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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include "../../Precompiled.h"
- #include "../../Graphics/Graphics.h"
- #include "../../GraphicsAPI/Direct3D11/D3D11GraphicsImpl.h"
- #include "../../GraphicsAPI/Shader.h"
- #include "../../GraphicsAPI/VertexBuffer.h"
- #include "../../IO/File.h"
- #include "../../IO/FileSystem.h"
- #include "../../IO/Log.h"
- #include "../../Resource/ResourceCache.h"
- #include <d3dcompiler.h>
- // https://github.com/urho3d/Urho3D/issues/2887
- #if defined(__MINGW32__) && !defined(D3D_COMPILER_VERSION)
- #error Please update MinGW
- #endif
- #include "../../DebugNew.h"
- namespace Urho3D
- {
- const char* ShaderVariation::elementSemanticNames_D3D11[] =
- {
- "POSITION",
- "NORMAL",
- "BINORMAL",
- "TANGENT",
- "TEXCOORD",
- "COLOR",
- "BLENDWEIGHT",
- "BLENDINDICES",
- "OBJECTINDEX"
- };
- void ShaderVariation::OnDeviceLost_D3D11()
- {
- // No-op on Direct3D11
- }
- bool ShaderVariation::Create_D3D11()
- {
- Release_D3D11();
- if (!graphics_)
- return false;
- if (!owner_)
- {
- compilerOutput_ = "Owner shader has expired";
- return false;
- }
- // Check for up-to-date bytecode on disk
- String path, name, extension;
- SplitPath(owner_->GetName(), path, name, extension);
- extension = type_ == VS ? ".vs4" : ".ps4";
- String binaryShaderName = graphics_->GetShaderCacheDir() + name + "_" + StringHash(defines_).ToString() + extension;
- if (!LoadByteCode_D3D11(binaryShaderName))
- {
- // Compile shader if don't have valid bytecode
- if (!Compile_D3D11())
- return false;
- // Save the bytecode after successful compile, but not if the source is from a package
- if (owner_->GetTimeStamp())
- SaveByteCode_D3D11(binaryShaderName);
- }
- // Then create shader from the bytecode
- ID3D11Device* device = graphics_->GetImpl_D3D11()->GetDevice();
- if (type_ == VS)
- {
- if (device && byteCode_.Size())
- {
- HRESULT hr = device->CreateVertexShader(&byteCode_[0], byteCode_.Size(), nullptr, (ID3D11VertexShader**)&object_.ptr_);
- if (FAILED(hr))
- {
- URHO3D_SAFE_RELEASE(object_.ptr_);
- compilerOutput_ = "Could not create vertex shader (HRESULT " + ToStringHex((unsigned)hr) + ")";
- }
- }
- else
- compilerOutput_ = "Could not create vertex shader, empty bytecode";
- }
- else
- {
- if (device && byteCode_.Size())
- {
- HRESULT hr = device->CreatePixelShader(&byteCode_[0], byteCode_.Size(), nullptr, (ID3D11PixelShader**)&object_.ptr_);
- if (FAILED(hr))
- {
- URHO3D_SAFE_RELEASE(object_.ptr_);
- compilerOutput_ = "Could not create pixel shader (HRESULT " + ToStringHex((unsigned)hr) + ")";
- }
- }
- else
- compilerOutput_ = "Could not create pixel shader, empty bytecode";
- }
- return object_.ptr_ != nullptr;
- }
- void ShaderVariation::Release_D3D11()
- {
- if (object_.ptr_)
- {
- if (!graphics_)
- return;
- graphics_->CleanupShaderPrograms_D3D11(this);
- if (type_ == VS)
- {
- if (graphics_->GetVertexShader() == this)
- graphics_->SetShaders(nullptr, nullptr);
- }
- else
- {
- if (graphics_->GetPixelShader() == this)
- graphics_->SetShaders(nullptr, nullptr);
- }
- URHO3D_SAFE_RELEASE(object_.ptr_);
- }
- compilerOutput_.Clear();
