#include "HECL/Backend/HLSL.hpp" #include "HECL/Runtime.hpp" #include #include #include static LogVisor::LogModule Log("HECL::Backend::HLSL"); namespace HECL { namespace Backend { std::string HLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const { switch (src) { case TexGenSrc::Position: return "v.posIn.xy\n"; case TexGenSrc::Normal: return "v.normIn.xy\n"; case TexGenSrc::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 TexGenSrc::Position: return "float4(v.posIn, 1.0)\n"; case TexGenSrc::Normal: return "float4(v.normIn, 1.0)\n"; case TexGenSrc::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(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 vertBlob; ComPtr fragBlob; ComPtr 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(atUint8(m_backend.m_blendSrc)); w.writeUByte(atUint8(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 vertBlob; if (vertSz) { D3DCreateBlobPROC(vertSz, &vertBlob); r.readUBytesToBuf(vertBlob->GetBufferPointer(), vertSz); } atUint32 fragSz = r.readUint32Big(); ComPtr fragBlob; if (fragSz) { D3DCreateBlobPROC(fragSz, &fragBlob); r.readUBytesToBuf(fragBlob->GetBufferPointer(), fragSz); } atUint32 pipelineSz = r.readUint32Big(); ComPtr 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& 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 vertBlob; std::vector, ComPtr>> 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>& 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(atUint8(m_backend.m_blendSrc)); w.writeUByte(atUint8(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>& 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& 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 vertBlob; if (vertSz) { D3DCreateBlobPROC(vertSz, &vertBlob); r.readUBytesToBuf(vertBlob->GetBufferPointer(), vertSz); } for (const ShaderCacheExtensions::ExtensionSlot& slot : extensionSlots) { atUint32 fragSz = r.readUint32Big(); ComPtr fragBlob; if (fragSz) { D3DCreateBlobPROC(fragSz, &fragBlob); r.readUBytesToBuf(fragBlob->GetBufferPointer(), fragSz); } atUint32 pipelineSz = r.readUint32Big(); ComPtr 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); } } }