check that binary is not older
  137. // than source
  138. if (sourceTimeStamp && fileSystem->GetLastModifiedTime(cache->GetResourceFileName(binaryShaderName)) <
  139. sourceTimeStamp)
  140. return false;
  141. SharedPtr<File> file = cache->GetFile(binaryShaderName);
  142. if (!file || file->ReadFileID() != "USHD")
  143. {
  144. LOGERROR(binaryShaderName + " is not a valid shader bytecode file");
  145. return false;
  146. }
  147. /// \todo Check that shader type and model match
  148. unsigned short shaderType = file->ReadUShort();
  149. unsigned short shaderModel = file->ReadUShort();
  150. unsigned numParameters = file->ReadUInt();
  151. for (unsigned i = 0; i < numParameters; ++i)
  152. {
  153. String name = file->ReadString();
  154. unsigned reg = file->ReadUByte();
  155. unsigned regCount = file->ReadUByte();
  156. ShaderParameter parameter(type_, name, reg, regCount);
  157. HashMap<StringHash, ShaderParameter>::Iterator j = parameters_.Insert(MakePair(StringHash(name), parameter));
  158. // Register the parameter globally
  159. graphics_->RegisterShaderParameter(j->first_, j->second_);
  160. }
  161. unsigned numTextureUnits = file->ReadUInt();
  162. for (unsigned i = 0; i < numTextureUnits; ++i)
  163. {
  164. String unitName = file->ReadString();
  165. unsigned reg = file->ReadUByte();
  166. if (reg < MAX_TEXTURE_UNITS)
  167. useTextureUnit_[reg] = true;
  168. }
  169. unsigned byteCodeSize = file->ReadUInt();
  170. if (byteCodeSize)
  171. {
  172. byteCode.Resize(byteCodeSize >> 2);
  173. file->Read(&byteCode[0], byteCodeSize);
  174. if (type_ == VS)
  175. LOGDEBUG("Loaded cached vertex shader " + name_);
  176. else
  177. LOGDEBUG("Loaded cached pixel shader " + name_);
  178. return true;
  179. }
  180. else
  181. {
  182. LOGERROR(binaryShaderName + " has zero length bytecode");
  183. return false;
  184. }
  185. }
  186. bool ShaderVariation::Compile(PODVector<unsigned>& byteCode)
  187. {
  188. const String& sourceCode = owner_->GetSourceCode(type_);
  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. // In debug mode, check that all defines are referenced by the shader code
  239. #ifdef _DEBUG
  240. if (sourceCode.Find(defines[i]) == String::NPOS)
  241. LOGWARNING("Shader " + GetName() + " does not use the define " + defines[i]);
  242. #endif
  243. }
  244. D3D_SHADER_MACRO endMacro;
  245. endMacro.Name = 0;
  246. endMacro.Definition = 0;
  247. macros.Push(endMacro);
  248. // Compile using D3DCompile
  249. LPD3DBLOB shaderCode = 0;
  250. LPD3DBLOB errorMsgs = 0;
  251. if (FAILED(D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), &macros.Front(), 0,
  252. entryPoint, profile, flags, 0, &shaderCode, &errorMsgs)))
  253. compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
  254. else
  255. {
  256. if (type_ == VS)
  257. LOGDEBUG("Compiled vertex shader " + name_);
  258. else
  259. LOGDEBUG("Compiled pixel shader " + name_);
  260. // Inspect the produced bytecode using MojoShader, then strip and store it
  261. unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer();
  262. unsigned bufSize = shaderCode->GetBufferSize();
  263. ParseParameters(bufData, bufSize);
  264. CopyStrippedCode(byteCode, bufData, bufSize);
  265. }
  266. if (shaderCode)
  267. shaderCode->Release();
  268. if (errorMsgs)
  269. errorMsgs->Release();
  270. return !byteCode.Empty();
  271. }
  272. void ShaderVariation::ParseParameters(unsigned char* bufData, unsigned bufSize)
  273. {
  274. MOJOSHADER_parseData const *parseData = MOJOSHADER_parse("bytecode", bufData, bufSize, 0, 0, 0, 0, 0, 0, 0);
