예제 #1
0
void ShaderManager::CreateInputLayout(ID3DBlob* VS, ID3D11InputLayout* &inputLayout)
{
	HRESULT hr;
	std::vector<D3D11_INPUT_ELEMENT_DESC> inputElementDescArray;

	ID3D11ShaderReflection* pReflection;
	hr = D3DReflect(VS->GetBufferPointer(), VS->GetBufferSize(), IID_ID3D11ShaderReflection, (void**) &pReflection);
	assert(hr == S_OK);

	D3D11_SHADER_DESC shaderDesc;
	pReflection->GetDesc(&shaderDesc);
	unsigned int i = 0;
	for (; i < shaderDesc.InputParameters; ++i)
	{
		D3D11_SIGNATURE_PARAMETER_DESC paramDesc;
		pReflection->GetInputParameterDesc(i, &paramDesc);
		D3D11_INPUT_ELEMENT_DESC inputElementDesc;

		inputElementDesc.SemanticName = paramDesc.SemanticName;
		inputElementDesc.SemanticIndex = paramDesc.SemanticIndex;
		
		if (paramDesc.Mask == 1)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) inputElementDesc.Format = DXGI_FORMAT_R32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) inputElementDesc.Format = DXGI_FORMAT_R32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) inputElementDesc.Format = DXGI_FORMAT_R32_FLOAT;
		}
		else if (paramDesc.Mask <= 3)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) inputElementDesc.Format = DXGI_FORMAT_R32G32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) inputElementDesc.Format = DXGI_FORMAT_R32G32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) inputElementDesc.Format = DXGI_FORMAT_R32G32_FLOAT;
		}
		else if (paramDesc.Mask <= 7)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) inputElementDesc.Format = DXGI_FORMAT_R32G32B32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) inputElementDesc.Format = DXGI_FORMAT_R32G32B32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) inputElementDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
		}
		else if (paramDesc.Mask <= 15)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) inputElementDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) inputElementDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) inputElementDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		}

		inputElementDesc.InputSlot = 0;
		inputElementDesc.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		inputElementDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		inputElementDesc.InstanceDataStepRate = 0;

		inputElementDescArray.push_back(inputElementDesc);
	}

	// Initialize input layout
	hr = D3D11Renderer::GetInstance()->m_pD3D11Device->CreateInputLayout(&inputElementDescArray[0], i, VS->GetBufferPointer(), VS->GetBufferSize(), &inputLayout);
	assert(hr == S_OK);

	pReflection->Release();
}
예제 #2
0
void ShaderReflection::Reflect(ID3D10Blob* shader) {
	ID3D11ShaderReflection* reflector = 0;
	D3D11_SIGNATURE_PARAMETER_DESC input, output;
	D3D11_SHADER_INPUT_BIND_DESC resource; //Bind point is the register location


	D3DReflect(shader->GetBufferPointer(), shader->GetBufferSize(), 
		IID_ID3D11ShaderReflection, (void**)&reflector);

	reflector->GetDesc(&shaderDesc);

	inputParams.paramCount = shaderDesc.InputParameters;
	inputParams.params = new D3D11_SIGNATURE_PARAMETER_DESC[inputParams.paramCount];
	for(u32 i = 0; i < shaderDesc.InputParameters; ++i) {
		reflector->GetInputParameterDesc(i, &input);
		inputParams.params[i] = input;
	}

	outputParams.paramCount = shaderDesc.OutputParameters;
	outputParams.params = new D3D11_SIGNATURE_PARAMETER_DESC[outputParams.paramCount];
	for(u32 i = 0; i < shaderDesc.OutputParameters; ++i) {
		reflector->GetOutputParameterDesc(i, &output);
		outputParams.params[i] = output;
	}

	for(u32 i = 0; i < shaderDesc.BoundResources; ++i) {
		reflector->GetResourceBindingDesc(i, &resource);
		
		if(resource.Type == D3D_SIT_CBUFFER) {
			ProcessCbuffer(reflector->GetConstantBufferByName(resource.Name));
		}
		else if(resource.Type == D3D_SIT_SAMPLER) {

		}
		else if(resource.Type == D3D_SIT_TEXTURE) {
			
		}
		else {}
	}
}
예제 #3
0
// http://wine-wiki.org/index.php/WineLib#Calling_a_Native_Windows_dll_from_Linux
int main(int argc, char* argv[])
{
	D3DCompiler d3d_compiler;

	if (argc < 2)
	{
		PrintHelps();
		return -1;
	}

	if (0 == strcmp(argv[1], "compile"))
	{
		if (argc < 8)
		{
			PrintHelps();
			return -1;
		}

		char const * input_file = argv[2];
		char const * entry_point = argv[3];
		char const * target = argv[4];
		int flags1 = atoi(argv[5]);
		int flags2 = atoi(argv[6]);
		char const * output_file = argv[7];

		FILE* fp = fopen(input_file, "rb");
		int hlsl_size;
		fread(&hlsl_size, sizeof(hlsl_size), 1, fp);
		char* hlsl = new char[hlsl_size + 1];
		fread(hlsl, sizeof(char), hlsl_size, fp);
		hlsl[hlsl_size] = 0;

		int num_macros;
		fread(&num_macros, sizeof(num_macros), 1, fp);
		D3D_SHADER_MACRO* macros = new D3D_SHADER_MACRO[num_macros + 1];
		char line_name[1024];
		char line_definition[1024];
		int idx = 0;
		while (fgets(line_name, 1024, fp) && fgets(line_definition, 1024, fp))
		{
			char* t1 = new char[strlen(line_name) + 1];
			strcpy(t1, line_name);
			if ('\n' == t1[strlen(t1) - 1])
			{
				t1[strlen(t1) - 1] = '\0';
			}
			char* t2 = new char[strlen(line_definition) + 1];
			strcpy(t2, line_definition);
			if ('\n' == t2[strlen(t2) - 1])
			{
				t2[strlen(t2) - 1] = '\0';
			}
			macros[idx].Name = t1;
			macros[idx].Definition = t2;
			++ idx;
		}
		macros[idx].Name = NULL;
		macros[idx].Definition = NULL;
		fclose(fp);