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- useTextureUnits_[i] = false;
- for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
- constantBufferSizes_[i] = 0;
- parameters_.Clear();
- byteCode_.Clear();
- elementHash_ = 0;
- }
- void ShaderVariation::SetDefines_D3D11(const String& defines)
- {
- defines_ = defines;
- // Internal mechanism for appending the CLIPPLANE define, prevents runtime (every frame) string manipulation
- definesClipPlane_ = defines;
- if (!definesClipPlane_.EndsWith(" CLIPPLANE"))
- definesClipPlane_ += " CLIPPLANE";
- }
- bool ShaderVariation::LoadByteCode_D3D11(const String& binaryShaderName)
- {
- ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
- if (!cache->Exists(binaryShaderName))
- return false;
- FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
- 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> file = cache->GetFile(binaryShaderName);
- if (!file || file->ReadFileID() != "USHD")
- {
- URHO3D_LOGERROR(binaryShaderName + " is not a valid shader bytecode file");
- return false;
- }
- /// \todo Check that shader type and model match
- /*unsigned short shaderType = */file->ReadU16();
- /*unsigned short shaderModel = */file->ReadU16();
- elementHash_ = file->ReadU32();
- elementHash_ <<= 32;
- unsigned numParameters = file->ReadU32();
- for (unsigned i = 0; i < numParameters; ++i)
- {
- String name = file->ReadString();
- unsigned buffer = file->ReadU8();
- unsigned offset = file->ReadU32();
- unsigned size = file->ReadU32();
- parameters_[StringHash(name)] = ShaderParameter{type_, name, offset, size, buffer};
- }
- unsigned numTextureUnits = file->ReadU32();
- for (unsigned i = 0; i < numTextureUnits; ++i)
- {
- /*String unitName = */file->ReadString();
- unsigned reg = file->ReadU8();
- if (reg < MAX_TEXTURE_UNITS)
- useTextureUnits_[reg] = true;
- }
- unsigned byteCodeSize = file->ReadU32();
- if (byteCodeSize)
- {
- byteCode_.Resize(byteCodeSize);
- file->Read(&byteCode_[0], byteCodeSize);
- if (type_ == VS)
- URHO3D_LOGDEBUG("Loaded cached vertex shader " + GetFullName());
- else
- URHO3D_LOGDEBUG("Loaded cached pixel shader " + GetFullName());
- CalculateConstantBufferSizes_D3D11();
- return true;
- }
- else
- {
- URHO3D_LOGERROR(binaryShaderName + " has zero length bytecode");
- return false;
- }
- }
- bool ShaderVariation::Compile_D3D11()
- {
- const String& sourceCode = owner_->GetSourceCode(type_);
- Vector<String> defines = defines_.Split(' ');
- // Set the entrypoint, profile and flags according to the shader being compiled
- const char* entryPoint = nullptr;
- const char* profile = nullptr;
- unsigned flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
- defines.Push("D3D11");
- if (type_ == VS)
- {
- entryPoint = "VS";
- defines.Push("COMPILEVS");
- profile = "vs_4_0";
- }
- else
- {
- entryPoint = "PS";
- defines.Push("COMPILEPS");
- profile = "ps_4_0";
- flags |= D3DCOMPILE_PREFER_FLOW_CONTROL;
- }
- defines.Push("MAXBONES=" + String(Graphics::GetMaxBones()));
- // Collect defines into macros
- Vector<String> defineValues;
- Vector<D3D_SHADER_MACRO> macros;
- for (unsigned i = 0; i < defines.Size(); ++i)
- {