  275. for (int i = 0; i < parseData->symbol_count; i++)
  276. {
  277. MOJOSHADER_symbol const& symbol = parseData->symbols[i];
  278. String name(symbol.name);
  279. unsigned reg = symbol.register_index;
  280. unsigned regCount = symbol.register_count;
  281. // Check if the parameter is a constant or a texture sampler
  282. bool isSampler = (name[0] == 's');
  283. name = name.Substring(1);
  284. if (isSampler)
  285. {
  286. // Skip if it's a G-buffer sampler, which are aliases for the standard texture units
  287. if (reg < MAX_TEXTURE_UNITS)
  288. {
  289. if (name != "AlbedoBuffer" && name != "NormalBuffer" && name != "DepthBuffer" && name != "LightBuffer")
  290. useTextureUnit_[reg] = true;
  291. }
  292. }
  293. else
  294. {
  295. ShaderParameter newParam(type_, name, reg, regCount);
  296. HashMap<StringHash, ShaderParameter>::Iterator i = parameters_.Insert(MakePair(StringHash(name), newParam));
  297. // Register the parameter globally
  298. graphics_->RegisterShaderParameter(i->first_, i->second_);
  299. }
  300. }
  301. MOJOSHADER_freeParseData(parseData);
  302. // Optimize shader parameter lookup by rehashing to next power of two
  303. parameters_.Rehash(NextPowerOfTwo(parameters_.Size()));
  304. }
  305. void ShaderVariation::CopyStrippedCode(PODVector<unsigned>& byteCode, unsigned char* bufData, unsigned bufSize)
  306. {
  307. unsigned const D3DSIO_COMMENT = 0xFFFE;
  308. unsigned* srcWords = (unsigned*)bufData;
  309. unsigned srcWordSize = bufSize >> 2;
  310. for (unsigned i = 0; i < srcWordSize; ++i)
  311. {
  312. unsigned opcode = srcWords[i] & 0xffff;
  313. unsigned paramLength = (srcWords[i] & 0x0f000000) >> 24;
  314. unsigned commentLength = srcWords[i] >> 16;
  315. // For now, skip comment only at fixed position to prevent false positives
  316. if (i == 1 && opcode == D3DSIO_COMMENT)
  317. {
  318. // Skip the comment
  319. i += commentLength;
  320. }
  321. else
  322. {
  323. // Not a comment, copy the data
  324. byteCode.Push(srcWords[i]);
  325. }
  326. }
  327. }
  328. void ShaderVariation::SaveByteCode(const PODVector<unsigned>& byteCode, const String& binaryShaderName)
  329. {
  330. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  331. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  332. String path = GetPath(cache->GetResourceFileName(owner_->GetName())) + "Cache/";
  333. String fullName = path + GetFileNameAndExtension(binaryShaderName);
  334. if (!fileSystem->DirExists(path))
  335. fileSystem->CreateDir(path);
  336. SharedPtr<File> file(new File(owner_->GetContext(), fullName, FILE_WRITE));
  337. if (!file->IsOpen())
  338. return;
  339. file->WriteFileID("USHD");
  340. file->WriteShort((unsigned short)type_);
  341. file->WriteShort(graphics_->GetSM3Support() ? 3 : 2);
  342. file->WriteUInt(parameters_.Size());
  343. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i)
  344. {
  345. file->WriteString(i->second_.name_);
  346. file->WriteUByte(i->second_.register_);
  347. file->WriteUByte(i->second_.regCount_);
  348. }
  349. unsigned usedTextureUnits = 0;
  350. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  351. {
  352. if (useTextureUnit_[i])
  353. ++usedTextureUnits;
  354. }
  355. file->WriteUInt(usedTextureUnits);
  356. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  357. {
  358. if (useTextureUnit_[i])
  359. {
  360. file->WriteString(graphics_->GetTextureUnitName((TextureUnit)i));
  361. file->WriteUByte(i);
  362. }
  363. }
  364. unsigned dataSize = byteCode.Size() << 2;
  365. file->WriteUInt(dataSize);
  366. if (dataSize)
  367. file->Write(&byteCode[0], dataSize);
  368. }
  369. }