		ID3DBlob* code = NULL;
		ID3DBlob* err_msg = NULL;
		int hr = d3d_compiler.D3DCompile(hlsl, hlsl_size, NULL, macros, NULL, entry_point,
			target, flags1, flags2, &code, &err_msg);
		if (FAILED(hr))
		{
			printf("Compiling error: 0x%x\n", hr);
		}
		fp = fopen(output_file, "wb");
		fwrite(&hr, sizeof(hr), 1, fp);
		if (code != NULL)
		{
			int const size = static_cast<int>(code->GetBufferSize());
			fwrite(&size, sizeof(size), 1, fp);
			fwrite(code->GetBufferPointer(), sizeof(char), size, fp);
		}
		else
		{
			int const size = 0;
			fwrite(&size, sizeof(size), 1, fp);
		}
		if (err_msg != NULL)
		{
			int const size = static_cast<int>(err_msg->GetBufferSize());
			fwrite(&size, sizeof(size), 1, fp);
			fwrite(err_msg->GetBufferPointer(), sizeof(char), err_msg->GetBufferSize(), fp);
		}
		else
		{
			int const size = 0;
			fwrite(&size, sizeof(size), 1, fp);
		}
		fclose(fp);

		for (int i = 0; i < num_macros; ++ i)
		{
			delete[] macros[i].Name;
			delete[] macros[i].Definition;
		}
		delete[] macros;
		delete[] hlsl;
	}
	else if (0 == strcmp(argv[1], "reflect"))
	{
		if (argc < 4)
		{
			PrintHelps();
			return -1;
		}

		char const * input_file = argv[2];
		char const * output_file = argv[3];

		FILE* fp = fopen(input_file, "rb");
		fseek(fp, 0, SEEK_END);
		long bytecode_size = ftell(fp);
		fseek(fp, 0, SEEK_SET);
		char* bytecode = new char[bytecode_size];
		fread(bytecode, sizeof(char), bytecode_size, fp);
		fclose(fp);

		ID3D11ShaderReflection* reflection;
		int hr = d3d_compiler.D3DReflect(bytecode, bytecode_size, IID_ID3D11ShaderReflection_47,
			reinterpret_cast<void**>(&reflection));
		if (FAILED(hr))
		{
			printf("Reflect error: 0x%x\n", hr);
		}

		if (reflection != NULL)
		{
			fp = fopen(output_file, "wb");

			D3D11_SHADER_DESC desc;
			reflection->GetDesc(&desc);
			fwrite(&desc.Version, sizeof(desc.Version), 1, fp);
			WriteString(desc.Creator, fp);
			fwrite(&desc.Flags, sizeof(desc.Flags), 1, fp);
			fwrite(&desc.ConstantBuffers, sizeof(desc.ConstantBuffers), 1, fp);
			fwrite(&desc.BoundResources, sizeof(desc.BoundResources), 1, fp);
			fwrite(&desc.InputParameters, sizeof(desc.InputParameters), 1, fp);
			fwrite(&desc.OutputParameters, sizeof(desc.OutputParameters), 1, fp);
			fwrite(&desc.InstructionCount, sizeof(desc.InstructionCount), 1, fp);
			fwrite(&desc.TempRegisterCount, sizeof(desc.TempRegisterCount), 1, fp);
			fwrite(&desc.TempArrayCount, sizeof(desc.TempArrayCount), 1, fp);
			fwrite(&desc.DefCount, sizeof(desc.DefCount), 1, fp);
			fwrite(&desc.DclCount, sizeof(desc.DclCount), 1, fp);
			fwrite(&desc.TextureNormalInstructions, sizeof(desc.TextureNormalInstructions), 1, fp);
			fwrite(&desc.TextureLoadInstructions, sizeof(desc.TextureLoadInstructions), 1, fp);
			fwrite(&desc.TextureCompInstructions, sizeof(desc.TextureCompInstructions), 1, fp);
			fwrite(&desc.TextureBiasInstructions, sizeof(desc.TextureBiasInstructions), 1, fp);
			fwrite(&desc.TextureGradientInstructions, sizeof(desc.TextureGradientInstructions), 1, fp);
			fwrite(&desc.FloatInstructionCount, sizeof(desc.FloatInstructionCount), 1, fp);
			fwrite(&desc.IntInstructionCount, sizeof(desc.IntInstructionCount), 1, fp);
			fwrite(&desc.UintInstructionCount, sizeof(desc.UintInstructionCount), 1, fp);
			fwrite(&desc.StaticFlowControlCount, sizeof(desc.StaticFlowControlCount), 1, fp);
			fwrite(&desc.DynamicFlowControlCount, sizeof(desc.DynamicFlowControlCount), 1, fp);
			fwrite(&desc.MacroInstructionCount, sizeof(desc.MacroInstructionCount), 1, fp);
			fwrite(&desc.ArrayInstructionCount, sizeof(desc.ArrayInstructionCount), 1, fp);
			fwrite(&desc.CutInstructionCount, sizeof(desc.CutInstructionCount), 1, fp);
			fwrite(&desc.EmitInstructionCount, sizeof(desc.EmitInstructionCount), 1, fp);
			fwrite(&desc.GSOutputTopology, sizeof(desc.GSOutputTopology), 1, fp);
			fwrite(&desc.GSMaxOutputVertexCount, sizeof(desc.GSMaxOutputVertexCount), 1, fp);
			fwrite(&desc.InputPrimitive, sizeof(desc.InputPrimitive), 1, fp);
			fwrite(&desc.PatchConstantParameters, sizeof(desc.PatchConstantParameters), 1, fp);
			fwrite(&desc.cGSInstanceCount, sizeof(desc.cGSInstanceCount), 1, fp);
			fwrite(&desc.cControlPoints, sizeof(desc.cControlPoints), 1, fp);
			fwrite(&desc.HSOutputPrimitive, sizeof(desc.HSOutputPrimitive), 1, fp);
			fwrite(&desc.HSPartitioning, sizeof(desc.HSPartitioning), 1, fp);
			fwrite(&desc.TessellatorDomain, sizeof(desc.TessellatorDomain), 1, fp);
			fwrite(&desc.cBarrierInstructions, sizeof(desc.cBarrierInstructions), 1, fp);
			fwrite(&desc.cInterlockedInstructions, sizeof(desc.cInterlockedInstructions), 1, fp);
			fwrite(&desc.cTextureStoreInstructions, sizeof(desc.cTextureStoreInstructions), 1, fp);
			
