obs-studio/libobs-d3d11/d3d11-shader.cpp

446 lines
12 KiB
C++

/******************************************************************************
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_type::gs_vertex_shader, GS_SHADER_VERTEX),
hasNormals(false),
hasColors(false),
hasTangents(false),
nTexUnits(0)
{
ShaderProcessor processor(device);
ComPtr<ID3D10Blob> shaderBlob;
string outputString;
HRESULT hr;
processor.Process(shaderString, file);
processor.BuildString(outputString);
processor.BuildParams(params);
processor.BuildInputLayout(layoutData);
GetBuffersExpected(layoutData);
BuildConstantBuffer();
Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
data.resize(shaderBlob->GetBufferSize());
memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
hr = device->device->CreateVertexShader(data.data(), data.size(), NULL,
shader.Assign());
if (FAILED(hr))
throw HRError("Failed to create vertex shader", hr);
const UINT layoutSize = (UINT)layoutData.size();
if (layoutSize > 0) {
hr = device->device->CreateInputLayout(layoutData.data(),
(UINT)layoutSize,
data.data(), data.size(),
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_type::gs_pixel_shader, 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());
data.resize(shaderBlob->GetBufferSize());
memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
hr = device->device->CreatePixelShader(data.data(), data.size(), NULL,
shader.Assign());
if (FAILED(hr))
throw HRError("Failed to create pixel 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 &param = 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_INT2:
case GS_SHADER_PARAM_VEC2:
size = sizeof(vec2);
break;
case GS_SHADER_PARAM_INT3:
case GS_SHADER_PARAM_VEC3:
size = sizeof(float) * 3;
break;
case GS_SHADER_PARAM_INT4:
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;
}
if (param.arrayCount)
size *= param.arrayCount;
/* 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;
}
memset(&bd, 0, sizeof(bd));
if (constantSize) {
HRESULT hr;
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(&params[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);
}
#ifdef DISASSEMBLE_SHADERS
ComPtr<ID3D10Blob> asmBlob;
if (!device->d3dDisassemble)
return;
hr = device->d3dDisassemble((*shader)->GetBufferPointer(),
(*shader)->GetBufferSize(), 0, nullptr,
&asmBlob);
if (SUCCEEDED(hr) && !!asmBlob && asmBlob->GetBufferSize()) {
blog(LOG_INFO, "=============================================");
blog(LOG_INFO, "Disassembly output for shader '%s':\n%s", file,
asmBlob->GetBufferPointer());
}
#endif
}
inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
gs_shader_param &param, 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;
}
} else if (param.curValue.size() == sizeof(struct gs_shader_texture)) {
struct gs_shader_texture shader_tex;
memcpy(&shader_tex, param.curValue.data(), sizeof(shader_tex));
if (shader_tex.srgb)
device_load_texture_srgb(device, shader_tex.tex,
param.textureID);
else
device_load_texture(device, shader_tex.tex,
param.textureID);
if (param.nextSampler) {
ID3D11SamplerState *state = param.nextSampler->state;
device->context->PSSetSamplers(param.textureID, 1,
&state);
param.nextSampler = nullptr;
}
}
}
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)
{
if (shader && shader->device->lastVertexShader == shader)
shader->device->lastVertexShader = nullptr;
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 &param = shader->params[i];
if (strcmp(param.name.c_str(), name) == 0)
return &param;
}
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());
}
void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
{
param->nextSampler = sampler;
}