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. }
  116. compilerOutput_.Clear();
  117. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  118. useTextureUnit_[i] = false;
  119. parameters_.Clear();
  120. }
  121. void ShaderVariation::SetName(const String& name)
  122. {
  123. name_ = name;
  124. }
  125. void ShaderVariation::SetDefines(const String& defines)
  126. {
  127. defines_ = defines;
  128. }
  129. Shader* ShaderVariation::GetOwner() const
  130. {
  131. return owner_;
  132. }
  133. bool ShaderVariation::LoadByteCode(PODVector<unsigned>& byteCode, const String& binaryShaderName)
  134. {
  135. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  136. if (!cache->Exists(binaryShaderName))
  137. return false;
  138. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  139. unsigned sourceTimeStamp = owner_->GetTimeStamp();
  140. // If source code is loaded from a package, its timestamp will be zero. Else check that binary is not older
  141. // than source
  142. if (sourceTimeStamp && fileSystem->GetLastModifiedTime(cache->GetResourceFileName(binaryShaderName)) <
  143. sourceTimeStamp)
  144. return false;
  145. SharedPtr<File> file = cache->GetFile(binaryShaderName);
  146. if (!file || file->ReadFileID() != "USHD")
  147. {
  148. LOGERROR(binaryShaderName + " is not a valid shader bytecode file");
  149. return false;
  150. }
  151. /// \todo Check that shader type and model match
  152. unsigned short shaderType = file->ReadUShort();
  153. unsigned short shaderModel = file->ReadUShort();
  154. unsigned numParameters = file->ReadUInt();
  155. for (unsigned i = 0; i < numParameters; ++i)
  156. {
  157. String name = file->ReadString();
  158. unsigned reg = file->ReadUByte();
  159. unsigned regCount = file->ReadUByte();
  160. ShaderParameter parameter(type_, name, reg, regCount);
  161. HashMap<StringHash, ShaderParameter>::Iterator j = parameters_.Insert(MakePair(StringHash(name), parameter));
  162. // Register the parameter globally
  163. graphics_->RegisterShaderParameter(j->first_, j->second_);
  164. }
  165. unsigned numTextureUnits = file->ReadUInt();
  166. for (unsigned i = 0; i < numTextureUnits; ++i)
  167. {
  168. String unitName = file->ReadString();
  169. unsigned reg = file->ReadUByte();
  170. if (reg < MAX_TEXTURE_UNITS)
  171. useTextureUnit_[reg] = true;
  172. }
  173. unsigned byteCodeSize = file->ReadUInt();
  174. if (byteCodeSize)
  175. {
  176. byteCode.Resize(byteCodeSize >> 2);
  177. file->Read(&byteCode[0], byteCodeSize);
  178. if (type_ == VS)
  179. LOGDEBUG("Loaded cached vertex shader " + GetFullName());
  180. else
  181. LOGDEBUG("Loaded cached pixel shader " + GetFullName());
  182. return true;
  183. }
  184. else
  185. {
  186. LOGERROR(binaryShaderName + " has zero length bytecode");
  187. return false;
  188. }
  189. }
  190. bool ShaderVariation::Compile(PODVector<unsigned>& byteCode)
  191. {
  192. const String& sourceCode = owner_->GetSourceCode(type_);
  193. Vector<String> defines = defines_.Split(' ');
  194. // Set the entrypoint, profile and flags according to the shader being compiled
  195. const char* entryPoint = 0;
  196. const char* profile = 0;
  197. unsigned flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
  198. bool useSM3 = graphics_->GetSM3Support();
  199. if (type_ == VS)
  200. {
  201. entryPoint = "VS";
  202. defines.Push("COMPILEVS");
  203. if (!useSM3)
  204. profile = "vs_2_0";
  205. else
  206. profile = "vs_3_0";
  207. }
  208. else
  209. {
  210. entryPoint = "PS";
  211. defines.Push("COMPILEPS");
  212. if (!useSM3)
  213. profile = "ps_2_0";
  214. else
  215. {
  216. profile = "ps_3_0";
  217. flags |= D3DCOMPILE_PREFER_FLOW_CONTROL;
  218. }
  219. }
  220. if (useSM3)
  221. defines.Push("SM3");
  222. // Collect defines into macros
  223. Vector<String> defineValues;
  224. PODVector<D3D_SHADER_MACRO> macros;
  225. for (unsigned i = 0; i < defines.Size(); ++i)
  226. {
  227. unsigned equalsPos = defines[i].Find('=');
  228. if (equalsPos != String::NPOS)
  229. {
  230. defineValues.Push(defines[i].Substring(equalsPos + 1));
  231. defines[i].Resize(equalsPos);
  232. }
  233. else
  234. defineValues.Push("1");
  235. }
  236. for (unsigned i = 0; i < defines.Size(); ++i)
  237. {
  238. D3D_SHADER_MACRO macro;
  239. macro.Name = defines[i].CString();
  240. macro.Definition = defineValues[i].CString();
  241. macros.Push(macro);
  242. // In debug mode, check that all defines are referenced by the shader code
  243. #ifdef _DEBUG
  244. if (sourceCode.Find(defines[i]) == String::NPOS)
  245. LOGWARNING("Shader " + GetFullName() + " does not use the define " + defines[i]);
  246. #endif
  247. }
  248. D3D_SHADER_MACRO endMacro;
  249. endMacro.Name = 0;
  250. endMacro.Definition = 0;
  251. macros.Push(endMacro);