			for (UINT c = 0; c < desc.ConstantBuffers; ++ c)
			{
				ID3D11ShaderReflectionConstantBuffer* reflection_cb = reflection->GetConstantBufferByIndex(c);

				D3D11_SHADER_BUFFER_DESC d3d_cb_desc;
				reflection_cb->GetDesc(&d3d_cb_desc);
				WriteString(d3d_cb_desc.Name, fp);
				fwrite(&d3d_cb_desc.Type, sizeof(d3d_cb_desc.Type), 1, fp);
				fwrite(&d3d_cb_desc.Variables, sizeof(d3d_cb_desc.Variables), 1, fp);
				fwrite(&d3d_cb_desc.Size, sizeof(d3d_cb_desc.Size), 1, fp);
				fwrite(&d3d_cb_desc.uFlags, sizeof(d3d_cb_desc.uFlags), 1, fp);

				for (UINT v = 0; v < d3d_cb_desc.Variables; ++ v)
				{
					ID3D11ShaderReflectionVariable* reflection_var = reflection_cb->GetVariableByIndex(v);

					D3D11_SHADER_VARIABLE_DESC var_desc;
					reflection_var->GetDesc(&var_desc);
					fwrite(&var_desc, sizeof(var_desc), 1, fp);

					WriteString(var_desc.Name, fp);
					fwrite(&var_desc.StartOffset, sizeof(var_desc.StartOffset), 1, fp);
					fwrite(&var_desc.Size, sizeof(var_desc.Size), 1, fp);
					fwrite(&var_desc.uFlags, sizeof(var_desc.uFlags), 1, fp);
					fwrite(var_desc.DefaultValue, var_desc.Size, 1, fp);
					fwrite(&var_desc.StartTexture, sizeof(var_desc.StartTexture), 1, fp);
					fwrite(&var_desc.TextureSize, sizeof(var_desc.TextureSize), 1, fp);
					fwrite(&var_desc.StartSampler, sizeof(var_desc.StartSampler), 1, fp);
					fwrite(&var_desc.SamplerSize, sizeof(var_desc.SamplerSize), 1, fp);

					D3D11_SHADER_TYPE_DESC type_desc;
					reflection_var->GetType()->GetDesc(&type_desc);
					fwrite(&type_desc.Class, sizeof(type_desc.Class), 1, fp);
					fwrite(&type_desc.Type, sizeof(type_desc.Type), 1, fp);
					fwrite(&type_desc.Rows, sizeof(type_desc.Rows), 1, fp);
					fwrite(&type_desc.Columns, sizeof(type_desc.Columns), 1, fp);
					fwrite(&type_desc.Elements, sizeof(type_desc.Elements), 1, fp);
					fwrite(&type_desc.Members, sizeof(type_desc.Members), 1, fp);
					fwrite(&type_desc.Offset, sizeof(type_desc.Offset), 1, fp);
					WriteString(type_desc.Name, fp);
				}
			}

			for (UINT i = 0; i < desc.BoundResources; ++ i)
			{
				D3D11_SHADER_INPUT_BIND_DESC si_desc;
				reflection->GetResourceBindingDesc(i, &si_desc);
				WriteString(si_desc.Name, fp);
				fwrite(&si_desc.Type, sizeof(si_desc.Type), 1, fp);
				fwrite(&si_desc.BindPoint, sizeof(si_desc.BindPoint), 1, fp);
				fwrite(&si_desc.BindCount, sizeof(si_desc.BindCount), 1, fp);
				fwrite(&si_desc.uFlags, sizeof(si_desc.uFlags), 1, fp);
				fwrite(&si_desc.ReturnType, sizeof(si_desc.ReturnType), 1, fp);
				fwrite(&si_desc.Dimension, sizeof(si_desc.Dimension), 1, fp);
				fwrite(&si_desc.NumSamples, sizeof(si_desc.NumSamples), 1, fp);
			}

