示例#1
0
	HRESULT ShaderBase::processLoadedShaderBlob( ID3DBlob *shaderSource )
	{
		HRESULT res = build( shaderSource );
		if ( FAILED(res) )
		{
			std::cout << "Error (ShaderBase::processLoadedShaderBlob): Error creating shader" << std::endl;
			return res;
		}


		// setup buffers using the shader reflection
		ID3D11ShaderReflection *reflector;
		res = D3DReflect( shaderSource->GetBufferPointer(), shaderSource->GetBufferSize(),
							IID_ID3D11ShaderReflection, (void**)&reflector );
		if ( FAILED( res ) )
		{
			std::cout << "Error (ShaderBase::processLoadedShaderBlob): Error creating shader reflection" << std::endl;
			return res;
		}


		D3D11_SHADER_DESC shaderDesc;
		ZeroMemory( &shaderDesc, sizeof( D3D11_SHADER_DESC ) );
		res = reflector->GetDesc( &shaderDesc );
		if ( FAILED( res ) )
		{
			std::cout << "Error (ShaderBase::processLoadedShaderBlob): Error creating shader reflection description" << std::endl;
			reflector->Release();
			return res;
		}


		for ( UINT i = 0U; i < shaderDesc.ConstantBuffers; ++i )
		{
			ID3D11ShaderReflectionConstantBuffer *constBuffReflection = reflector->GetConstantBufferByIndex( i );
			D3D11_SHADER_BUFFER_DESC shaderBuffDesc;
			constBuffReflection->GetDesc( &shaderBuffDesc );

			//TODO: these can be put on the stack
			ConstantBuffer *cBuff = new ConstantBuffer( m_dxDev, i, shaderBuffDesc.Name );
			cBuff->create( shaderBuffDesc.Size );
			for ( UINT j = 0U; j < shaderBuffDesc.Variables; ++j )
			{
				ID3D11ShaderReflectionVariable *variableRefl = constBuffReflection->GetVariableByIndex( j );
				D3D11_SHADER_VARIABLE_DESC shaderVarDesc;
				variableRefl->GetDesc( &shaderVarDesc );

				cBuff->addVariableDefinition( shaderVarDesc.Name, shaderVarDesc.StartOffset, shaderVarDesc.Size );
			}

			m_constBuffers.push_back( cBuff );
			m_dxConstBuffers.push_back( cBuff->getDxBufferPtr() );
		}

		reflector->Release();

		return S_OK;
	}
示例#2
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();
}
示例#3
0
        std::shared_ptr<GraphicsPipelineState> Device::createGraphicsPipelineState(const GraphicsPipelineStateParams& params)
        {
            ID3D11VertexShader* vertexShader = nullptr;
            if (SUCCEEDED(m_device->CreateVertexShader(params.m_vsParams.m_shaderBytecode, params.m_vsParams.m_bytecodeLength, nullptr, &vertexShader)))
            {
                ID3D11ShaderReflection* vertexShaderReflector = nullptr;
                if (SUCCEEDED(D3DReflect(params.m_vsParams.m_shaderBytecode, params.m_vsParams.m_bytecodeLength, IID_ID3D11ShaderReflection, (void**)&vertexShaderReflector)))
                {
                    ID3D11PixelShader* pixelShader = nullptr;
                    if (SUCCEEDED(m_device->CreatePixelShader(params.m_psParams.m_shaderBytecode, params.m_psParams.m_bytecodeLength, nullptr, &pixelShader)))
                    {
                        ID3D11ShaderReflection* pixelShaderReflector = nullptr;
                        if (SUCCEEDED(D3DReflect(params.m_psParams.m_shaderBytecode, params.m_psParams.m_bytecodeLength, IID_ID3D11ShaderReflection, (void**)&pixelShaderReflector)))
                        {
                            CD3D11_DEPTH_STENCIL_DESC depthStencilDesc(D3D11_DEFAULT);
                            depthStencilDesc.DepthEnable = params.m_depthStencilParams.m_depthEnable;

