441 lines
12 KiB
C++
441 lines
12 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 <graphics/vec2.h>
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#include <graphics/vec3.h>
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#include <graphics/matrix3.h>
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#include <graphics/matrix4.h>
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void gs_vertex_shader::GetBuffersExpected(
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const vector<D3D11_INPUT_ELEMENT_DESC> &inputs)
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{
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for (size_t i = 0; i < inputs.size(); i++) {
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const D3D11_INPUT_ELEMENT_DESC &input = inputs[i];
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if (strcmp(input.SemanticName, "NORMAL") == 0)
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hasNormals = true;
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else if (strcmp(input.SemanticName, "TANGENT") == 0)
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hasTangents = true;
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else if (strcmp(input.SemanticName, "COLOR") == 0)
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hasColors = true;
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else if (strcmp(input.SemanticName, "TEXCOORD") == 0)
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nTexUnits++;
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}
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}
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gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
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const char *shaderString)
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: gs_shader(device, gs_type::gs_vertex_shader, GS_SHADER_VERTEX),
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hasNormals(false),
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hasColors(false),
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hasTangents(false),
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nTexUnits(0)
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{
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ShaderProcessor processor(device);
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ComPtr<ID3D10Blob> shaderBlob;
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string outputString;
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HRESULT hr;
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processor.Process(shaderString, file);
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processor.BuildString(outputString);
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processor.BuildParams(params);
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processor.BuildInputLayout(layoutData);
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GetBuffersExpected(layoutData);
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BuildConstantBuffer();
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Compile(outputString.c_str(), file, "vs_4_0", shaderBlob.Assign());
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data.resize(shaderBlob->GetBufferSize());
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memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
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hr = device->device->CreateVertexShader(data.data(), data.size(), NULL,
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shader.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create vertex shader", hr);
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const UINT layoutSize = (UINT)layoutData.size();
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if (layoutSize > 0) {
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hr = device->device->CreateInputLayout(layoutData.data(),
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(UINT)layoutSize,
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data.data(), data.size(),
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layout.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create input layout", hr);
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}
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viewProj = gs_shader_get_param_by_name(this, "ViewProj");
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world = gs_shader_get_param_by_name(this, "World");
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}
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gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
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const char *shaderString)
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: gs_shader(device, gs_type::gs_pixel_shader, GS_SHADER_PIXEL)
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{
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ShaderProcessor processor(device);
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ComPtr<ID3D10Blob> shaderBlob;
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string outputString;
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HRESULT hr;
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processor.Process(shaderString, file);
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processor.BuildString(outputString);
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processor.BuildParams(params);
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processor.BuildSamplers(samplers);
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BuildConstantBuffer();
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Compile(outputString.c_str(), file, "ps_4_0", shaderBlob.Assign());
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data.resize(shaderBlob->GetBufferSize());
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memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
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hr = device->device->CreatePixelShader(data.data(), data.size(), NULL,
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shader.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create pixel shader", hr);
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}
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/*
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* Shader compilers will pack constants in to single registers when possible.
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* For example:
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*
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* uniform float3 test1;
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* uniform float test2;
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*
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* will inhabit a single constant register (c0.xyz for 'test1', and c0.w for
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* 'test2')
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*
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* However, if two constants cannot inhabit the same register, the second one
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* must begin at a new register, for example:
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*
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* uniform float2 test1;
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* uniform float3 test2;
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*
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* 'test1' will inhabit register constant c0.xy. However, because there's no
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* room for 'test2, it must use a new register constant entirely (c1.xyz).
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*
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* So if we want to calculate the position of the constants in the constant
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* buffer, we must take this in to account.