			UINT const shader_type = D3D11_SHVER_GET_TYPE(desc.Version);
			if (shader_type == D3D11_SHVER_VERTEX_SHADER)
			{
				D3D11_SIGNATURE_PARAMETER_DESC_47 signature;
				for (UINT i = 0; i < desc.InputParameters; ++i)
				{
					reflection->GetInputParameterDesc(i, reinterpret_cast<D3D11_SIGNATURE_PARAMETER_DESC*>(&signature));
					WriteString(signature.SemanticName, fp);
					fwrite(&signature.SemanticIndex, sizeof(signature.SemanticIndex), 1, fp);
					fwrite(&signature.Register, sizeof(signature.Register), 1, fp);
					fwrite(&signature.SystemValueType, sizeof(signature.SystemValueType), 1, fp);
					fwrite(&signature.ComponentType, sizeof(signature.ComponentType), 1, fp);
					fwrite(&signature.Mask, sizeof(signature.Mask), 1, fp);
					fwrite(&signature.ReadWriteMask, sizeof(signature.ReadWriteMask), 1, fp);
					fwrite(&signature.Stream, sizeof(signature.Stream), 1, fp);
					fwrite(&signature.MinPrecision, sizeof(signature.MinPrecision), 1, fp);
				}
			}
			else if (shader_type == D3D11_SHVER_COMPUTE_SHADER)
			{
				UINT cs_block_size[3];
				reflection->GetThreadGroupSize(&cs_block_size[0], &cs_block_size[1], &cs_block_size[2]);
				fwrite(cs_block_size, sizeof(cs_block_size), 1, fp);
			}

			reflection->Release();

			fclose(fp);
		}

		delete[] bytecode;
	}
	else if (0 == strcmp(argv[1], "strip"))
	{
		if (argc < 5)
		{
			PrintHelps();
			return -1;
		}

		char const * input_file = argv[2];
		int flags = atoi(argv[3]);
		char const * output_file = argv[4];

		FILE* fp = fopen(input_file, "rb");
		fseek(fp, 0, SEEK_END);
		long bytecode_size = ftell(fp);
		fseek(fp, 0, SEEK_SET);
		char* bytecode = new char[bytecode_size];
		fread(bytecode, sizeof(char), bytecode_size, fp);
		fclose(fp);

		ID3DBlob* code = NULL;
		int hr = d3d_compiler.D3DStripShader(bytecode, bytecode_size, flags, &code);
		if (FAILED(hr))
		{
			printf("Strip error: 0x%x\n", hr);
		}

		fp = fopen(output_file, "wb");
		fwrite(code->GetBufferPointer(), sizeof(char), code->GetBufferSize(), fp);
		fclose(fp);

		delete[] bytecode;
	}

	return 0;
}
예제 #4
0
// --------------------------------------------------------
// Creates the DirectX vertex shader
//
// shaderBlob - The shader's compiled code
//
// Returns true if shader is created correctly, false otherwise
// --------------------------------------------------------
bool SimpleVertexShader::CreateShader(ID3DBlob* shaderBlob)
{
	// Clean up first, in the event this method is
	// called more than once on the same object
	this->CleanUp();

	// Create the shader from the blob
	HRESULT result = device->CreateVertexShader(
		shaderBlob->GetBufferPointer(),
		shaderBlob->GetBufferSize(),
		0,
		&shader);

	// Did the creation work?
	if (result != S_OK)
		return false;

	// Vertex shader was created successfully, so we now use the
	// shader code to re-reflect and create an input layout that 
	// matches what the vertex shader expects.  Code adapted from:
	// https://takinginitiative.wordpress.com/2011/12/11/directx-1011-basic-shader-reflection-automatic-input-layout-creation/

	// Reflect shader info
	ID3D11ShaderReflection* refl;
	D3DReflect(
		shaderBlob->GetBufferPointer(),
		shaderBlob->GetBufferSize(),
		IID_ID3D11ShaderReflection,
		(void**)&refl);
	
	// Get shader info
	D3D11_SHADER_DESC shaderDesc;
	refl->GetDesc(&shaderDesc);

	// Read input layout description from shader info
	std::vector<D3D11_INPUT_ELEMENT_DESC> inputLayoutDesc;
	for (unsigned int i = 0; i< shaderDesc.InputParameters; i++)
	{
		D3D11_SIGNATURE_PARAMETER_DESC paramDesc;
		refl->GetInputParameterDesc(i, &paramDesc);

		// Fill out input element desc
		D3D11_INPUT_ELEMENT_DESC elementDesc;
		elementDesc.SemanticName = paramDesc.SemanticName;
		elementDesc.SemanticIndex = paramDesc.SemanticIndex;
		elementDesc.InputSlot = 0;
		elementDesc.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		elementDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		elementDesc.InstanceDataStepRate = 0;

		// Determine DXGI format
		if (paramDesc.Mask == 1)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32_FLOAT;
		}
		else if (paramDesc.Mask <= 3)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32G32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32G32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32G32_FLOAT;
		}
		else if (paramDesc.Mask <= 7)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
		}
		else if (paramDesc.Mask <= 15)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		}

		// Save element desc
		inputLayoutDesc.push_back(elementDesc);
	}

	// Try to create Input Layout
	HRESULT hr = device->CreateInputLayout(
		&inputLayoutDesc[0], 
		inputLayoutDesc.size(), 
		shaderBlob->GetBufferPointer(), 
		shaderBlob->GetBufferSize(),
		&inputLayout);

	// All done, clean up
	refl->Release();
	return true;
}
예제 #5
0
void BaseShader::Initialize(std::string vsFile, std::string psFile)
{
	if (m_bInit)
	{
		LogManager::GetInstance().Warning("You've already initialized this Shader (%p)", this);
		return;
	}