                            ID3D11DepthStencilState* depthStencilState = nullptr;
                            if (SUCCEEDED(m_device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState)))
                            {
                                D3D11_INPUT_ELEMENT_DESC layout[] =
                                {
                                    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
                                    { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
                                    { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
                                };
                                ID3D11InputLayout* inputLayout = nullptr;
                                if (SUCCEEDED(m_device->CreateInputLayout(layout, ARRAYSIZE(layout), params.m_vsParams.m_shaderBytecode, params.m_vsParams.m_bytecodeLength, &inputLayout)))
                                {
                                    return std::make_shared<GraphicsPipelineState>(vertexShader, vertexShaderReflector, pixelShader, pixelShaderReflector, depthStencilState, params.m_stencilRef, inputLayout, params.m_primitiveTopologyType);
                                }
                                depthStencilState->Release();
                            }
                            pixelShaderReflector->Release();
                        }
                        pixelShader->Release();
                    }
                    vertexShaderReflector->Release();
                }
                vertexShader->Release();
            }
            return nullptr;
        }
示例#4
0
    static void dx11_fill_constant_table(ShaderConstantTable& out_constants, ShaderConstantTable& out_samplers, const ShaderCode& bytecode)
    {
        out_constants.clear();
        out_samplers.clear();

        ID3D11ShaderReflection* refl = NULL; 
        D3DReflect( bytecode.data(), bytecode.size(), IID_ID3D11ShaderReflection, (void**)&refl);

        if( refl )
        {
            HRESULT hr = S_OK;
            D3D11_SHADER_DESC refl_desc;
            hr = refl->GetDesc(&refl_desc);

            for( uint32 i=0; i<refl_desc.ConstantBuffers; ++i )
            {
                ID3D11ShaderReflectionConstantBuffer* cb = refl->GetConstantBufferByIndex(i);

                D3D11_SHADER_BUFFER_DESC sb_desc;
                cb->GetDesc(&sb_desc);

                for( uint32 j=0; j<sb_desc.Variables; ++j )
                {
                    ID3D11ShaderReflectionVariable* var = cb->GetVariableByIndex(j);
                    D3D11_SHADER_VARIABLE_DESC var_desc;
                    var->GetDesc(&var_desc);

                    ShaderConstantDescr scd;
                    scd.name = var_desc.Name;
                    scd.register_index = var_desc.StartOffset/16;
                    scd.register_count = var_desc.Size/16;

                    out_constants.push_back(scd);
                }
            }

            for( uint32 i=0; i<refl_desc.BoundResources; ++i )
            {
                D3D11_SHADER_INPUT_BIND_DESC desc;
                refl->GetResourceBindingDesc(i, &desc);
                if( desc.Type == D3D10_SIT_SAMPLER )
                {
                    ShaderConstantDescr scd;
                    scd.name = desc.Name;
                    scd.register_index = desc.BindPoint;
                    scd.register_count = desc.BindCount;
                }
            }

            refl->Release();
        }
    }
示例#5
0
void	ComputeShader::ShaderConstants::Enumerate( ID3DBlob& _ShaderBlob ) {
	ID3D11ShaderReflection*	pReflector = NULL; 
	D3DReflect( _ShaderBlob.GetBufferPointer(), _ShaderBlob.GetBufferSize(), IID_ID3D11ShaderReflection, (void**) &pReflector );

	D3D11_SHADER_DESC	ShaderDesc;
	pReflector->GetDesc( &ShaderDesc );

	// Enumerate bound resources
	for ( int ResourceIndex=0; ResourceIndex < int(ShaderDesc.BoundResources); ResourceIndex++ )
	{
		D3D11_SHADER_INPUT_BIND_DESC	BindDesc;
		pReflector->GetResourceBindingDesc( ResourceIndex, &BindDesc );

		BindingDesc**	ppDesc = NULL;
		switch ( BindDesc.Type )
		{
		case D3D_SIT_TEXTURE:
			ppDesc = &m_TextureName2Descriptor.Add( BindDesc.Name );
			break;

		case D3D_SIT_CBUFFER:
			ppDesc = &m_ConstantBufferName2Descriptor.Add( BindDesc.Name );
			break;

		case D3D_SIT_STRUCTURED:
			ppDesc = &m_StructuredBufferName2Descriptor.Add( BindDesc.Name );
			break;

		case D3D_SIT_UAV_RWTYPED:
		case D3D_SIT_UAV_RWSTRUCTURED:
		case D3D_SIT_UAV_RWBYTEADDRESS:
		case D3D_SIT_UAV_APPEND_STRUCTURED:
		case D3D_SIT_UAV_CONSUME_STRUCTURED:
		case D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER:
			ppDesc = &m_UAVName2Descriptor.Add( BindDesc.Name );
			break;
		}
		if ( ppDesc == NULL )
			continue;	// We're not interested in that type !

