Beispiel #1
0
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;
}
bool getReflectionDataD3D11(ID3DBlob* _code, bool _vshader, UniformArray& _uniforms, uint8_t& _numAttrs, uint16_t* _attrs, uint16_t& _size, UniformNameList& unusedUniforms)
{
    ID3D11ShaderReflection* reflect = NULL;
    HRESULT hr = D3DReflect(_code->GetBufferPointer()
                            , _code->GetBufferSize()
                            , s_compiler->IID_ID3D11ShaderReflection
                            , (void**)&reflect
                           );
    if (FAILED(hr) )
    {
        fprintf(stderr, "Error: D3DReflect failed 0x%08x\n", (uint32_t)hr);
        return false;
    }

    D3D11_SHADER_DESC desc;
    hr = reflect->GetDesc(&desc);
    if (FAILED(hr) )
    {
        fprintf(stderr, "Error: ID3D11ShaderReflection::GetDesc failed 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:");

    if (_vshader) // 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);
    }

    for (uint32_t ii = 0, num = bx::uint32_min(1, desc.ConstantBuffers); ii < num; ++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 = findUniformType(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 (used)"
                                     , varDesc.Name
                                     , varDesc.StartOffset
                                     , varDesc.Size
                                     , varDesc.uFlags
                                     , uniformType
                                    );
                        }
                        else
                        {
                            if (0 == (varDesc.uFlags & D3D_SVF_USED) )
                            {
                                unusedUniforms.push_back(varDesc.Name);
                            }

                            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 (D3D_SIT_SAMPLER == bindDesc.Type)
            {
                BX_TRACE("\t%s, %d, %d, %d"
                         , bindDesc.Name
                         , bindDesc.Type
                         , bindDesc.BindPoint
                         , bindDesc.BindCount
                        );

                const char * end = strstr(bindDesc.Name, "Sampler");
                if (NULL != end)
                {
                    Uniform un;
                    un.name.assign(bindDesc.Name, (end - bindDesc.Name) );
                    un.type = UniformType::Enum(BGFX_UNIFORM_SAMPLERBIT | UniformType::Int1);
                    un.num = 1;
                    un.regIndex = bindDesc.BindPoint;
                    un.regCount = bindDesc.BindCount;
                    _uniforms.push_back(un);
                }
            }
        }
    }

    if (NULL != reflect)
    {
        reflect->Release();
    }

    return true;
}