git add of HLSL sources.. derp

This commit is contained in:
Jack Andersen 2015-11-17 21:29:54 -10:00
parent 6387b420ae
commit e5c4008cfb
2 changed files with 527 additions and 0 deletions

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#ifndef HECLBACKEND_HLSL_HPP
#define HECLBACKEND_HLSL_HPP
#include "ProgrammableCommon.hpp"
namespace HECL
{
namespace Backend
{
struct HLSL : ProgrammableCommon
{
void reset(const IR& ir, Diagnostics& diag);
std::string makeVert(unsigned col, unsigned uv, unsigned w,
unsigned skinSlots, unsigned texMtxs) const;
std::string makeFrag(const ShaderFunction& lighting=ShaderFunction()) const;
std::string makeFrag(const ShaderFunction& lighting,
const ShaderFunction& post) const;
private:
std::string GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const;
std::string GenerateVertToFragStruct() const;
std::string GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const;
std::string EmitVec3(const atVec4f& vec) const
{
return HECL::Format("float3(%g,%g,%g)", vec.vec[0], vec.vec[1], vec.vec[2]);
}
std::string EmitTexGenSource2(TexGenSrc src, int uvIdx) const;
std::string EmitTexGenSource4(TexGenSrc src, int uvIdx) const;
};
}
}
#endif // HECLBACKEND_HLSL_HPP

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hecl/lib/Backend/HLSL.cpp Normal file
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#include "HECL/Backend/HLSL.hpp"
#include "HECL/Runtime.hpp"
#include <Athena/MemoryReader.hpp>
#include <Athena/MemoryWriter.hpp>
#include <boo/graphicsdev/D3D.hpp>
static LogVisor::LogModule Log("HECL::Backend::HLSL");
namespace HECL
{
namespace Backend
{
std::string HLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
{
switch (src)
{
case TG_POS:
return "v.posIn.xy\n";
case TG_NRM:
return "v.normIn.xy\n";
case TG_UV:
return HECL::Format("v.uvIn[%u]", uvIdx);
default: break;
}
return std::string();
}
std::string HLSL::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
{
switch (src)
{
case TG_POS:
return "float4(v.posIn, 1.0)\n";
case TG_NRM:
return "float4(v.normIn, 1.0)\n";
case TG_UV:
return HECL::Format("float4(v.uvIn[%u], 0.0, 1.0)", uvIdx);
default: break;
}
return std::string();
}
std::string HLSL::GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const
{
std::string retval =
"struct VertData\n"
"{\n"
" float3 posIn : POSITION;\n"
" float3 normIn : NORMAL;\n";
if (col)
retval += HECL::Format(" float4 colIn[%u] : COLOR;\n", col);
if (uv)
retval += HECL::Format(" float2 uvIn[%u] : UV;\n", uv);
if (w)
retval += HECL::Format(" float4 weightIn[%u] : WEIGHT;\n", w);
return retval + "};\n";
}
std::string HLSL::GenerateVertToFragStruct() const
{
std::string retval =
"struct VertToFrag\n"
"{\n"
" float4 mvpPos : SV_Position;\n"
" float4 mvPos : POSITION;\n"
" float4 mvNorm : NORMAL;\n";
if (m_tcgs.size())
retval += HECL::Format(" float2 tcgs[%u] : UV;\n", unsigned(m_tcgs.size()));
return retval + "};\n";
}
std::string HLSL::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const
{
if (skinSlots == 0)
skinSlots = 1;
std::string retval = HECL::Format("cbuffer HECLVertUniform : register(b0)\n"
"{\n"
" float4x4 mv[%u];\n"
" float4x4 mvInv[%u];\n"
" float4x4 proj;\n",
skinSlots, skinSlots);
if (texMtxs)
retval += HECL::Format(" float4x4 texMtxs[%u];\n", texMtxs);
return retval + "};\n";
}
void HLSL::reset(const IR& ir, Diagnostics& diag)
{
/* Common programmable interpretation */
ProgrammableCommon::reset(ir, diag, "HLSL");
}