		*ppDesc = new BindingDesc();
		(*ppDesc)->SetName( BindDesc.Name );
		(*ppDesc)->Slot = BindDesc.BindPoint;
#ifdef __DEBUG_UPLOAD_ONLY_ONCE
		(*ppDesc)->bUploaded = false;	// Not uploaded yet !
#endif
	}

	pReflector->Release();
}
示例#6
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;
}
示例#7
0
// --------------------------------------------------------
// Loads the specified shader and builds the variable table using shader
// reflection.  This must be a separate step from the constructor since
// we can't invoke derived class overrides in the base class constructor.
//
// shaderFile - A "wide string" specifying the compiled shader to load
// 
// Returns true if shader is loaded properly, false otherwise
// --------------------------------------------------------
bool ISimpleShader::LoadShaderFile(LPCWSTR shaderFile)
{
	// Load the shader to a blob and ensure it worked
	ID3DBlob* shaderBlob = 0;
	HRESULT hr = D3DReadFileToBlob(shaderFile, &shaderBlob);
	if (hr != S_OK)
	{
		return false;
	}

	// Create the shader - Calls an overloaded version of this abstract
	// method in the appropriate child class
	shaderValid = CreateShader(shaderBlob);
	if (!shaderValid)
	{
		shaderBlob->Release();
		return false;
	}

	// Set up shader reflection to get information about
	// this shader and its variables,  buffers, etc.
	ID3D11ShaderReflection* refl;
	D3DReflect(
		shaderBlob->GetBufferPointer(),
		shaderBlob->GetBufferSize(),
		IID_ID3D11ShaderReflection,
		(void**)&refl);
	
	// Get the description of the shader
	D3D11_SHADER_DESC shaderDesc;
	refl->GetDesc(&shaderDesc);

	// Create an array of constant buffers
	constantBufferCount = shaderDesc.ConstantBuffers;
	constantBuffers = new SimpleConstantBuffer[constantBufferCount];
	
	// Handle bound resources (like shaders and samplers)
	unsigned int resourceCount = shaderDesc.BoundResources;
	for (unsigned int r = 0; r < resourceCount; r++)
	{
		// Get this resource's description
		D3D11_SHADER_INPUT_BIND_DESC resourceDesc;
		refl->GetResourceBindingDesc(r, &resourceDesc);

		// Check the type
		switch (resourceDesc.Type)
		{
		case D3D_SIT_TEXTURE: // A texture resource
			textureTable.insert(std::pair<std::string, unsigned int>(resourceDesc.Name, resourceDesc.BindPoint));
			break;

		case D3D_SIT_SAMPLER: // A sampler resource
			samplerTable.insert(std::pair<std::string, unsigned int>(resourceDesc.Name, resourceDesc.BindPoint));
			break;
		}
	}

	// Loop through all constant buffers
	for (unsigned int b = 0; b < constantBufferCount; b++)
	{
		// Get this buffer
		ID3D11ShaderReflectionConstantBuffer* cb =
			refl->GetConstantBufferByIndex(b);
		
		// Get the description of this buffer
		D3D11_SHADER_BUFFER_DESC bufferDesc;
		cb->GetDesc(&bufferDesc);

		// Get the description of the resource binding, so
		// we know exactly how it's bound in the shader
		D3D11_SHADER_INPUT_BIND_DESC bindDesc;
		refl->GetResourceBindingDescByName(bufferDesc.Name, &bindDesc);
		
		// Set up the buffer and put its pointer in the table
		constantBuffers[b].BindIndex = bindDesc.BindPoint;
		cbTable.insert(std::pair<std::string, SimpleConstantBuffer*>(bufferDesc.Name, &constantBuffers[b]));

