/* * Copyright 2011-2014 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "shaderc.h" #if SHADERC_CONFIG_DIRECT3D11 #include struct RemapInputSemantic { bgfx::Attrib::Enum m_attr; const char* m_name; uint8_t m_index; }; static const RemapInputSemantic s_remapInputSemantic[bgfx::Attrib::Count+1] = { { bgfx::Attrib::Position, "POSITION", 0 }, { bgfx::Attrib::Normal, "NORMAL", 0 }, { bgfx::Attrib::Tangent, "TANGENT", 0 }, { bgfx::Attrib::Bitangent, "BITANGENT", 0 }, { bgfx::Attrib::Color0, "COLOR", 0 }, { bgfx::Attrib::Color1, "COLOR", 1 }, { bgfx::Attrib::Indices, "BLENDINDICES", 0 }, { bgfx::Attrib::Weight, "BLENDWEIGHT", 0 }, { bgfx::Attrib::TexCoord0, "TEXCOORD", 0 }, { bgfx::Attrib::TexCoord1, "TEXCOORD", 1 }, { bgfx::Attrib::TexCoord2, "TEXCOORD", 2 }, { bgfx::Attrib::TexCoord3, "TEXCOORD", 3 }, { bgfx::Attrib::TexCoord4, "TEXCOORD", 4 }, { bgfx::Attrib::TexCoord5, "TEXCOORD", 5 }, { bgfx::Attrib::TexCoord6, "TEXCOORD", 6 }, { bgfx::Attrib::TexCoord7, "TEXCOORD", 7 }, { bgfx::Attrib::Count, "", 0 }, }; const RemapInputSemantic& findInputSemantic(const char* _name, uint8_t _index) { for (uint32_t ii = 0; ii < bgfx::Attrib::Count; ++ii) { const RemapInputSemantic& ris = s_remapInputSemantic[ii]; if (0 == strcmp(ris.m_name, _name) && ris.m_index == _index) { return ris; } } return s_remapInputSemantic[bgfx::Attrib::Count]; } struct UniformRemapDx11 { UniformType::Enum id; D3D_SHADER_VARIABLE_CLASS paramClass; D3D_SHADER_VARIABLE_TYPE paramType; uint8_t columns; uint8_t rows; }; static const UniformRemapDx11 s_constRemapDx11[7] = { { UniformType::Uniform1iv, D3D_SVC_SCALAR, D3D_SVT_INT, 0, 0 }, { UniformType::Uniform1fv, D3D_SVC_SCALAR, D3D_SVT_FLOAT, 0, 0 }, { UniformType::Uniform2fv, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 }, { UniformType::Uniform3fv, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 }, { UniformType::Uniform4fv, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 }, { UniformType::Uniform3x3fv, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 3 }, { UniformType::Uniform4x4fv, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 4, 4 }, }; UniformType::Enum findUniformTypeDx11(const D3D11_SHADER_TYPE_DESC& constDesc) { for (uint32_t ii = 0; ii < BX_COUNTOF(s_constRemapDx11); ++ii) { const UniformRemapDx11& remap = s_constRemapDx11[ii]; if (remap.paramClass == constDesc.Class && remap.paramType == constDesc.Type) { if (D3D_SVC_MATRIX_COLUMNS != constDesc.Class) { return remap.id; } if (remap.columns == constDesc.Columns && remap.rows == constDesc.Rows) { return remap.id; } } } return UniformType::Count; } static uint32_t s_optimizationLevelDx11[4] = { D3DCOMPILE_OPTIMIZATION_LEVEL0, D3DCOMPILE_OPTIMIZATION_LEVEL1, D3DCOMPILE_OPTIMIZATION_LEVEL2, D3DCOMPILE_OPTIMIZATION_LEVEL3, }; bool compileHLSLShaderDx11(bx::CommandLine& _cmdLine, const std::string& _code, bx::WriterI* _writer) { BX_TRACE("DX11"); const char* profile = _cmdLine.findOption('p', "profile"); if (NULL == profile) { fprintf(stderr, "Shader profile must be specified.