std::string HLSL::makeVert(unsigned col, unsigned uv, unsigned w,
unsigned s, unsigned tm) const
{
std::string retval =
GenerateVertInStruct(col, uv, w) + "\n" +
GenerateVertToFragStruct() + "\n" +
GenerateVertUniformStruct(s, tm) + "\n" +
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n";
if (s)
{
/* skinned */
retval += " vec4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
" vec4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
for (size_t i=0 ; i<s ; ++i)
retval += HECL::Format(" posAccum += mul(mv[%" PRISize "], float4(v.posIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n"
" normAccum += mul(mvInv[%" PRISize "], float4(v.normIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n",
i, i/4, i%4, i, i/4, i%4);
retval += " posAccum[3] = 1.0;\n"
" vtf.mvPos = posAccum;\n"
" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
" vtf.mvpPos = mul(proj, posAccum);\n";
}
else
{
/* non-skinned */
retval += " vtf.mvPos = mul(mv[0], float4(v.posIn, 1.0));\n"
" vtf.mvNorm = mul(mvInv[0], float4(v.normIn, 0.0));\n"
" vtf.mvpPos = mul(proj, vtf.mvPos);\n";
}
int tcgIdx = 0;
for (const TexCoordGen& tcg : m_tcgs)
{
if (tcg.m_mtx < 0)
retval += HECL::Format(" vtf.tcgs[%u] = %s;\n", tcgIdx,
EmitTexGenSource2(tcg.m_src, tcg.m_uvIdx).c_str());
else
retval += HECL::Format(" vtf.tcgs[%u] = mul(texMtxs[%u], %s).xy;\n", tcgIdx, tcg.m_mtx,
EmitTexGenSource4(tcg.m_src, tcg.m_uvIdx).c_str());
++tcgIdx;
}
return retval + " return vtf;\n"
"}\n";
}
std::string HLSL::makeFrag(const ShaderFunction& lighting) const
{
std::string lightingSrc;
if (lighting.m_source)
lightingSrc = lighting.m_source;
std::string texMapDecl;
if (m_texMapEnd)
texMapDecl = HECL::Format("Texture2D texs[%u] : register(t0);\n", m_texMapEnd);
std::string retval =
"SamplerState samp : register(s0);\n" +
GenerateVertToFragStruct() +
texMapDecl + "\n" +
lightingSrc + "\n" +
"float4 main(in VertToFrag vtf) : SV_Target0\n{\n";
if (m_lighting)
{
if (lighting.m_entry)
retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
else
retval += " float4 lighting = vec4(1.0,1.0,1.0,1.0);\n";
}
unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
retval += HECL::Format(" float4 sampling%u = texs[%u].Sample(samp, vtf.tcgs[%u]);\n",
sampIdx++, sampling.mapIdx, sampling.tcgIdx);
if (m_alphaExpr.size())
retval += " return float4(" + m_colorExpr + ", " + m_alphaExpr + ");\n";
else
retval += " return float4(" + m_colorExpr + ", 1.0);\n";
return retval + "}\n";
}
std::string HLSL::makeFrag(const ShaderFunction& lighting,
const ShaderFunction& post) const
{
std::string lightingSrc;
if (lighting.m_source)
lightingSrc = lighting.m_source;
std::string postSrc;
if (post.m_source)
postSrc = post.m_source;
std::string postEntry;
if (post.m_entry)
postEntry = post.m_entry;
std::string texMapDecl;
if (m_texMapEnd)
texMapDecl = HECL::Format("Texture2D texs[%u] : register(t0);\n", m_texMapEnd);
std::string retval =
"SamplerState samp : register(s0);\n" +
GenerateVertToFragStruct() +
texMapDecl + "\n" +
lightingSrc + "\n" +
postSrc +
"\nfloat4 main(in VertToFrag vtf) : SV_Target0\n{\n";
if (m_lighting)
{
if (lighting.m_entry)
retval += HECL::Format(" float4 lighting = %s();\n", lighting.m_entry);
else
retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
}
unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
retval += HECL::Format(" float4 sampling%u = texs[%u].Sample(samp, vtf.tcgs[%u]);\n",
sampIdx++, sampling.mapIdx, sampling.tcgIdx);
