2016-02-23 23:16:51 +00:00
|
|
|
/******************************************************************************
|
|
|
|
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 2 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
******************************************************************************/
|
|
|
|
|
|
|
|
#include "d3d11-subsystem.hpp"
|
|
|
|
#include "d3d11-shaderprocessor.hpp"
|
|
|
|
#include <graphics/vec2.h>
|
|
|
|
#include <graphics/vec3.h>
|
|
|
|
#include <graphics/matrix3.h>
|
|
|
|
#include <graphics/matrix4.h>
|
|
|
|
|
|
|
|
void gs_vertex_shader::GetBuffersExpected(
|
|
|
|
const vector<D3D11_INPUT_ELEMENT_DESC> &inputs)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < inputs.size(); i++) {
|
|
|
|
const D3D11_INPUT_ELEMENT_DESC &input = inputs[i];
|
|
|
|
if (strcmp(input.SemanticName, "NORMAL") == 0)
|
|
|
|
hasNormals = true;
|
|
|
|
else if (strcmp(input.SemanticName, "TANGENT") == 0)
|
|
|
|
hasTangents = true;
|
|
|
|
else if (strcmp(input.SemanticName, "COLOR") == 0)
|
|
|
|
hasColors = true;
|
|
|
|
else if (strcmp(input.SemanticName, "TEXCOORD") == 0)
|
|
|
|
nTexUnits++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
|
|
|
|
const char *shaderString)
|
|
|
|
: gs_shader (device, GS_SHADER_VERTEX),
|
|
|
|
hasNormals (false),
|
|
|
|
hasColors (false),
|
|
|
|
hasTangents (false),
|
|
|
|
nTexUnits (0)
|
|
|
|
{
|
|
|
|
vector<D3D11_INPUT_ELEMENT_DESC> inputs;
|
|
|
|
ShaderProcessor processor(device);
|
|
|
|
ComPtr<ID3D10Blob> shaderBlob;
|
|
|
|
string outputString;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
processor.Process(shaderString, file);
|
|
|
|
processor.BuildString(outputString);
|
|
|
|
processor.BuildParams(params);
|
|
|
|
processor.BuildInputLayout(inputs);
|
|
|
|
GetBuffersExpected(inputs);
|
|
|
|
BuildConstantBuffer();
|
|
|
|
|
|
|
|
Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
|
|
|
|
|
|
|
|
hr = device->device->CreateVertexShader(shaderBlob->GetBufferPointer(),
|
|
|
|
shaderBlob->GetBufferSize(), NULL, shader.Assign());
|
|
|
|
if (FAILED(hr))
|
|
|
|
throw HRError("Failed to create vertex shader", hr);
|
|
|
|
|
|
|
|
hr = device->device->CreateInputLayout(inputs.data(),
|
|
|
|
(UINT)inputs.size(), shaderBlob->GetBufferPointer(),
|
|
|
|
shaderBlob->GetBufferSize(), layout.Assign());
|
|
|
|
if (FAILED(hr))
|
|
|
|
throw HRError("Failed to create input layout", hr);
|
|
|
|
|
|
|
|
viewProj = gs_shader_get_param_by_name(this, "ViewProj");
|
|
|
|
world = gs_shader_get_param_by_name(this, "World");
|
|
|
|
}
|
|
|
|
|
|
|
|
gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
|
|
|
|
const char *shaderString)
|
|
|
|
: gs_shader(device, GS_SHADER_PIXEL)
|
|
|
|
{
|
|
|
|
ShaderProcessor processor(device);
|
|
|
|
ComPtr<ID3D10Blob> shaderBlob;
|
|
|
|
string outputString;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
processor.Process(shaderString, file);
|
|
|
|
processor.BuildString(outputString);
|
|
|
|
processor.BuildParams(params);
|
|
|
|
processor.BuildSamplers(samplers);
|
|
|
|
BuildConstantBuffer();
|
|
|
|
|
|
|
|
Compile(outputString.c_str(), file, "ps_4_0", shaderBlob.Assign());
|
|
|
|
|
|
|
|
hr = device->device->CreatePixelShader(shaderBlob->GetBufferPointer(),
|
|
|
|
shaderBlob->GetBufferSize(), NULL, shader.Assign());
|
|
|
|
if (FAILED(hr))
|
|
|
|
throw HRError("Failed to create vertex shader", hr);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Shader compilers will pack constants in to single registers when possible.
|
|
|
|
* For example:
|
|
|
|
*
|
|
|
|
* uniform float3 test1;
|
|
|
|
* uniform float test2;
|
|
|
|
*
|
|
|
|
* will inhabit a single constant register (c0.xyz for 'test1', and c0.w for
|
|
|
|
* 'test2')
|
|
|
|
*
|
|
|
|
* However, if two constants cannot inhabit the same register, the second one
|
|
|
|
* must begin at a new register, for example:
|
|
|
|
*
|
|
|
|
* uniform float2 test1;
|
|
|
|
* uniform float3 test2;
|
|
|
|
*
|
|
|
|
* 'test1' will inhabit register constant c0.xy. However, because there's no
|
|
|
|
* room for 'test2, it must use a new register constant entirely (c1.xyz).