- i32 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)
- URHO3D_LOGWARNING("Shader " + GetFullName() + " does not use the define " + defines[i]);
- #endif
- }
- D3D_SHADER_MACRO endMacro;
- endMacro.Name = nullptr;
- endMacro.Definition = nullptr;
- macros.Push(endMacro);
- // Compile using D3DCompile
- ID3DBlob* shaderCode = nullptr;
- ID3DBlob* errorMsgs = nullptr;
- HRESULT hr = D3DCompile(sourceCode.CString(), sourceCode.Length(), owner_->GetName().CString(), ¯os.Front(), nullptr,
- entryPoint, profile, flags, 0, &shaderCode, &errorMsgs);
- if (FAILED(hr))
- {
- // Do not include end zero unnecessarily
- compilerOutput_ = String((const char*)errorMsgs->GetBufferPointer(), (unsigned)errorMsgs->GetBufferSize() - 1);
- }
- else
- {
- if (type_ == VS)
- URHO3D_LOGDEBUG("Compiled vertex shader " + GetFullName());
- else
- URHO3D_LOGDEBUG("Compiled pixel shader " + GetFullName());
- unsigned char* bufData = (unsigned char*)shaderCode->GetBufferPointer();
- unsigned bufSize = (unsigned)shaderCode->GetBufferSize();
- // Use the original bytecode to reflect the parameters
- ParseParameters_D3D11(bufData, bufSize);
- CalculateConstantBufferSizes_D3D11();
- // Then strip everything not necessary to use the shader
- ID3DBlob* strippedCode = nullptr;
- D3DStripShader(bufData, bufSize,
- D3DCOMPILER_STRIP_REFLECTION_DATA | D3DCOMPILER_STRIP_DEBUG_INFO | D3DCOMPILER_STRIP_TEST_BLOBS, &strippedCode);
- byteCode_.Resize((unsigned)strippedCode->GetBufferSize());
- memcpy(&byteCode_[0], strippedCode->GetBufferPointer(), byteCode_.Size());
- strippedCode->Release();
- }
- URHO3D_SAFE_RELEASE(shaderCode);
- URHO3D_SAFE_RELEASE(errorMsgs);
- return !byteCode_.Empty();
- }
- void ShaderVariation::ParseParameters_D3D11(unsigned char* bufData, unsigned bufSize)
- {
- ID3D11ShaderReflection* reflection = nullptr;
- D3D11_SHADER_DESC shaderDesc;
- HRESULT hr = D3DReflect(bufData, bufSize, IID_ID3D11ShaderReflection, (void**)&reflection);
- if (FAILED(hr) || !reflection)
- {
- URHO3D_SAFE_RELEASE(reflection);
- URHO3D_LOGD3DERROR("Failed to reflect vertex shader's input signature", hr);
- return;
- }
- reflection->GetDesc(&shaderDesc);
- if (type_ == VS)
- {
- unsigned elementHash = 0;
- for (unsigned i = 0; i < shaderDesc.InputParameters; ++i)
- {
- D3D11_SIGNATURE_PARAMETER_DESC paramDesc;
- reflection->GetInputParameterDesc((UINT)i, ¶mDesc);
- VertexElementSemantic semantic = (VertexElementSemantic)GetStringListIndex(paramDesc.SemanticName, elementSemanticNames_D3D11, MAX_VERTEX_ELEMENT_SEMANTICS, true);
- if (semantic != MAX_VERTEX_ELEMENT_SEMANTICS)
- {
- CombineHash(elementHash, semantic);
- CombineHash(elementHash, paramDesc.SemanticIndex);
- }
- }
- elementHash_ = elementHash;
- elementHash_ <<= 32;
- }
- HashMap<String, unsigned> cbRegisterMap;
- for (unsigned i = 0; i < shaderDesc.BoundResources; ++i)
- {
- D3D11_SHADER_INPUT_BIND_DESC resourceDesc;
- reflection->GetResourceBindingDesc(i, &resourceDesc);
- String resourceName(resourceDesc.Name);
- if (resourceDesc.Type == D3D_SIT_CBUFFER)
- cbRegisterMap[resourceName] = resourceDesc.BindPoint;
- else if (resourceDesc.Type == D3D_SIT_SAMPLER && resourceDesc.BindPoint < MAX_TEXTURE_UNITS)