if (m_alphaExpr.size())
retval += " return " + postEntry + "(float4(" + m_colorExpr + ", " + m_alphaExpr + "));\n";
else
retval += " return " + postEntry + "(float4(" + m_colorExpr + ", 1.0));\n";
return retval + "}\n";
}
}
namespace Runtime
{
struct HLSLBackendFactory : IShaderBackendFactory
{
Backend::HLSL m_backend;
boo::ID3DDataFactory* m_gfxFactory;
HLSLBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
: m_gfxFactory(dynamic_cast<boo::ID3DDataFactory*>(gfxFactory)) {}
ShaderCachedData buildShaderFromIR(const ShaderTag& tag,
const HECL::Frontend::IR& ir,
HECL::Frontend::Diagnostics& diag,
boo::IShaderPipeline** objOut)
{
m_backend.reset(ir, diag);
std::string vertSource =
m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
tag.getSkinSlotCount(), tag.getTexMtxCount());
std::string fragSource = m_backend.makeFrag();
ComPtr<ID3DBlob> vertBlob;
ComPtr<ID3DBlob> fragBlob;
ComPtr<ID3DBlob> pipelineBlob;
*objOut =
m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
vertBlob, fragBlob, pipelineBlob,
tag.newVertexFormat(m_gfxFactory),
m_backend.m_blendSrc, m_backend.m_blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!*objOut)
Log.report(LogVisor::FatalError, "unable to build shader");
atUint32 vertSz = 0;
atUint32 fragSz = 0;
atUint32 pipelineSz = 0;
if (vertBlob)
vertSz = vertBlob->GetBufferSize();
if (fragBlob)
fragSz = fragBlob->GetBufferSize();
if (pipelineBlob)
pipelineSz = pipelineBlob->GetBufferSize();
size_t cachedSz = 14 + vertSz + fragSz + pipelineSz;
ShaderCachedData dataOut(tag, cachedSz);
Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
w.writeUByte(m_backend.m_blendSrc);
w.writeUByte(m_backend.m_blendDst);
if (vertBlob)
{
w.writeUint32Big(vertSz);
w.writeUBytes((atUint8*)vertBlob->GetBufferPointer(), vertSz);
}
else
w.writeUint32Big(0);
if (fragBlob)
{
w.writeUint32Big(fragSz);
w.writeUBytes((atUint8*)fragBlob->GetBufferPointer(), fragSz);
}
else
w.writeUint32Big(0);
if (pipelineBlob)
{
w.writeUint32Big(pipelineSz);
w.writeUBytes((atUint8*)pipelineBlob->GetBufferPointer(), pipelineSz);
}
else
w.writeUint32Big(0);
return dataOut;
}
boo::IShaderPipeline* buildShaderFromCache(const ShaderCachedData& data)
{
const ShaderTag& tag = data.m_tag;
Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
atUint32 vertSz = r.readUint32Big();
ComPtr<ID3DBlob> vertBlob;
if (vertSz)
{
D3DCreateBlobPROC(vertSz, &vertBlob);
r.readUBytesToBuf(vertBlob->GetBufferPointer(), vertSz);
}
atUint32 fragSz = r.readUint32Big();
ComPtr<ID3DBlob> fragBlob;
if (fragSz)
{
D3DCreateBlobPROC(fragSz, &fragBlob);
r.readUBytesToBuf(fragBlob->GetBufferPointer(), fragSz);
}
atUint32 pipelineSz = r.readUint32Big();
ComPtr<ID3DBlob> pipelineBlob;
if (pipelineSz)
{
D3DCreateBlobPROC(pipelineSz, &pipelineBlob);
r.readUBytesToBuf(pipelineBlob->GetBufferPointer(), pipelineSz);
}
boo::IShaderPipeline* ret =
m_gfxFactory->newShaderPipeline(nullptr, nullptr,
vertBlob, fragBlob, pipelineBlob,
tag.newVertexFormat(m_gfxFactory),
blendSrc, blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!ret)
Log.report(LogVisor::FatalError, "unable to build shader");
return ret;
}
ShaderCachedData buildExtendedShaderFromIR(const ShaderTag& tag,
const HECL::Frontend::IR& ir,
HECL::Frontend::Diagnostics& diag,
const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
FReturnExtensionShader returnFunc)
{
m_backend.reset(ir, diag);
std::string vertSource =
m_backend.makeVert(tag.getColorCount(), tag.getUvCount(), tag.getWeightCount(),