	HRESULT result;
	ID3D10Blob* errorMessage = nullptr;
	ID3D10Blob* vertexShaderBuffer = nullptr;
	ID3D10Blob* pixelShaderBuffer = nullptr;

	ID3D11Device* device = Application::GetInstance().GetGraphicsDevice()->GetDXSystem()->GetDevice();

	result = D3DX11CompileFromFile(vsFile.c_str(), nullptr, nullptr, "main", "vs_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, nullptr, &vertexShaderBuffer, &errorMessage, nullptr);
	if (FAILED(result))
	{
		if (errorMessage)
		{
			LogManager::GetInstance().Trace("[HLSL] %s", (const char*)errorMessage->GetBufferPointer());
		}
		else
		{
			LogManager::GetInstance().Warning("InitializeShader missing shader file (%s)", vsFile);
		}
		return;
	}

	result = D3DX11CompileFromFile(psFile.c_str(), nullptr, nullptr, "main", "ps_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, nullptr, &pixelShaderBuffer, &errorMessage, nullptr);
	if (FAILED(result))
	{
		if (errorMessage)
		{
			LogManager::GetInstance().Trace("[HLSL] %s", (const char*)errorMessage->GetBufferPointer());
		}
		else
		{
			LogManager::GetInstance().Warning("InitializeShader missing shader file (%s)", psFile);
		}
		return;
	}

	result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), nullptr, &m_vertexShader);
	if (FAILED(result))
	{
		LogManager::GetInstance().Error("InitializeShader could not create vertex shader");
		return;
	}

	result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &m_pixelShader);
	if (FAILED(result))
	{
		LogManager::GetInstance().Error("InitializeShader could not create pixel shader");
		return;
	}

	std::vector<D3D11_INPUT_ELEMENT_DESC> polygonLayout;

	ID3D11ShaderReflection* vertexShaderReflection = nullptr;
	ID3D11ShaderReflection* pixelShaderReflection = nullptr;

	result = D3DReflect(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&vertexShaderReflection);
	if (FAILED(result))
	{
		LogManager::GetInstance().Error("BaseShader: Could not peek into the VertexShader");
		return;
	}

	result = D3DReflect(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&pixelShaderReflection);
	if (FAILED(result))
	{
		LogManager::GetInstance().Error("BaseShader: Could not peek into the PixelShader");
		return;
	}

	D3D11_SHADER_DESC pixelDesc;
	pixelShaderReflection->GetDesc(&pixelDesc);
	for (unsigned int i = 0; i < pixelDesc.BoundResources; i++)
	{
		D3D11_SHADER_INPUT_BIND_DESC inputDesc;
		pixelShaderReflection->GetResourceBindingDesc(i, &inputDesc);

		//BindCount is the size of the array
		if (inputDesc.Type == D3D_SIT_TEXTURE)
		{
			m_supportedTextures[inputDesc.BindPoint] = true;
		}
	}

	D3D11_SHADER_DESC shaderDesc;
	vertexShaderReflection->GetDesc(&shaderDesc);
	for (unsigned int i = 0; i < shaderDesc.InputParameters; i++)
	{
		D3D11_SIGNATURE_PARAMETER_DESC paramDesc;
		vertexShaderReflection->GetInputParameterDesc(i, &paramDesc);

		D3D11_INPUT_ELEMENT_DESC elementDesc;
		elementDesc.SemanticName = paramDesc.SemanticName;
		elementDesc.SemanticIndex = paramDesc.SemanticIndex;
		elementDesc.InputSlot = 0;
		elementDesc.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		elementDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		elementDesc.InstanceDataStepRate = 0;

		if (paramDesc.Mask == 1)
		{
			switch (paramDesc.ComponentType)
			{
			case D3D_REGISTER_COMPONENT_UINT32:
				elementDesc.Format = DXGI_FORMAT_R32_UINT;
				break;
			case D3D_REGISTER_COMPONENT_SINT32:
				elementDesc.Format = DXGI_FORMAT_R32_SINT;
				break;
			case D3D_REGISTER_COMPONENT_FLOAT32:
				elementDesc.Format = DXGI_FORMAT_R32_FLOAT;
				break;
			default:
				LogManager::GetInstance().Error("Shader: Unknown RegisterComponentType, Mask = 1");
				return;
			}
		}
		else if (paramDesc.Mask <= 3)
		{
			switch (paramDesc.ComponentType)
			{
			case D3D_REGISTER_COMPONENT_UINT32:
				elementDesc.Format = DXGI_FORMAT_R32G32_UINT;
				break;
			case D3D_REGISTER_COMPONENT_SINT32:
				elementDesc.Format = DXGI_FORMAT_R32G32_SINT;
				break;
			case D3D_REGISTER_COMPONENT_FLOAT32:
				elementDesc.Format = DXGI_FORMAT_R32G32_FLOAT;
				break;
			default:
				LogManager::GetInstance().Error("Shader: Unknown RegisterComponentType, Mask <= 3");
				return;
			}
		}
		else if (paramDesc.Mask <= 7)
		{
			switch (paramDesc.ComponentType)
			{
			case D3D_REGISTER_COMPONENT_UINT32:
				elementDesc.Format = DXGI_FORMAT_R32G32B32_UINT;
				break;
			case D3D_REGISTER_COMPONENT_SINT32:
				elementDesc.Format = DXGI_FORMAT_R32G32B32_SINT;
				break;
			case D3D_REGISTER_COMPONENT_FLOAT32:
				elementDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
				break;
			default:
				LogManager::GetInstance().Error("Shader: Unknown RegisterComponentType, Mask <= 7");
				return;
			}
		}
		else if (paramDesc.Mask <= 15)
		{
			switch (paramDesc.ComponentType)
			{
			case D3D_REGISTER_COMPONENT_UINT32:
				elementDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
				break;
			case D3D_REGISTER_COMPONENT_SINT32:
				elementDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
				break;
			case D3D_REGISTER_COMPONENT_FLOAT32:
				elementDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
				break;
			default:
				LogManager::GetInstance().Error("Shader: Unknown RegisterComponentType, Mask <= 15");
				return;
			}
		}