|
|
|
|
*
|
|
|
|
* So if we want to calculate the position of the constants in the constant
|
|
|
|
* buffer, we must take this in to account.
|
|
|
|
*/
|
|
|
|
|
|
|
|
void gs_shader::BuildConstantBuffer()
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < params.size(); i++) {
|
|
|
|
gs_shader_param ¶m = params[i];
|
|
|
|
size_t size = 0;
|
|
|
|
|
|
|
|
switch (param.type) {
|
|
|
|
case GS_SHADER_PARAM_BOOL:
|
|
|
|
case GS_SHADER_PARAM_INT:
|
|
|
|
case GS_SHADER_PARAM_FLOAT: size = sizeof(float); break;
|
|
|
|
case GS_SHADER_PARAM_VEC2: size = sizeof(vec2); break;
|
|
|
|
case GS_SHADER_PARAM_VEC3: size = sizeof(float)*3; break;
|
|
|
|
case GS_SHADER_PARAM_VEC4: size = sizeof(vec4); break;
|
|
|
|
case GS_SHADER_PARAM_MATRIX4X4:
|
|
|
|
size = sizeof(float)*4*4;
|
|
|
|
break;
|
|
|
|
case GS_SHADER_PARAM_TEXTURE:
|
|
|
|
case GS_SHADER_PARAM_STRING:
|
|
|
|
case GS_SHADER_PARAM_UNKNOWN:
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* checks to see if this constant needs to start at a new
|
|
|
|
* register */
|
|
|
|
if (size && (constantSize & 15) != 0) {
|
|
|
|
size_t alignMax = (constantSize + 15) & ~15;
|
|
|
|
|
|
|
|
if ((size + constantSize) > alignMax)
|
|
|
|
constantSize = alignMax;
|
|
|
|
}
|
|
|
|
|
|
|
|
param.pos = constantSize;
|
|
|
|
constantSize += size;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (constantSize) {
|
|
|
|
D3D11_BUFFER_DESC bd;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
memset(&bd, 0, sizeof(bd));
|
|
|
|
bd.ByteWidth = (constantSize+15)&0xFFFFFFF0; /* align */
|
|
|
|
bd.Usage = D3D11_USAGE_DYNAMIC;
|
|
|
|
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
|
|
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
|
|
|
|
hr = device->device->CreateBuffer(&bd, NULL,
|
|
|
|
constants.Assign());
|
|
|
|
if (FAILED(hr))
|
|
|
|
throw HRError("Failed to create constant buffer", hr);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (size_t i = 0; i < params.size(); i++)
|
|
|
|
gs_shader_set_default(¶ms[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader::Compile(const char *shaderString, const char *file,
|
|
|
|
const char *target, ID3D10Blob **shader)
|
|
|
|
{
|
|
|
|
ComPtr<ID3D10Blob> errorsBlob;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
if (!shaderString)
|
|
|
|
throw "No shader string specified";
|
|
|
|
|
|
|
|
hr = device->d3dCompile(shaderString, strlen(shaderString), file, NULL,
|
|
|
|
NULL, "main", target,
|
|
|
|
D3D10_SHADER_OPTIMIZATION_LEVEL1, 0,
|
|
|
|
shader, errorsBlob.Assign());
|
|
|
|
if (FAILED(hr)) {
|
|
|
|
if (errorsBlob != NULL && errorsBlob->GetBufferSize())
|
|
|
|
throw ShaderError(errorsBlob, hr);
|
|
|
|
else
|
|
|
|
throw HRError("Failed to compile shader", hr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
|
|
|
|
gs_shader_param ¶m, bool &upload)
|
|
|
|
{
|
|
|
|
if (param.type != GS_SHADER_PARAM_TEXTURE) {
|
|
|
|
if (!param.curValue.size())
|
|
|
|
throw "Not all shader parameters were set";
|
|
|
|
|
|
|
|
/* padding in case the constant needs to start at a new
|
|
|
|
* register */
|
|
|
|
if (param.pos > constData.size()) {
|
|
|
|
uint8_t zero = 0;
|
|
|
|
|
|
|
|
constData.insert(constData.end(),
|
|
|
|
param.pos - constData.size(), zero);
|
|
|
|
}
|
|
|
|
|
|
|
|
constData.insert(constData.end(),
|
|
|
|
param.curValue.begin(),
|
|
|
|
param.curValue.end());
|
|
|
|
|
|
|
|
if (param.changed) {
|
|
|
|
upload = true;
|
|
|
|
param.changed = false;
|
|
|
|
}
|
2016-08-28 12:07:43 +00:00
|
|
|
|
2016-02-23 23:16:51 +00:00
|
|
|
} else if (param.curValue.size() == sizeof(gs_texture_t*)) {
|
|
|
|
gs_texture_t *tex;
|
|
|
|
memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t*));
|
|
|
|
device_load_texture(device, tex, param.textureID);
|
2016-08-28 12:07:43 +00:00
|
|
|
|
|
|
|
if (param.nextSampler) {
|
|
|
|
ID3D11SamplerState *state = param.nextSampler->state;
|
|
|
|
device->context->PSSetSamplers(param.textureID, 1,
|
|
|
|
&state);
|
|
|
|
param.nextSampler = nullptr;
|
|
|
|
}
|
2016-02-23 23:16:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader::UploadParams()
|
|