\n"); return false; } bool debug = _cmdLine.hasArg('\0', "debug"); uint32_t flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY; flags |= debug ? D3DCOMPILE_DEBUG : 0; flags |= _cmdLine.hasArg('\0', "avoid-flow-control") ? D3DCOMPILE_AVOID_FLOW_CONTROL : 0; flags |= _cmdLine.hasArg('\0', "no-preshader") ? D3DCOMPILE_NO_PRESHADER : 0; flags |= _cmdLine.hasArg('\0', "partial-precision") ? D3DCOMPILE_PARTIAL_PRECISION : 0; flags |= _cmdLine.hasArg('\0', "prefer-flow-control") ? D3DCOMPILE_PREFER_FLOW_CONTROL : 0; flags |= _cmdLine.hasArg('\0', "backwards-compatibility") ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0; bool werror = _cmdLine.hasArg('\0', "Werror"); if (werror) { flags |= D3DCOMPILE_WARNINGS_ARE_ERRORS; } uint32_t optimization = 3; if (_cmdLine.hasArg(optimization, 'O') ) { optimization = bx::uint32_min(optimization, BX_COUNTOF(s_optimizationLevelDx11)-1); flags |= s_optimizationLevelDx11[optimization]; } else { flags |= D3DCOMPILE_SKIP_OPTIMIZATION; } BX_TRACE("Profile: %s", profile); BX_TRACE("Flags: 0x%08x", flags); ID3DBlob* code; ID3DBlob* errorMsg; // Output preprocessed shader so that HLSL can be debugged via GPA // or PIX. Compiling through memory won't embed preprocessed shader // file path. std::string hlslfp; if (debug) { hlslfp = _cmdLine.findOption('o'); hlslfp += ".hlsl"; writeFile(hlslfp.c_str(), _code.c_str(), (int32_t)_code.size() ); } HRESULT hr = D3DCompile(_code.c_str() , _code.size() , hlslfp.c_str() , NULL , NULL , "main" , profile , flags , 0 , &code , &errorMsg ); if (FAILED(hr) || (werror && NULL != errorMsg) ) { const char* log = (char*)errorMsg->GetBufferPointer(); int32_t line = 0; int32_t column = 0; int32_t start = 0; int32_t end = INT32_MAX; if (2 == sscanf(log, "(%u,%u):", &line, &column) && 0 != line) { start = bx::uint32_imax(1, line-10); end = start + 20; } printCode(_code.c_str(), line, start, end); fprintf(stderr, "Error: 0x%08x %s\n", (uint32_t)hr, log); errorMsg->Release(); return false; } UniformArray uniforms; ID3D11ShaderReflection* reflect = NULL; hr = D3DReflect(code->GetBufferPointer() , code->GetBufferSize() , IID_ID3D11ShaderReflection , (void**)&reflect ); if (FAILED(hr) ) { fprintf(stderr, "Error: 0x%08x\n", (uint32_t)hr); return false; } D3D11_SHADER_DESC desc; hr = reflect->GetDesc(&desc); if (FAILED(hr) ) { fprintf(stderr, BX_FILE_LINE_LITERAL "Error: 0x%08x\n", (uint32_t)hr); return false; } BX_TRACE("Creator: %s 0x%08x", desc.Creator, desc.Version); BX_TRACE("Num constant buffers: %d", desc.ConstantBuffers); BX_TRACE("Input:"); uint8_t numAttrs = 0; uint16_t attrs[bgfx::Attrib::Count]; if (profile[0] == 'v') // Only care about input semantic on vertex shaders { for (uint32_t ii = 0; ii < desc.InputParameters; ++ii) { D3D11_SIGNATURE_PARAMETER_DESC spd; reflect->GetInputParameterDesc(ii, &spd); BX_TRACE("\t%2d: %s%d, vt %d, ct %d, mask %x, reg %d" , ii , spd.SemanticName , spd.SemanticIndex , spd.SystemValueType , spd.ComponentType , spd.Mask , spd.Register ); const RemapInputSemantic& ris = findInputSemantic(spd.SemanticName, spd.SemanticIndex); if (ris.m_attr != bgfx::Attrib::Count) { attrs[numAttrs] = bgfx::attribToId(ris.m_attr); ++numAttrs; } } } BX_TRACE("Output:"); for (uint32_t ii = 0; ii < desc.OutputParameters; ++ii) { D3D11_SIGNATURE_PARAMETER_DESC spd; reflect->GetOutputParameterDesc(ii, &spd); BX_TRACE("\t%2d: %s%d, %d, %d", ii, spd.SemanticName, spd.SemanticIndex, spd.SystemValueType, spd.ComponentType); } uint16_t size = 0; for (uint32_t ii = 0; ii < bx::uint32_min(1, desc.ConstantBuffers); ++ii) { ID3D11ShaderReflectionConstantBuffer* cbuffer = reflect->GetConstantBufferByIndex(ii); D3D11_SHADER_BUFFER_DESC bufferDesc; hr = cbuffer->GetDesc(&bufferDesc); size = (uint16_t)bufferDesc.Size; if (SUCCEEDED(hr) ) { BX_TRACE("%s, %d, vars %d, size %d" , bufferDesc.Name , bufferDesc.Type , bufferDesc.Variables , bufferDesc.Size ); for (uint32_t jj = 0; jj < bufferDesc.Variables; ++jj) { ID3D11ShaderReflectionVariable* var = cbuffer->GetVariableByIndex(jj); ID3D11ShaderReflectionType* type = var->GetType(); D3D11_SHADER_VARIABLE_DESC varDesc; hr = var->GetDesc(&varDesc); if (SUCCEEDED(hr) ) { D3D11_SHADER_TYPE_DESC constDesc; hr = type->GetDesc(&constDesc); if (SUCCEEDED(hr) ) { UniformType::Enum type = findUniformTypeDx11(constDesc); if (UniformType::Count != type && 0 != (varDesc.uFlags & D3D_SVF_USED) ) { Uniform un; un.name = varDesc.Name; un.type = type; un.num = constDesc.Elements; un.regIndex = varDesc.StartOffset; un.regCount = BX_ALIGN_16(varDesc.Size)/16; uniforms.push_back(un); BX_TRACE("\t%s, %d, size %d, flags 0x%08x, %d" , varDesc.Name , varDesc.StartOffset , varDesc.Size , varDesc.uFlags , type ); } else { BX_TRACE("\t%s, unknown type", varDesc.Name); } } } } } } BX_TRACE("Bound:"); for (uint32_t ii = 0; ii < desc.BoundResources; ++ii) { D3D11_SHADER_INPUT_BIND_DESC bindDesc; hr = reflect->GetResourceBindingDesc(ii, &bindDesc); if (SUCCEEDED(hr) ) { // if (bindDesc.Type == D3D_SIT_SAMPLER) { BX_TRACE("\t%s, %d, %d, %d" , bindDesc.Name , bindDesc.Type , bindDesc.BindPoint , bindDesc.BindCount ); } } } uint16_t count = (uint16_t)uniforms.size(); bx::write(_writer, count); uint32_t fragmentBit = profile[0] == 'p' ? BGFX_UNIFORM_FRAGMENTBIT : 0; for (UniformArray::const_iterator it = uniforms.begin(); it != uniforms.end(); ++it) { const Uniform& un = *it; uint8_t nameSize = (uint8_t)un.name.size(); bx::write(_writer, nameSize); bx::write(_writer, un.name.c_str(), nameSize); uint8_t type = un.type|fragmentBit; bx::write(_writer, type); bx::write(_writer, un.num); bx::write(_writer, un.regIndex); bx::write(_writer, un.regCount); BX_TRACE("%s, %s, %d, %d, %d" , un.name.c_str() , getUniformTypeName(un.type) , un.num , un.regIndex , un.regCount ); } uint16_t shaderSize = (uint16_t)code->GetBufferSize(); bx::write(_writer, shaderSize); bx::write(_writer, code->GetBufferPointer(), shaderSize); uint8_t nul = 0; bx::write(_writer, nul); bx::write(_writer, numAttrs); bx::write(_writer, attrs, numAttrs*sizeof(uint16_t) ); bx::write(_writer, size); if (_cmdLine.hasArg('\0', "disasm") ) { ID3DBlob* disasm; D3DDisassemble(code->GetBufferPointer() , code->GetBufferSize() , 0 , NULL , &disasm ); if (NULL != disasm) { std::string disasmfp = _cmdLine.findOption('o'); disasmfp += ".disasm"; writeFile(disasmfp.c_str(), disasm->GetBufferPointer(), (uint32_t)disasm->GetBufferSize() ); disasm->Release(); } } if (NULL != reflect) { reflect->Release(); } if (NULL != errorMsg) { errorMsg->Release(); } code->Release(); return true; } #else bool compileHLSLShaderDx11(bx::CommandLine& _cmdLine, const std::string& _code, bx::WriterI* _writer) { BX_UNUSED(_cmdLine, _code, _writer); fprintf(stderr, "HLSL compiler is not supported on this platform.\n"); return false; } #endif // SHADERC_CONFIG_DIRECT3D11