		polygonLayout.push_back(elementDesc);
	}

	result = device->CreateInputLayout(&polygonLayout[0], polygonLayout.size(), vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
	
	if (FAILED(result))
	{
		LogManager::GetInstance().Error("Shader: Failed to create the input layout");
		return;
	}

	vertexShaderReflection->Release();
	vertexShaderReflection = nullptr;

	pixelShaderReflection->Release();
	pixelShaderReflection = nullptr;

	D3D11_SAMPLER_DESC samplerDesc;

	samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.MipLODBias = 0.0f;
	samplerDesc.MaxAnisotropy = 1;
	samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
	samplerDesc.BorderColor[0] = 0;
	samplerDesc.BorderColor[1] = 0;
	samplerDesc.BorderColor[2] = 0;
	samplerDesc.BorderColor[3] = 0;
	samplerDesc.MinLOD = 0;
	samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

	result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
	if (FAILED(result))
	{
		LogManager::GetInstance().Error("InitializeShader could not create the texture sampler state");
		return;
	}

	m_bInit = true;
}
예제 #6
0
void VertexShader::InitFromFile(std::string inFileName)
{
	assert(FileUtil::FileExists(inFileName.c_str()));

	CleanUp();

	DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
	std::wstring filename = std::wstring(inFileName.begin(), inFileName.end());

#ifdef _DEBUG
	// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
	// Setting this flag improves the shader debugging experience, but still allows 
	// the shaders to be optimized and to run exactly the way they will run in 
	// the release configuration of this program.
	dwShaderFlags |= D3DCOMPILE_DEBUG;

	// Disable optimizations to further improve shader debugging
	dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif

	ID3DBlob* pVSBlob = nullptr;
	ID3DBlob* pErrorBlob = nullptr;

	D3DCall(D3DCompileFromFile(filename.c_str(), nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE, "VS", "vs_5_0", dwShaderFlags, 0, &pVSBlob, &pErrorBlob));
	if (pErrorBlob)
	{
		OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
		pErrorBlob->Release();
	}
	
	D3DCall(theRenderContext.GetDevice()->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &mHandle));

	// Reflect shader info
	ID3D11ShaderReflection* pVertexShaderReflection = NULL;
	D3DCall(D3DReflect(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&pVertexShaderReflection));
		
	// Get shader info
	D3D11_SHADER_DESC shaderDesc;
	pVertexShaderReflection->GetDesc(&shaderDesc);

	// Read input layout description from shader info
	std::vector<D3D11_INPUT_ELEMENT_DESC> inputLayoutDesc;
	for (int i = 0; i < shaderDesc.InputParameters; i++)
	{
		D3D11_SIGNATURE_PARAMETER_DESC paramDesc;
		pVertexShaderReflection->GetInputParameterDesc(i, &paramDesc);

		// fill out input element desc
		D3D11_INPUT_ELEMENT_DESC elementDesc;
		elementDesc.SemanticName = paramDesc.SemanticName;
		elementDesc.SemanticIndex = paramDesc.SemanticIndex;
		elementDesc.InputSlot = 0;
		if (i == 0)
			elementDesc.AlignedByteOffset = 0;
		else
			elementDesc.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		elementDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		elementDesc.InstanceDataStepRate = 0;

		// determine DXGI format
		if (paramDesc.Mask == 1)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32_FLOAT;
		}
		else if (paramDesc.Mask <= 3)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32G32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32G32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32G32_FLOAT;
		}
		else if (paramDesc.Mask <= 7)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
		}
		else if (paramDesc.Mask <= 15)
		{
			if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_UINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_SINT32) elementDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
			else if (paramDesc.ComponentType == D3D_REGISTER_COMPONENT_FLOAT32) elementDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		}

		//save element desc
		inputLayoutDesc.push_back(elementDesc);
	}

	// Try to create Input Layout
	D3DCall(theRenderContext.GetDevice()->CreateInputLayout(&inputLayoutDesc[0], inputLayoutDesc.size(), pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &mVertexLayout));

	//Free allocation shader reflection memory
	pVertexShaderReflection->Release();
	pVSBlob->Release();
}
예제 #7
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;
}
예제 #8
0
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;
}
예제 #9
0
int main(void)
{
    char const *verbose_var = getenv("D3D4LINUX_VERBOSE");
    if (!verbose_var || *verbose_var != '1')
        dup2(open("/dev/null", O_WRONLY), STDERR_FILENO);

    HMODULE lib = LoadLibrary("d3dcompiler_43.dll");

    /* Ensure stdout is in binary mode */
    setmode(fileno(stdout), O_BINARY);
    setmode(fileno(stdin), O_BINARY);

    int syscall = read_integer();
    int marker = 0;

    if (syscall == D3D4LINUX_COMPILE)
    {
        HRESULT (*compile)(void const *pSrcData, size_t SrcDataSize,
                           char const *pFileName,
                           D3D_SHADER_MACRO const *pDefines,
                           ID3DInclude *pInclude,
                           char const *pEntrypoint, char const *pTarget,
                           uint32_t Flags1, uint32_t Flags2,
                           ID3DBlob **ppCode, ID3DBlob **ppErrorMsgs);
        compile = (decltype(compile))GetProcAddress(lib, "D3DCompile");