		// Create this constant buffer
		D3D11_BUFFER_DESC newBuffDesc;
		newBuffDesc.Usage = D3D11_USAGE_DEFAULT;
		newBuffDesc.ByteWidth = bufferDesc.Size;
		newBuffDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
		newBuffDesc.CPUAccessFlags = 0;
		newBuffDesc.MiscFlags = 0;
		newBuffDesc.StructureByteStride = 0;
		device->CreateBuffer(&newBuffDesc, 0, &constantBuffers[b].ConstantBuffer);

		// Set up the data buffer for this constant buffer
		constantBuffers[b].LocalDataBuffer = new unsigned char[bufferDesc.Size];
		ZeroMemory(constantBuffers[b].LocalDataBuffer, bufferDesc.Size);

		// Loop through all variables in this buffer
		for (unsigned int v = 0; v < bufferDesc.Variables; v++)
		{
			// Get this variable
			ID3D11ShaderReflectionVariable* var =
				cb->GetVariableByIndex(v);
			
			// Get the description of the variable
			D3D11_SHADER_VARIABLE_DESC varDesc;
			var->GetDesc(&varDesc);

			// Create the variable struct
			SimpleShaderVariable varStruct;
			varStruct.ConstantBufferIndex = b;
			varStruct.ByteOffset = varDesc.StartOffset;
			varStruct.Size = varDesc.Size;
			
			// Get a string version
			std::string varName(varDesc.Name);

			// Add this variable to the table
			varTable.insert(std::pair<std::string, SimpleShaderVariable>(varName, varStruct));
		}
	}

	// All set
	refl->Release();
	shaderBlob->Release();
	return true;
}
示例#8
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;
}
bool
D3D11ComputeEvaluator::Compile(BufferDescriptor const &srcDesc,
                               BufferDescriptor const &dstDesc,
                               ID3D11DeviceContext *deviceContext) {

    if (srcDesc.length > dstDesc.length) {
        Far::Error(Far::FAR_RUNTIME_ERROR,
                   "srcDesc length must be less than or equal to "
                   "dstDesc length.\n");
        return false;
    }

    DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined(D3D10_SHADER_RESOURCES_MAY_ALIAS)
     dwShaderFlags |= D3D10_SHADER_RESOURCES_MAY_ALIAS;
#endif

#ifdef _DEBUG
    dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif

    std::ostringstream ss;
    ss << srcDesc.length;  std::string lengthValue(ss.str()); ss.str("");
    ss << srcDesc.stride;  std::string srcStrideValue(ss.str()); ss.str("");
    ss << dstDesc.stride;  std::string dstStrideValue(ss.str()); ss.str("");
    ss << _workGroupSize;  std::string workgroupSizeValue(ss.str()); ss.str("");

    D3D_SHADER_MACRO defines[] =
        { "LENGTH", lengthValue.c_str(),
          "SRC_STRIDE", srcStrideValue.c_str(),
          "DST_STRIDE", dstStrideValue.c_str(),
          "WORK_GROUP_SIZE", workgroupSizeValue.c_str(),
          0, 0 };

    ID3DBlob * computeShaderBuffer = NULL;
    ID3DBlob * errorBuffer = NULL;

    HRESULT hr = D3DCompile(shaderSource, strlen(shaderSource),
                            NULL, &defines[0], NULL,
                            "cs_main", "cs_5_0",
                            dwShaderFlags, 0,
                            &computeShaderBuffer, &errorBuffer);
    if (FAILED(hr)) {
        if (errorBuffer != NULL) {
            Far::Error(Far::FAR_RUNTIME_ERROR,
                       "Error compiling HLSL shader: %s\n",
                       (CHAR*)errorBuffer->GetBufferPointer());
            errorBuffer->Release();
            return false;
        }
    }

    ID3D11Device *device = NULL;
    deviceContext->GetDevice(&device);
    assert(device);

    device->CreateClassLinkage(&_classLinkage);
    assert(_classLinkage);

    device->CreateComputeShader(computeShaderBuffer->GetBufferPointer(),
                                computeShaderBuffer->GetBufferSize(),
                                _classLinkage,
                                &_computeShader);
    assert(_computeShader);