- useTextureUnits_[resourceDesc.BindPoint] = true;
- }
- for (unsigned i = 0; i < shaderDesc.ConstantBuffers; ++i)
- {
- ID3D11ShaderReflectionConstantBuffer* cb = reflection->GetConstantBufferByIndex(i);
- D3D11_SHADER_BUFFER_DESC cbDesc;
- cb->GetDesc(&cbDesc);
- unsigned cbRegister = cbRegisterMap[String(cbDesc.Name)];
- for (unsigned j = 0; j < cbDesc.Variables; ++j)
- {
- ID3D11ShaderReflectionVariable* var = cb->GetVariableByIndex(j);
- D3D11_SHADER_VARIABLE_DESC varDesc;
- var->GetDesc(&varDesc);
- String varName(varDesc.Name);
- if (varName[0] == 'c')
- {
- varName = varName.Substring(1); // Strip the c to follow Urho3D constant naming convention
- parameters_[varName] = ShaderParameter{type_, varName, varDesc.StartOffset, varDesc.Size, cbRegister};
- }
- }
- }
- reflection->Release();
- }
- void ShaderVariation::SaveByteCode_D3D11(const String& binaryShaderName)
- {
- ResourceCache* cache = owner_->GetSubsystem<ResourceCache>();
- FileSystem* fileSystem = owner_->GetSubsystem<FileSystem>();
- // Filename may or may not be inside the resource system
- String fullName = binaryShaderName;
- if (!IsAbsolutePath(fullName))
- {
- // If not absolute, use the resource dir of the shader
- String shaderFileName = cache->GetResourceFileName(owner_->GetName());
- if (shaderFileName.Empty())
- return;
- fullName = shaderFileName.Substring(0, shaderFileName.Find(owner_->GetName())) + binaryShaderName;
- }
- String path = GetPath(fullName);
- if (!fileSystem->DirExists(path))
- fileSystem->CreateDir(path);
- SharedPtr<File> file(new File(owner_->GetContext(), fullName, FILE_WRITE));
- if (!file->IsOpen())
- return;
- file->WriteFileID("USHD");
- file->WriteI16((unsigned short)type_);
- file->WriteI16(4);
- file->WriteU32(elementHash_ >> 32);
- file->WriteU32(parameters_.Size());
- for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i)
- {
- file->WriteString(i->second_.name_);
- file->WriteU8((unsigned char)i->second_.buffer_);
- file->WriteU32(i->second_.offset_);
- file->WriteU32(i->second_.size_);
- }
- unsigned usedTextureUnits = 0;
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- {
- if (useTextureUnits_[i])
- ++usedTextureUnits;
- }
- file->WriteU32(usedTextureUnits);
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- {
- if (useTextureUnits_[i])
- {
- file->WriteString(graphics_->GetTextureUnitName((TextureUnit)i));
- file->WriteU8((unsigned char)i);
- }
- }
- file->WriteU32(byteCode_.Size());
- if (byteCode_.Size())
- file->Write(&byteCode_[0], byteCode_.Size());
- }
- void ShaderVariation::CalculateConstantBufferSizes_D3D11()
- {
- for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
- constantBufferSizes_[i] = 0;
- for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters_.Begin(); i != parameters_.End(); ++i)
- {
- if (i->second_.buffer_ < MAX_SHADER_PARAMETER_GROUPS)
- {
- unsigned oldSize = constantBufferSizes_[i->second_.buffer_];
- unsigned paramEnd = i->second_.offset_ + i->second_.size_;
- if (paramEnd > oldSize)
- constantBufferSizes_[i->second_.buffer_] = paramEnd;
- }
- }
- }
- }
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