5780f3f177
Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
238 lines
6.9 KiB
C++
238 lines
6.9 KiB
C++
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "d3d11-subsystem.hpp"
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#include "d3d11-shaderprocessor.hpp"
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#include <sstream>
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using namespace std;
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static const char *semanticInputNames[] =
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{"POSITION", "NORMAL", "COLOR", "TANGENT", "TEXCOORD"};
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static const char *semanticOutputNames[] =
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{"SV_Position", "NORMAL", "COLOR", "TANGENT", "TEXCOORD"};
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static const char *ConvertSemanticName(const char *name)
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{
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const size_t num = sizeof(semanticInputNames) / sizeof(const char*);
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for (size_t i = 0; i < num; i++) {
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if (strcmp(name, semanticInputNames[i]) == 0)
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return semanticOutputNames[i];
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}
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throw "Unknown Semantic Name";
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}
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static void GetSemanticInfo(shader_var *var, const char *&name,
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uint32_t &index)
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{
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const char *mapping = var->mapping;
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const char *indexStr = mapping;
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while (*indexStr && !isdigit(*indexStr))
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indexStr++;
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index = (*indexStr) ? strtol(indexStr, NULL, 10) : 0;
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string nameStr;
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nameStr.assign(mapping, indexStr-mapping);
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name = ConvertSemanticName(nameStr.c_str());
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}
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static void AddInputLayoutVar(shader_var *var,
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vector<D3D11_INPUT_ELEMENT_DESC> &layout)
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{
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D3D11_INPUT_ELEMENT_DESC ied;
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const char *semanticName;
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uint32_t semanticIndex;
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GetSemanticInfo(var, semanticName, semanticIndex);
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memset(&ied, 0, sizeof(ied));
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ied.SemanticName = semanticName;
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ied.SemanticIndex = semanticIndex;
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ied.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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if (strcmp(var->mapping, "COLOR") == 0) {
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ied.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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} else if (strcmp(var->mapping, "POSITION") == 0 ||
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strcmp(var->mapping, "NORMAL") == 0 ||
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strcmp(var->mapping, "TANGENT") == 0) {
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ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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} else if (astrcmp_n(var->mapping, "TEXCOORD", 8) == 0) {
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/* type is always a 'float' type */
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switch (var->type[5]) {
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case 0: ied.Format = DXGI_FORMAT_R32_FLOAT; break;
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case '2': ied.Format = DXGI_FORMAT_R32G32_FLOAT; break;
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case '3':
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case '4': ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
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}
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}
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layout.push_back(ied);
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}
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static inline bool SetSlot(vector<D3D11_INPUT_ELEMENT_DESC> &layout,
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const char *name, uint32_t index, uint32_t &slotIdx)
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{
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for (size_t i = 0; i < layout.size(); i++) {
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D3D11_INPUT_ELEMENT_DESC &input = layout[i];
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if (input.SemanticIndex == index &&
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strcmpi(input.SemanticName, name) == 0) {
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layout[i].InputSlot = slotIdx++;
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return true;
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}
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}
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return false;
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}
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static void BuildInputLayoutFromVars(shader_parser *parser, darray *vars,
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vector<D3D11_INPUT_ELEMENT_DESC> &layout)
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{
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shader_var *array = (shader_var*)vars->array;
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for (size_t i = 0; i < vars->num; i++) {
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shader_var *var = array+i;
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if (var->mapping) {
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AddInputLayoutVar(var, layout);
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} else {
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shader_struct *st = shader_parser_getstruct(parser,
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var->type);
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if (st)
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BuildInputLayoutFromVars(parser, &st->vars.da,
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layout);
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}
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}
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/*
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* Sets the input slot value for each semantic, however we do it in
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* a specific order so that it will always match the vertex buffer's
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* sub-buffer order (points-> normals-> colors-> tangents-> uvcoords)
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*/
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uint32_t slot = 0;
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SetSlot(layout, "SV_Position", 0, slot);
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SetSlot(layout, "NORMAL", 0, slot);
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SetSlot(layout, "COLOR", 0, slot);
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SetSlot(layout, "TANGENT", 0, slot);
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uint32_t index = 0;
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while (SetSlot(layout, "TEXCOORD", index++, slot));
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}
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void ShaderProcessor::BuildInputLayout(
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vector<D3D11_INPUT_ELEMENT_DESC> &layout)
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{
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shader_func *func = shader_parser_getfunc(&parser, "main");
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if (!func)
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throw "Failed to find 'main' shader function";
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BuildInputLayoutFromVars(&parser, &func->params.da, layout);
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}
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gs_shader_param::gs_shader_param(shader_var &var, uint32_t &texCounter)
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: type (get_shader_param_type(var.type)),
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name (var.name),
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textureID (texCounter),
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arrayCount (var.array_count),
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changed (false)
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{
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defaultValue.resize(var.default_val.num);
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memcpy(defaultValue.data(), var.default_val.array, var.default_val.num);
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if (type == GS_SHADER_PARAM_TEXTURE)
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texCounter++;
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else
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textureID = 0;
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}
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static inline void AddParam(shader_var &var, vector<gs_shader_param> ¶ms,
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uint32_t &texCounter)
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{
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if (var.var_type != SHADER_VAR_UNIFORM ||
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strcmp(var.type, "sampler") == 0)
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return;
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params.push_back(gs_shader_param(var, texCounter));
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}
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void ShaderProcessor::BuildParams(vector<gs_shader_param> ¶ms)
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{
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uint32_t texCounter = 0;
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for (size_t i = 0; i < parser.params.num; i++)
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AddParam(parser.params.array[i], params, texCounter);
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}
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static inline void AddSampler(gs_device_t device, shader_sampler &sampler,
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vector<ShaderSampler> &samplers)
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{
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gs_sampler_info si;
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shader_sampler_convert(&sampler, &si);
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samplers.push_back(ShaderSampler(sampler.name, device, &si));
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}
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void ShaderProcessor::BuildSamplers(vector<ShaderSampler> &samplers)
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{
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for (size_t i = 0; i < parser.samplers.num; i++)
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AddSampler(device, parser.samplers.array[i], samplers);
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}
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void ShaderProcessor::BuildString(string &outputString)
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{
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stringstream output;
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cf_token *token = cf_preprocessor_get_tokens(&parser.cfp.pp);
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while (token->type != CFTOKEN_NONE) {
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/* cheaply just replace specific tokens */
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if (strref_cmp(&token->str, "POSITION") == 0)
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output << "SV_Position";
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else if (strref_cmp(&token->str, "TARGET") == 0)
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output << "SV_Target";
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else if (strref_cmp(&token->str, "texture2d") == 0)
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output << "Texture2D";
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else if (strref_cmp(&token->str, "texture3d") == 0)
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output << "Texture3D";
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else if (strref_cmp(&token->str, "texture_cube") == 0)
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output << "TextureCube";
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else if (strref_cmp(&token->str, "texture_rect") == 0)
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throw "texture_rect is not supported in D3D";
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else if (strref_cmp(&token->str, "sampler_state") == 0)
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output << "SamplerState";
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else
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output.write(token->str.array, token->str.len);
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token++;
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}
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outputString = move(output.str());
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}
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void ShaderProcessor::Process(const char *shader_string, const char *file)
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{
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bool success = shader_parse(&parser, shader_string, file);
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char *str = shader_parser_geterrors(&parser);
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if (str) {
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blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
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bfree(str);
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}
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if (!success)
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throw "Failed to parse shader";
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}
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