    ID3D11ShaderReflection *reflector;
    D3DReflect(computeShaderBuffer->GetBufferPointer(),
               computeShaderBuffer->GetBufferSize(),
               IID_ID3D11ShaderReflection, (void**) &reflector);
    assert(reflector);

    assert(reflector->GetNumInterfaceSlots() == 1);
    reflector->Release();

    computeShaderBuffer->Release();

    _classLinkage->GetClassInstance("singleBufferCompute", 0, &_singleBufferKernel);
    assert(_singleBufferKernel);
    _classLinkage->GetClassInstance("separateBufferCompute", 0, &_separateBufferKernel);
    assert(_separateBufferKernel);

    D3D11_BUFFER_DESC cbDesc;
    ZeroMemory(&cbDesc, sizeof(cbDesc));
    cbDesc.Usage = D3D11_USAGE_DYNAMIC;
    cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    cbDesc.MiscFlags = 0;
    cbDesc.ByteWidth = sizeof(KernelUniformArgs);
    device->CreateBuffer(&cbDesc, NULL, &_uniformArgs);

    return true;
}
示例#10
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;
}
示例#11
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();
}
示例#12
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;
}
示例#13
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;
}
示例#14
0
void ezShaderCompilerHLSL::ReflectShaderStage(ezShaderProgramData& inout_Data, ezGALShaderStage::Enum Stage)
{
  ID3D11ShaderReflection* pReflector = nullptr;

  auto byteCode = inout_Data.m_StageBinary[Stage].GetByteCode();
  D3DReflect(byteCode.GetData(), byteCode.GetCount(), IID_ID3D11ShaderReflection, (void**)&pReflector);

  D3D11_SHADER_DESC shaderDesc;
  pReflector->GetDesc(&shaderDesc);

  for (ezUInt32 r = 0; r < shaderDesc.BoundResources; ++r)
  {
    D3D11_SHADER_INPUT_BIND_DESC shaderInputBindDesc;
    pReflector->GetResourceBindingDesc(r, &shaderInputBindDesc);

    // ezLog::Info("Bound Resource: '{0}' at slot {1} (Count: {2}, Flags: {3})", sibd.Name, sibd.BindPoint, sibd.BindCount, sibd.uFlags);

    ezShaderResourceBinding shaderResourceBinding;
    shaderResourceBinding.m_Type = ezShaderResourceBinding::Unknown;
    shaderResourceBinding.m_iSlot = shaderInputBindDesc.BindPoint;
    shaderResourceBinding.m_sName.Assign(shaderInputBindDesc.Name);

    if (shaderInputBindDesc.Type == D3D_SIT_TEXTURE)
    {
      switch (shaderInputBindDesc.Dimension)
      {
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1D:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::Texture1D;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1DARRAY:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::Texture1DArray;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2D:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::Texture2D;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DARRAY:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::Texture2DArray;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DMS:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::Texture2DMS;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DMSARRAY:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::Texture2DMSArray;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE3D:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::Texture3D;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURECUBE:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::TextureCube;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURECUBEARRAY:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::TextureCubeArray;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_BUFFER:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::GenericBuffer;
          break;

        default:
          EZ_ASSERT_NOT_IMPLEMENTED;
          break;
      }
    }

    else if (shaderInputBindDesc.Type == D3D_SIT_UAV_RWTYPED)
    {
      switch (shaderInputBindDesc.Dimension)
      {
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1D:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::RWTexture1D;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1DARRAY:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::RWTexture1DArray;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2D:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::RWTexture2D;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE2DARRAY:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::RWTexture2DArray;
          break;
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_BUFFER:
        case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_BUFFEREX:
          shaderResourceBinding.m_Type = ezShaderResourceBinding::RWBuffer;
          break;

        default:
          EZ_ASSERT_NOT_IMPLEMENTED;
          break;
      }
    }

    else if (shaderInputBindDesc.Type == D3D_SIT_UAV_RWSTRUCTURED)
      shaderResourceBinding.m_Type = ezShaderResourceBinding::RWStructuredBuffer;