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*/
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void gs_shader::BuildConstantBuffer()
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{
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for (size_t i = 0; i < params.size(); i++) {
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gs_shader_param ¶m = params[i];
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size_t size = 0;
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switch (param.type) {
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case GS_SHADER_PARAM_BOOL:
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case GS_SHADER_PARAM_INT:
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case GS_SHADER_PARAM_FLOAT:
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size = sizeof(float);
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break;
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case GS_SHADER_PARAM_INT2:
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case GS_SHADER_PARAM_VEC2:
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size = sizeof(vec2);
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break;
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case GS_SHADER_PARAM_INT3:
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case GS_SHADER_PARAM_VEC3:
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size = sizeof(float) * 3;
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break;
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case GS_SHADER_PARAM_INT4:
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case GS_SHADER_PARAM_VEC4:
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size = sizeof(vec4);
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break;
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case GS_SHADER_PARAM_MATRIX4X4:
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size = sizeof(float) * 4 * 4;
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break;
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case GS_SHADER_PARAM_TEXTURE:
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case GS_SHADER_PARAM_STRING:
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case GS_SHADER_PARAM_UNKNOWN:
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continue;
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}
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if (param.arrayCount)
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size *= param.arrayCount;
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/* checks to see if this constant needs to start at a new
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* register */
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if (size && (constantSize & 15) != 0) {
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size_t alignMax = (constantSize + 15) & ~15;
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if ((size + constantSize) > alignMax)
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constantSize = alignMax;
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}
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param.pos = constantSize;
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constantSize += size;
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}
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memset(&bd, 0, sizeof(bd));
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if (constantSize) {
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HRESULT hr;
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bd.ByteWidth = (constantSize + 15) & 0xFFFFFFF0; /* align */
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bd.Usage = D3D11_USAGE_DYNAMIC;
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bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hr = device->device->CreateBuffer(&bd, NULL,
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constants.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create constant buffer", hr);
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}
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for (size_t i = 0; i < params.size(); i++)
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gs_shader_set_default(¶ms[i]);
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}
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void gs_shader::Compile(const char *shaderString, const char *file,
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const char *target, ID3D10Blob **shader)
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{
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ComPtr<ID3D10Blob> errorsBlob;
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HRESULT hr;
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if (!shaderString)
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throw "No shader string specified";
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hr = device->d3dCompile(shaderString, strlen(shaderString), file, NULL,
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NULL, "main", target,
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D3D10_SHADER_OPTIMIZATION_LEVEL1, 0, shader,
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errorsBlob.Assign());
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if (FAILED(hr)) {
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if (errorsBlob != NULL && errorsBlob->GetBufferSize())
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throw ShaderError(errorsBlob, hr);
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else
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throw HRError("Failed to compile shader", hr);
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}
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#ifdef DISASSEMBLE_SHADERS
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ComPtr<ID3D10Blob> asmBlob;
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if (!device->d3dDisassemble)
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return;
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hr = device->d3dDisassemble((*shader)->GetBufferPointer(),
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(*shader)->GetBufferSize(), 0, nullptr,
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&asmBlob);
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if (SUCCEEDED(hr) && !!asmBlob && asmBlob->GetBufferSize()) {
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blog(LOG_INFO, "=============================================");
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blog(LOG_INFO, "Disassembly output for shader '%s':\n%s", file,
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asmBlob->GetBufferPointer());
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}
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#endif
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}
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inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
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gs_shader_param ¶m, bool &upload)
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{
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if (param.type != GS_SHADER_PARAM_TEXTURE) {
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if (!param.curValue.size())
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throw "Not all shader parameters were set";
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/* padding in case the constant needs to start at a new
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* register */
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if (param.pos > constData.size()) {
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uint8_t zero = 0;
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constData.insert(constData.end(),
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param.pos - constData.size(), zero);
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}
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constData.insert(constData.end(), param.curValue.begin(),
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param.curValue.end());
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if (param.changed) {
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upload = true;
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param.changed = false;
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}
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} else if (param.curValue.size() == sizeof(gs_texture_t *)) {
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gs_texture_t *tex;
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memcpy(&tex, param.curValue.data(), sizeof(gs_texture_t *));
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device_load_texture(device, tex, param.textureID);
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if (param.nextSampler) {
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ID3D11SamplerState *state = param.nextSampler->state;
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device->context->PSSetSamplers(param.textureID, 1,
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&state);
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param.nextSampler = nullptr;
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}
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}
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}
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void gs_shader::UploadParams()
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{
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vector<uint8_t> constData;
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bool upload = false;
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constData.reserve(constantSize);
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for (size_t i = 0; i < params.size(); i++)