        /* This is a D3DCompile() call */
        std::string shader_source = read_string();

        int has_filename = (int)read_integer();
        std::string shader_file;
        if (has_filename)
            shader_file = read_string();

        std::string shader_main = read_string();
        std::string shader_type = read_string();
        uint32_t flags1 = (uint32_t)read_integer();
        uint32_t flags2 = (uint32_t)read_integer();
        marker = (int)read_integer();
        if (marker != D3D4LINUX_FINISHED)
            goto error;

        ID3DBlob *shader_blob = nullptr, *error_blob = nullptr;
        HRESULT ret = compile(shader_source.c_str(), shader_source.size(),
                              shader_file.c_str(),
                              nullptr, /* unimplemented */
                              nullptr, /* unimplemented */
                              shader_main.c_str(),
                              shader_type.c_str(),
                              flags1, flags2, &shader_blob, &error_blob);
        fprintf(stderr, "[D3D4LINUX] D3DCompile([%d bytes], \"%s\", ?, ?, \"%s\", \"%s\", %04x, %04x ) = 0x%08x\n",
                (int)shader_source.size(), has_filename ? shader_file.c_str() : "(nullptr)", shader_main.c_str(), shader_type.c_str(),
                flags1, flags2, (int)ret);

        write_integer(ret);
        write_blob(shader_blob);
        write_blob(error_blob);
        write_integer(D3D4LINUX_FINISHED);

        if (shader_blob)
            shader_blob->Release();
        if (error_blob)
            error_blob->Release();
    }
    else if (syscall == D3D4LINUX_REFLECT)
    {
        HRESULT (*reflect)(void const *pSrcData,
                           size_t SrcDataSize,
                           REFIID pInterface,
                           void **ppReflector);
        reflect = (decltype(reflect))GetProcAddress(lib, "D3DReflect");

        std::vector<uint8_t> *data = read_data();
        int iid_code = read_integer();
        marker = (int)read_integer();
        if (marker != D3D4LINUX_FINISHED)
            goto error;

        char const *iid_name = "";
        IID iid;
        switch (iid_code)
        {
        case D3D4LINUX_IID_SHADER_REFLECTION:
            iid = IID_ID3D11ShaderReflection;
            iid_name = "IID_ID3D11ShaderReflection";
            break;
        default:
            goto error;
        }

        void *object;
        HRESULT ret = reflect(data ? data->data() : nullptr,
                              data ? data->size() : 0,
                              iid, &object);
        fprintf(stderr, "[D3D4LINUX] D3DReflect([%d bytes], %s) = 0x%08x\n",
                data ? (int)data->size() : 0, iid_name, (int)ret);

        write_integer(ret);

        if (iid_code == D3D4LINUX_IID_SHADER_REFLECTION)
        {
            D3D11_SIGNATURE_PARAMETER_DESC param_desc;
            D3D11_SHADER_INPUT_BIND_DESC bind_desc;
            D3D11_SHADER_VARIABLE_DESC variable_desc;
            D3D11_SHADER_BUFFER_DESC buffer_desc;
            D3D11_SHADER_DESC shader_desc;

            ID3D11ShaderReflection *reflector = (ID3D11ShaderReflection *)object;

            /* Serialise D3D11_SHADER_DESC */
            reflector->GetDesc(&shader_desc);
            write_raw(&shader_desc, sizeof(shader_desc));
            write_string(shader_desc.Creator);

            /* Serialize all InputParameterDesc */
            for (uint32_t i = 0; i < shader_desc.InputParameters; ++i)
            {
                reflector->GetInputParameterDesc(i, &param_desc);
                write_raw(&param_desc, sizeof(param_desc));
                write_string(param_desc.SemanticName);
            }

            /* Serialize all OutParameterDesc */
            for (uint32_t i = 0; i < shader_desc.OutputParameters; ++i)
            {
                reflector->GetOutputParameterDesc(i, &param_desc);
                write_raw(&param_desc, sizeof(param_desc));
                write_string(param_desc.SemanticName);
            }

            /* Serialize all ResourceBindingDesc */
            for (uint32_t i = 0; i < shader_desc.BoundResources; ++i)
            {
                reflector->GetResourceBindingDesc(i, &bind_desc);
                write_raw(&bind_desc, sizeof(bind_desc));
                write_string(bind_desc.Name);
            }

            /* Serialize all ConstantBuffer */
            for (uint32_t i = 0; i < shader_desc.ConstantBuffers; ++i)
            {
                ID3D11ShaderReflectionConstantBuffer *cbuffer
                        = reflector->GetConstantBufferByIndex(i);

                /* Serialize D3D11_SHADER_BUFFER_DESC */
                cbuffer->GetDesc(&buffer_desc);
                write_raw(&buffer_desc, sizeof(buffer_desc));
                write_string(buffer_desc.Name);

                /* Serialize all Variable */
                for (uint32_t j = 0; j < buffer_desc.Variables; ++j)
                {
                    ID3D11ShaderReflectionVariable *var
                            = cbuffer->GetVariableByIndex(j);