    else if (shaderInputBindDesc.Type == D3D_SIT_UAV_RWBYTEADDRESS)
      shaderResourceBinding.m_Type = ezShaderResourceBinding::RWRawBuffer;

    else if (shaderInputBindDesc.Type == D3D_SIT_UAV_APPEND_STRUCTURED)
      shaderResourceBinding.m_Type = ezShaderResourceBinding::RWAppendBuffer;

    else if (shaderInputBindDesc.Type == D3D_SIT_UAV_CONSUME_STRUCTURED)
      shaderResourceBinding.m_Type = ezShaderResourceBinding::RWConsumeBuffer;

    else if (shaderInputBindDesc.Type == D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER)
      shaderResourceBinding.m_Type = ezShaderResourceBinding::RWStructuredBufferWithCounter;

    else if (shaderInputBindDesc.Type == D3D_SIT_CBUFFER)
    {
      shaderResourceBinding.m_Type = ezShaderResourceBinding::ConstantBuffer;
      shaderResourceBinding.m_pLayout =
        ReflectConstantBufferLayout(inout_Data.m_StageBinary[Stage], pReflector->GetConstantBufferByName(shaderInputBindDesc.Name));
    }
    else if (shaderInputBindDesc.Type == D3D_SIT_SAMPLER)
    {
      shaderResourceBinding.m_Type = ezShaderResourceBinding::Sampler;
      if (ezStringUtils::EndsWith(shaderInputBindDesc.Name, "_AutoSampler"))
      {
        ezStringBuilder sb = shaderInputBindDesc.Name;
        sb.Shrink(0, ezStringUtils::GetStringElementCount("_AutoSampler"));
        shaderResourceBinding.m_sName.Assign(sb.GetData());
      }
    }
    else
    {
      shaderResourceBinding.m_Type = ezShaderResourceBinding::GenericBuffer;
    }

    if (shaderResourceBinding.m_Type != ezShaderResourceBinding::Unknown)
    {
      inout_Data.m_StageBinary[Stage].AddShaderResourceBinding(shaderResourceBinding);
    }
  }

  pReflector->Release();
}
//-------------------------------------------------------------------------------
// @ IvConstantTableD3D11::Create()
//-------------------------------------------------------------------------------
// Get the constant table for this shader
//-------------------------------------------------------------------------------
IvConstantTableD3D11*
IvConstantTableD3D11::Create(ID3D11Device* device, ID3DBlob* code)
{
    ID3D11ShaderReflection* pReflector = nullptr;
    D3DReflect(code->GetBufferPointer(), code->GetBufferSize(),
        IID_ID3D11ShaderReflection, (void**)&pReflector);

    // first get constant table
    IvConstantTableD3D11* table = new IvConstantTableD3D11();

    ID3D11ShaderReflectionConstantBuffer* globalConstants =
        pReflector->GetConstantBufferByName("$Globals");
    D3D11_SHADER_BUFFER_DESC constantBufferDesc = { 0 };
    HRESULT hr = globalConstants->GetDesc(&constantBufferDesc);
    if (FAILED(hr))
    {
        // no constants in this shader
        goto get_textures;
    }

    table->mBacking = new char[constantBufferDesc.Size];
    table->mBackingSize = constantBufferDesc.Size;
    if (nullptr == table->mBacking)
    {
        delete table;
        pReflector->Release();
        return nullptr;
    }

    for (unsigned int i = 0; i < constantBufferDesc.Variables; ++i)
    {
        ID3D11ShaderReflectionVariable* var = globalConstants->GetVariableByIndex(i);
        D3D11_SHADER_VARIABLE_DESC varDesc;
        if (FAILED(var->GetDesc(&varDesc)))
        {
            delete table;
            pReflector->Release();
            return nullptr;
        }
        ID3D11ShaderReflectionType* type = var->GetType();
        D3D11_SHADER_TYPE_DESC typeDesc;
        if (FAILED(type->GetDesc(&typeDesc)))
        {
            delete table;
            pReflector->Release();
            return nullptr;
        }