tag.getSkinSlotCount(), tag.getTexMtxCount());
ComPtr<ID3DBlob> vertBlob;
std::vector<std::pair<ComPtr<ID3DBlob>, ComPtr<ID3DBlob>>> fragPipeBlobs;
fragPipeBlobs.reserve(extensionSlots.size());
size_t cachedSz = 6 + 8 * extensionSlots.size();
for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
{
std::string fragSource = m_backend.makeFrag(slot.lighting, slot.post);
fragPipeBlobs.emplace_back();
std::pair<ComPtr<ID3DBlob>, ComPtr<ID3DBlob>>& fragPipeBlob = fragPipeBlobs.back();
boo::IShaderPipeline* ret =
m_gfxFactory->newShaderPipeline(vertSource.c_str(), fragSource.c_str(),
vertBlob, fragPipeBlob.first, fragPipeBlob.second,
tag.newVertexFormat(m_gfxFactory),
m_backend.m_blendSrc, m_backend.m_blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!ret)
Log.report(LogVisor::FatalError, "unable to build shader");
if (fragPipeBlob.first)
cachedSz += fragPipeBlob.first->GetBufferSize();
if (fragPipeBlob.second)
cachedSz += fragPipeBlob.second->GetBufferSize();
returnFunc(ret);
}
if (vertBlob)
cachedSz += vertBlob->GetBufferSize();
ShaderCachedData dataOut(tag, cachedSz);
Athena::io::MemoryWriter w(dataOut.m_data.get(), dataOut.m_sz);
w.writeUByte(m_backend.m_blendSrc);
w.writeUByte(m_backend.m_blendDst);
if (vertBlob)
{
w.writeUint32Big(vertBlob->GetBufferSize());
w.writeUBytes((atUint8*)vertBlob->GetBufferPointer(), vertBlob->GetBufferSize());
}
else
w.writeUint32Big(0);
for (const std::pair<ComPtr<ID3DBlob>, ComPtr<ID3DBlob>>& fragPipeBlob : fragPipeBlobs)
{
if (fragPipeBlob.first)
{
w.writeUint32Big(fragPipeBlob.first->GetBufferSize());
w.writeUBytes((atUint8*)fragPipeBlob.first->GetBufferPointer(), fragPipeBlob.first->GetBufferSize());
}
else
w.writeUint32Big(0);
if (fragPipeBlob.second)
{
w.writeUint32Big(fragPipeBlob.second->GetBufferSize());
w.writeUBytes((atUint8*)fragPipeBlob.second->GetBufferPointer(), fragPipeBlob.second->GetBufferSize());
}
else
w.writeUint32Big(0);
}
return dataOut;
}
void buildExtendedShaderFromCache(const ShaderCachedData& data,
const std::vector<ShaderCacheExtensions::ExtensionSlot>& extensionSlots,
FReturnExtensionShader returnFunc)
{
const ShaderTag& tag = data.m_tag;
Athena::io::MemoryReader r(data.m_data.get(), data.m_sz);
boo::BlendFactor blendSrc = boo::BlendFactor(r.readUByte());
boo::BlendFactor blendDst = boo::BlendFactor(r.readUByte());
atUint32 vertSz = r.readUint32Big();
ComPtr<ID3DBlob> vertBlob;
if (vertSz)
{
D3DCreateBlobPROC(vertSz, &vertBlob);
r.readUBytesToBuf(vertBlob->GetBufferPointer(), vertSz);
}
for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots)
{
atUint32 fragSz = r.readUint32Big();
ComPtr<ID3DBlob> fragBlob;
if (fragSz)
{
D3DCreateBlobPROC(fragSz, &fragBlob);
r.readUBytesToBuf(fragBlob->GetBufferPointer(), fragSz);
}
atUint32 pipelineSz = r.readUint32Big();
ComPtr<ID3DBlob> pipelineBlob;
if (pipelineSz)
{
D3DCreateBlobPROC(pipelineSz, &pipelineBlob);
r.readUBytesToBuf(pipelineBlob->GetBufferPointer(), pipelineSz);
}
boo::IShaderPipeline* ret =
m_gfxFactory->newShaderPipeline(nullptr, nullptr,
vertBlob, fragBlob, pipelineBlob,
tag.newVertexFormat(m_gfxFactory),
blendSrc, blendDst,
tag.getDepthTest(), tag.getDepthWrite(),
tag.getBackfaceCulling());
if (!ret)
Log.report(LogVisor::FatalError, "unable to build shader");
returnFunc(ret);
}
}
};
IShaderBackendFactory* _NewHLSLBackendFactory(boo::IGraphicsDataFactory* gfxFactory)
{
return new struct HLSLBackendFactory(gfxFactory);
}
}
}