                    /* Serialize D3D11_SHADER_VARIABLE_DESC */
                    var->GetDesc(&variable_desc);
                    write_raw(&variable_desc, sizeof(variable_desc));
                    write_string(variable_desc.Name);
                    write_integer(variable_desc.DefaultValue ? 1 : 0);
                    if (variable_desc.DefaultValue)
                        write_raw(variable_desc.DefaultValue, variable_desc.Size);
                }
            }
        }

        write_integer(D3D4LINUX_FINISHED);

        delete data;
    }
    else if (syscall == D3D4LINUX_STRIP)
    {
        HRESULT (*strip)(void const *pShaderBytecode,
                         size_t BytecodeLength,
                         uint32_t uStripFlags,
                         ID3DBlob **ppStrippedBlob);
        strip = (decltype(strip))GetProcAddress(lib, "D3DStripShader");

        std::vector<uint8_t> *data = read_data();
        uint32_t flags = (uint32_t)read_integer();
        marker = (int)read_integer();
        if (marker != D3D4LINUX_FINISHED)
            goto error;

        ID3DBlob *strip_blob = nullptr;
        HRESULT ret = strip(data ? data->data() : nullptr,
                            data ? data->size() : 0,
                            flags, &strip_blob);
        fprintf(stderr, "[D3D4LINUX] D3DStripShader([%d bytes], %04x) = 0x%08x\n",
                data ? (int)data->size() : 0, flags, (int)ret);

        write_integer(ret);
        write_blob(strip_blob);
        write_integer(D3D4LINUX_FINISHED);

        if (strip_blob)
            strip_blob->Release();
    }
    else if (syscall == D3D4LINUX_DISASSEMBLE)
    {
        HRESULT (*disas)(void const *pSrcData,
                         size_t SrcDataSize,
                         uint32_t Flags,
                         char const *szComments,
                         ID3DBlob **ppDisassembly);
        disas = (decltype(disas))GetProcAddress(lib, "D3DDisassemble");

        std::vector<uint8_t> *data = read_data();
        uint32_t flags = (uint32_t)read_integer();
        int has_comments = (int)read_integer();
        std::string comments;
        if (has_comments)
            comments = read_string();
        marker = (int)read_integer();
        if (marker != D3D4LINUX_FINISHED)
            goto error;

        ID3DBlob *disas_blob = nullptr;
        HRESULT ret = disas(data ? data->data() : nullptr,
                            data ? data->size() : 0,
                            flags,
                            has_comments ? comments.c_str() : nullptr,
                            &disas_blob);
        fprintf(stderr, "[D3D4LINUX] D3DDisassemble([%d bytes], %04x, %s) = 0x%08x\n",
                data ? (int)data->size() : 0, flags, has_comments ? "[comments]" : "(nullptr)", (int)ret);

        write_integer(ret);
        write_blob(disas_blob);
        write_integer(D3D4LINUX_FINISHED);

        if (disas_blob)
            disas_blob->Release();
    }

    return EXIT_SUCCESS;

error:
    fprintf(stderr, "[D3D4LINUX] Bad message received: %08x %08x\n", syscall, marker);
}
// find existing, or create new, ID3D11InputLayout layout
//-----------------------------------------------------------------------------
CPUTResult CPUTInputLayoutCacheDX11::GetLayout(
    ID3D11Device *pDevice,
    D3D11_INPUT_ELEMENT_DESC *pDXLayout,
    CPUTVertexShaderDX11 *pVertexShader,
    ID3D11InputLayout **ppInputLayout
){
    // Generate the vertex layout key
    LayoutKey layoutKey(pDXLayout, pVertexShader, true);

    // Do we already have one like this?
    if( mLayoutList[layoutKey] )
    {
        *ppInputLayout = mLayoutList[layoutKey];
        (*ppInputLayout)->AddRef();
        return CPUT_SUCCESS;
    }
    // Not found, create a new ID3D11InputLayout object

    // How many elements are in the input layout?
    int numInputLayoutElements=0;
    while(NULL != pDXLayout[numInputLayoutElements].SemanticName)
    {
        numInputLayoutElements++;
    }
    // Create the input layout
    HRESULT hr;
    ID3DBlob *pBlob = pVertexShader->GetBlob();
    hr = pDevice->CreateInputLayout( pDXLayout, numInputLayoutElements, pBlob->GetBufferPointer(), pBlob->GetBufferSize(), ppInputLayout );
    if (!SUCCEEDED(hr))
    {
        ID3D11ShaderReflection *pReflector = NULL;

        D3DReflect(pBlob->GetBufferPointer(), pBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&pReflector);
        // Walk through the shader input bind descriptors.
        // If any of them begin with '@', then we need a unique material per model (i.e., we need to clone the material).
        int ii = 0;
        D3D11_SIGNATURE_PARAMETER_DESC desc;
        int i = 0;
        DEBUG_PRINT("Shader Inputs\n");
        while (SUCCEEDED(pReflector->GetInputParameterDesc(i, &desc)))
        {
            DEBUG_PRINT("\t%s\n", desc.SemanticName);
            i++;
        }
        DEBUG_PRINT("Mesh Inputs\n");
        for (int i = 0; i < numInputLayoutElements; i++)
        {
            DEBUG_PRINT("\t%s\n", pDXLayout[i].SemanticName);
        }
        DEBUG_PRINT("\n");
    }
    ASSERT( SUCCEEDED(hr), "Error creating input layout." );
    CPUTSetDebugName( *ppInputLayout, "CPUTInputLayoutCacheDX11::GetLayout()" );

    // Store this layout object in our map
    mLayoutList[layoutKey] = *ppInputLayout;

    // Addref for storing it in our map as well as returning it (count should be = 2 at this point)
    (*ppInputLayout)->AddRef();

    return CPUT_SUCCESS;
}