        IvConstantDesc constantDesc;
        constantDesc.mOffset = table->mBacking + varDesc.StartOffset;
        if (typeDesc.Class == D3D_SVC_SCALAR && typeDesc.Type == D3D_SVT_FLOAT)
        {
            constantDesc.mType = IvUniformType::kFloatUniform;
        }
        else if (typeDesc.Class == D3D_SVC_VECTOR && typeDesc.Type == D3D_SVT_FLOAT
            && typeDesc.Columns == 3)
        {
            constantDesc.mType = IvUniformType::kFloat3Uniform;
        }
        else if (typeDesc.Class == D3D_SVC_VECTOR && typeDesc.Type == D3D_SVT_FLOAT
            && typeDesc.Columns == 4)
        {
            constantDesc.mType = IvUniformType::kFloat4Uniform;
        }
        else if ((typeDesc.Class == D3D_SVC_MATRIX_ROWS || typeDesc.Class == D3D_SVC_MATRIX_COLUMNS)
            && typeDesc.Type == D3D_SVT_FLOAT
            && typeDesc.Rows == 4 && typeDesc.Columns == 4)
        {
            constantDesc.mType = IvUniformType::kFloatMatrix44Uniform;
        }
        else
        {
            // unsupported uniform type
            delete table;
            pReflector->Release();
            return nullptr;
        }
        constantDesc.mCount = typeDesc.Elements != 0 ? typeDesc.Elements : 1;

        table->mConstants[varDesc.Name] = constantDesc;
    }

    D3D11_BUFFER_DESC cbDesc;
    cbDesc.ByteWidth = constantBufferDesc.Size;
    cbDesc.Usage = D3D11_USAGE_DYNAMIC;
    cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    cbDesc.MiscFlags = 0;
    cbDesc.StructureByteStride = 0;

    if (FAILED(device->CreateBuffer(&cbDesc, nullptr, &table->mBuffer)))
    {
        delete table;
        pReflector->Release();
        return nullptr;
    }

get_textures:
    // now get any textures and samplers
    D3D11_SHADER_DESC shaderDesc = { 0 };
    hr = pReflector->GetDesc(&shaderDesc);
    if (FAILED(hr))
    {
        pReflector->Release();
        return table;
    }
    int resourceCount = shaderDesc.BoundResources;

    for (int i = 0; i < resourceCount; ++i) 
    {
        D3D11_SHADER_INPUT_BIND_DESC bindingDesc = { 0 };
        pReflector->GetResourceBindingDesc(i, &bindingDesc);
        if (bindingDesc.Type == D3D_SIT_TEXTURE && bindingDesc.ReturnType == D3D_RETURN_TYPE_FLOAT
            && bindingDesc.Dimension == D3D_SRV_DIMENSION_TEXTURE2D && bindingDesc.NumSamples == -1
            && bindingDesc.BindCount == 1)
        {
            IvConstantDesc& constantDesc = table->mConstants[bindingDesc.Name];
            constantDesc.mType = IvUniformType::kTextureUniform;
            constantDesc.mTextureSlot = bindingDesc.BindPoint;
        }
        else if (bindingDesc.Type == D3D_SIT_SAMPLER && bindingDesc.BindCount == 1)
        {
            char strippedName[256];
            const char* samplerKeyword = strstr(bindingDesc.Name, "Sampler");
            strncpy(strippedName, bindingDesc.Name, samplerKeyword - bindingDesc.Name);
            strippedName[samplerKeyword - bindingDesc.Name] = '\0';
            IvConstantDesc& constantDesc = table->mConstants[strippedName];
            constantDesc.mType = IvUniformType::kTextureUniform;
            constantDesc.mSamplerSlot = bindingDesc.BindPoint;
        }
        else if (bindingDesc.Type == D3D_SIT_CBUFFER && !_strnicmp(bindingDesc.Name, "$Globals", 8))
        {
            // ignore this, we handled it above
        }
        else
        {
            // unsupported resource type
            delete table;
            pReflector->Release();
            return nullptr;
        }
    }

    pReflector->Release();

    return table;
}
示例#16
0
void FMaterial::Compile(const FShaderProgramInfo* VertexShaderInfo, const FShaderProgramInfo* PixelShaderInfo, const FShaderProgramInfo* GeometryShaderInfo, const FShaderProgramInfo* HullShaderInfo, const FShaderProgramInfo* DomainShaderInfo)
{
	ID3D11Device* Device = GraphicsContext->GetDevice();