|
|
{
|
|
|
|
vector<uint8_t> constData;
|
|
|
|
bool upload = false;
|
|
|
|
|
|
|
|
constData.reserve(constantSize);
|
|
|
|
|
|
|
|
for (size_t i = 0; i < params.size(); i++)
|
|
|
|
UpdateParam(constData, params[i], upload);
|
|
|
|
|
|
|
|
if (constData.size() != constantSize)
|
|
|
|
throw "Invalid constant data size given to shader";
|
|
|
|
|
|
|
|
if (upload) {
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
|
|
|
|
0, &map);
|
|
|
|
if (FAILED(hr))
|
|
|
|
throw HRError("Could not lock constant buffer", hr);
|
|
|
|
|
|
|
|
memcpy(map.pData, constData.data(), constData.size());
|
|
|
|
device->context->Unmap(constants, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_destroy(gs_shader_t *shader)
|
|
|
|
{
|
|
|
|
delete shader;
|
|
|
|
}
|
|
|
|
|
|
|
|
int gs_shader_get_num_params(const gs_shader_t *shader)
|
|
|
|
{
|
|
|
|
return (int)shader->params.size();
|
|
|
|
}
|
|
|
|
|
|
|
|
gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
|
|
|
|
{
|
|
|
|
return &shader->params[param];
|
|
|
|
}
|
|
|
|
|
|
|
|
gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < shader->params.size(); i++) {
|
|
|
|
gs_shader_param ¶m = shader->params[i];
|
|
|
|
if (strcmp(param.name.c_str(), name) == 0)
|
|
|
|
return ¶m;
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
|
|
|
|
{
|
|
|
|
if (shader->type != GS_SHADER_VERTEX)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
return static_cast<const gs_vertex_shader*>(shader)->viewProj;
|
|
|
|
}
|
|
|
|
|
|
|
|
gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
|
|
|
|
{
|
|
|
|
if (shader->type != GS_SHADER_VERTEX)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
return static_cast<const gs_vertex_shader*>(shader)->world;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_get_param_info(const gs_sparam_t *param,
|
|
|
|
struct gs_shader_param_info *info)
|
|
|
|
{
|
|
|
|
if (!param)
|
|
|
|
return;
|
|
|
|
|
|
|
|
info->name = param->name.c_str();
|
|
|
|
info->type = param->type;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline void shader_setval_inline(gs_shader_param *param,
|
|
|
|
const void *data, size_t size)
|
|
|
|
{
|
|
|
|
assert(param);
|
|
|
|
if (!param)
|
|
|
|
return;
|
|
|
|
|
|
|
|
bool size_changed = param->curValue.size() != size;
|
|
|
|
if (size_changed)
|
|
|
|
param->curValue.resize(size);
|
|
|
|
|
|
|
|
if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
|
|
|
|
memcpy(param->curValue.data(), data, size);
|
|
|
|
param->changed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_bool(gs_sparam_t *param, bool val)
|
|
|
|
{
|
|
|
|
int b_val = (int)val;
|
|
|
|
shader_setval_inline(param, &b_val, sizeof(int));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_float(gs_sparam_t *param, float val)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, &val, sizeof(float));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_int(gs_sparam_t *param, int val)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, &val, sizeof(int));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
|
|
|
|
{
|
|
|
|
struct matrix4 mat;
|
|
|
|
matrix4_from_matrix3(&mat, val);
|
|
|
|
shader_setval_inline(param, &mat, sizeof(matrix4));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, val, sizeof(matrix4));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, val, sizeof(vec2));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, val, sizeof(float) * 3);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, val, sizeof(vec4));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, &val, sizeof(gs_texture_t*));
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
|
|
|
|
{
|
|
|
|
shader_setval_inline(param, val, size);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gs_shader_set_default(gs_sparam_t *param)
|
|
|
|
{
|
|
|
|
if (param->defaultValue.size())
|
|
|
|
shader_setval_inline(param, param->defaultValue.data(),
|
|
|
|
param->defaultValue.size());
|
|
|
|
}
|
2016-08-28 12:07:43 +00:00
|
|
|
|
|
|
|
void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
|
|
|
|
{
|
|
|
|
param->nextSampler = sampler;
|
|
|
|
}
|