  252. // Compile using D3DCompile
  253. LPD3DBLOB shaderCode = 0;
  254. LPD3DBLOB errorMsgs = 0;
  255. if (FAILED(D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), &macros.Front(), 0,
  256. entryPoint, profile, flags, 0, &shaderCode, &errorMsgs)))
  257. compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
  258. else
  259. {
  260. if (type_ == VS)
  261. LOGDEBUG("Compiled vertex shader " + GetFullName());
  262. else
  263. LOGDEBUG("Compiled pixel shader " + GetFullName());
  264. // Inspect the produced bytecode using MojoShader, then strip and store it
  265. unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer();
  266. unsigned bufSize = shaderCode->GetBufferSize();
  267. ParseParameters(bufData, bufSize);
  268. CopyStrippedCode(byteCode, bufData, bufSize);
  269. }
  270. if (shaderCode)
  271. shaderCode->Release();
  272. if (errorMsgs)
  273. errorMsgs->Release();
  274. return !byteCode.Empty();
  275. }
  276. void ShaderVariation::ParseParameters(unsigned char* bufData, unsigned bufSize)
  277. {
  278. MOJOSHADER_parseData const *parseData = MOJOSHADER_parse("bytecode", bufData, bufSize, 0, 0, 0, 0, 0, 0, 0);
  279. for (int i = 0; i < parseData->symbol_count; i++)
  280. {
  281. MOJOSHADER_symbol const& symbol = parseData->symbols[i];
  282. String name(symbol.name);
  283. unsigned reg = symbol.register_index;
  284. unsigned regCount = symbol.register_count;
  285. // Check if the parameter is a constant or a texture sampler
  286. bool isSampler = (name[0] == 's');
  287. name = name.Substring(1);
  288. if (isSampler)
  289. {
  290. // Skip if it's a G-buffer sampler, which are aliases for the standard texture units
  291. if (reg < MAX_TEXTURE_UNITS)
  292. {
  293. if (name != "AlbedoBuffer" && name != "NormalBuffer" && name != "DepthBuffer" && name != "LightBuffer")
  294. useTextureUnit_[reg] = true;
  295. }
  296. }
  297. else
  298. {
  299. ShaderParameter newParam(type_, name, reg, regCount);
  300. HashMap<StringHash, ShaderParameter>::Iterator i = parameters_.Insert(MakePair(StringHash(name), newParam));
  301. // Register the parameter globally
  302. graphics_->RegisterShaderParameter(i->first_, i->second_);
  303. }
  304. }
  305. MOJOSHADER_freeParseData(parseData);
  306. // Optimize shader parameter lookup by rehashing to next power of two
  307. parameters_.Rehash(NextPowerOfTwo(parameters_.Size()));
  308. }
  309. void ShaderVariation::CopyStrippedCode(PODVector<unsigned>& byteCode, unsigned char* bufData, unsigned bufSize)
  310. {
  311. unsigned const D3DSIO_COMMENT = 0xFFFE;
  312. unsigned* srcWords = (unsigned*)bufData;
  313. unsigned srcWordSize = bufSize >> 2;
  314. for (unsigned i = 0; i < srcWordSize; ++i)
  315. {
  316. unsigned opcode = srcWords[i] & 0xffff;
  317. unsigned paramLength = (srcWords[i] & 0x0f000000) >> 24;
  318. unsigned commentLength = srcWords[i] >> 16;
  319. // For now, skip comment only at fixed position to prevent false positives
  320. if (i == 1 && opcode == D3DSIO_COMMENT)
  321. {
  322. // Skip the comment
  323. i += commentLength;
  324. }
  325. else
  326. {
  327. // Not a comment, copy the data
  328. byteCode.Push(srcWords[i]);
  329. }
  330. }
  331. }
  332. void ShaderVariation::SaveByteCode(const PODVector<unsigned>& byteCode, const String& binaryShaderName)
  333. {
  334. ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
  335. FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
  336. String path = GetPath(cache->GetResourceFileName(owner_->GetName())) + "Cache/";
  337. String fullName = path + GetFileNameAndExtension(binaryShaderName);
  338. if (!fileSystem->DirExists(path))
  339. fileSystem->CreateDir(path);
  340. SharedPtr<File> file(new File(owner_->GetContext(), fullName, FILE_WRITE));
  341. if (!file->IsOpen())
  342. return;
  343. file->WriteFileID("USHD");
  344. file->WriteShort((unsigned short)type_);
  345. file->WriteShort(graphics_->GetSM3Support() ? 3 : 2);
  346. file->WriteUInt(parameters_.Size());
  347. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i)
  348. {
  349. file->WriteString(i->second_.name_);
  350. file->WriteUByte(i->second_.register_);
  351. file->WriteUByte(i->second_.regCount_);
  352. }
  353. unsigned usedTextureUnits = 0;
  354. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  355. {
  356. if (useTextureUnit_[i])
  357. ++usedTextureUnits;
  358. }
  359. file->WriteUInt(usedTextureUnits);
  360. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  361. {
  362. if (useTextureUnit_[i])
  363. {
  364. file->WriteString(graphics_->GetTextureUnitName((TextureUnit)i));
  365. file->WriteUByte(i);
  366. }
  367. }
  368. unsigned dataSize = byteCode.Size() << 2;
  369. file->WriteUInt(dataSize);
  370. if (dataSize)
  371. file->Write(&byteCode[0], dataSize);
  372. }
  373. }