bgfx/tools/shaderc/shaderc_dx11.cpp
Branimir Karadžić 9604a3f23b Fixed issue #322.
2015-04-05 11:24:59 -07:00

451 lines
11 KiB
C++

/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "shaderc.h"
#if SHADERC_CONFIG_DIRECT3D11
#include <d3dcompiler.h>
#include <d3d11shader.h>
#ifndef D3D_SVF_USED
# define D3D_SVF_USED 2
#endif // D3D_SVF_USED
#ifndef IID_ID3D11ShaderReflection
static const GUID GUID_ID3D11ShaderReflection = { 0x0a233719, 0x3960, 0x4578, { 0x9d, 0x7c, 0x20, 0x3b, 0x8b, 0x1d, 0x9c, 0xc1 } };
# define IID_ID3D11ShaderReflection GUID_ID3D11ShaderReflection
#endif // IID_ID3D11ShaderReflection
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 uniformType = findUniformTypeDx11(constDesc);
if (UniformType::Count != uniformType
&& 0 != (varDesc.uFlags & D3D_SVF_USED) )
{
Uniform un;
un.name = varDesc.Name;
un.type = uniformType;
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
, uniformType
);
}
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
);
}
{
ID3DBlob* stripped;
hr = D3DStripShader(code->GetBufferPointer()
, code->GetBufferSize()
, D3DCOMPILER_STRIP_REFLECTION_DATA
| D3DCOMPILER_STRIP_TEST_BLOBS
, &stripped
);
if (SUCCEEDED(hr) )
{
code->Release();
code = stripped;
}
}
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