	// Core shaders blobs
	FBlobPointer VertexShaderBlob, PixelShaderBlob;

	// Optional shaders blobs
	FBlobPointer GeometryShaderBlob, HullShaderBlob, DomainShaderBlob;

	bool bCompilationSuccessful = VertexShaderInfo->Compile(VertexShaderBlob.GetReference()) && PixelShaderInfo->Compile(PixelShaderBlob.GetReference());

	if (GeometryShaderInfo != nullptr)
	{
		GeometryShaderInfo->Compile(GeometryShaderBlob.GetReference());
	}

	if (DomainShaderInfo != nullptr && HullShaderInfo != nullptr)
	{
		DomainShaderInfo->Compile(DomainShaderBlob.GetReference());
		HullShaderInfo->Compile(HullShaderBlob.GetReference());
	}

	if (bCompilationSuccessful)
	{
		Release(); // We release only if compilation was successful. (this makes hot reloading fault tolerant case because we can keep the older shaders running)

		ID3D11ShaderReflection* VertexShaderReflection, *PixelShaderReflection;
		ID3D11ShaderReflection* GeometryShaderReflection = nullptr, *HullShaderReflection = nullptr, *DomainShaderReflection = nullptr;

		Device->CreateVertexShader(VertexShaderBlob->GetBufferPointer(), VertexShaderBlob->GetBufferSize(), nullptr, &VertexShader);
		Device->CreatePixelShader(PixelShaderBlob->GetBufferPointer(), PixelShaderBlob->GetBufferSize(), nullptr, &PixelShader);

		D3DSetDebugName(VertexShader, VertexShaderInfo->GetDebugName());
		D3DSetDebugName(PixelShader, PixelShaderInfo->GetDebugName());

		D3DReflect(VertexShaderBlob->GetBufferPointer(), VertexShaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&VertexShaderReflection);
		D3DReflect(PixelShaderBlob->GetBufferPointer(), PixelShaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&PixelShaderReflection);

		if (GeometryShaderBlob)
		{
			Device->CreateGeometryShader(GeometryShaderBlob->GetBufferPointer(), GeometryShaderBlob->GetBufferSize(), nullptr, &GeometryShader);
			D3DSetDebugName(GeometryShader, GeometryShaderInfo->GetDebugName());
			D3DReflect(GeometryShaderBlob->GetBufferPointer(), GeometryShaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&GeometryShaderReflection);
		}

		if (DomainShaderBlob && HullShaderBlob)
		{
			Device->CreateHullShader(HullShaderBlob->GetBufferPointer(), HullShaderBlob->GetBufferSize(), nullptr, &HullShader);
			Device->CreateDomainShader(DomainShaderBlob->GetBufferPointer(), DomainShaderBlob->GetBufferSize(), nullptr, &DomainShader);
			
			D3DSetDebugName(HullShader, HullShaderInfo->GetDebugName());
			D3DSetDebugName(DomainShader, DomainShaderInfo->GetDebugName());

			D3DReflect(HullShaderBlob->GetBufferPointer(), HullShaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&HullShaderReflection);
			D3DReflect(DomainShaderBlob->GetBufferPointer(), DomainShaderBlob->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&DomainShaderReflection);
		}

		CreateInputLayoutDescFromVertexShaderSignature(VertexShaderReflection, VertexShaderBlob, Device);

		MaterialParameters = Make_Unique<FMaterialParameters>(GraphicsContext, VertexShaderReflection, PixelShaderReflection, GeometryShaderReflection, HullShaderReflection, DomainShaderReflection);

		VertexShaderReflection->Release();
		PixelShaderReflection->Release();

		if (GeometryShaderReflection != nullptr)
			GeometryShaderReflection->Release();

		if (DomainShaderReflection != nullptr)
			DomainShaderReflection->Release();

		if (HullShaderReflection != nullptr)
			HullShaderReflection->Release();
	}
}