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UpdateParam(constData, params[i], upload);
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if (constData.size() != constantSize)
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throw "Invalid constant data size given to shader";
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if (upload) {
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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT hr;
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hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
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0, &map);
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if (FAILED(hr))
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throw HRError("Could not lock constant buffer", hr);
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memcpy(map.pData, constData.data(), constData.size());
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device->context->Unmap(constants, 0);
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}
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}
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void gs_shader_destroy(gs_shader_t *shader)
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{
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if (shader && shader->device->lastVertexShader == shader)
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shader->device->lastVertexShader = nullptr;
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delete shader;
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}
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int gs_shader_get_num_params(const gs_shader_t *shader)
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{
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return (int)shader->params.size();
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}
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gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
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{
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return &shader->params[param];
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}
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gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
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{
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for (size_t i = 0; i < shader->params.size(); i++) {
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gs_shader_param ¶m = shader->params[i];
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if (strcmp(param.name.c_str(), name) == 0)
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return ¶m;
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}
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return NULL;
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}
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gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
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{
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if (shader->type != GS_SHADER_VERTEX)
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return NULL;
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return static_cast<const gs_vertex_shader *>(shader)->viewProj;
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}
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gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
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{
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if (shader->type != GS_SHADER_VERTEX)
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return NULL;
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return static_cast<const gs_vertex_shader *>(shader)->world;
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}
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void gs_shader_get_param_info(const gs_sparam_t *param,
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struct gs_shader_param_info *info)
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{
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if (!param)
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return;
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info->name = param->name.c_str();
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info->type = param->type;
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}
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static inline void shader_setval_inline(gs_shader_param *param,
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const void *data, size_t size)
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{
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assert(param);
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if (!param)
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return;
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bool size_changed = param->curValue.size() != size;
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if (size_changed)
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param->curValue.resize(size);
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if (size_changed || memcmp(param->curValue.data(), data, size) != 0) {
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memcpy(param->curValue.data(), data, size);
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param->changed = true;
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}
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}
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void gs_shader_set_bool(gs_sparam_t *param, bool val)
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{
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int b_val = (int)val;
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shader_setval_inline(param, &b_val, sizeof(int));
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}
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void gs_shader_set_float(gs_sparam_t *param, float val)
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{
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shader_setval_inline(param, &val, sizeof(float));
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}
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void gs_shader_set_int(gs_sparam_t *param, int val)
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{
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shader_setval_inline(param, &val, sizeof(int));
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}
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void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
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{
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struct matrix4 mat;
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matrix4_from_matrix3(&mat, val);
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shader_setval_inline(param, &mat, sizeof(matrix4));
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}
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void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
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{
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shader_setval_inline(param, val, sizeof(matrix4));
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}
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void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
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{
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shader_setval_inline(param, val, sizeof(vec2));
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}
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void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
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{
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shader_setval_inline(param, val, sizeof(float) * 3);
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}
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void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
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{
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shader_setval_inline(param, val, sizeof(vec4));
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}
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void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
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{
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shader_setval_inline(param, &val, sizeof(gs_texture_t *));
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}
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void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
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{
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shader_setval_inline(param, val, size);
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}
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void gs_shader_set_default(gs_sparam_t *param)
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{
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if (param->defaultValue.size())
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shader_setval_inline(param, param->defaultValue.data(),
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param->defaultValue.size());
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}
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void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
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{
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param->nextSampler = sampler;
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}
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