irrlicht/source/Irrlicht/CD3D9ShaderMaterialRenderer.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#include "CD3D9ShaderMaterialRenderer.h"
CD3D9HLSLMaterialRenderer now implementing IMaterialRendererServices itself Basically now the same as GLSL material renderer already worked. Before it was using IMaterialRendererServices from CD3D9Driver, but there had been several problems with that: - The d3d9 driver called functions through the CD3D9MaterialRenderer interface, but CD3D9HLSLMaterialRenderer is not (or maybe no longer?) derived from that class. Reason it still worked was accidental luck - the same functions had been in the same order and due to casts the compiler wasn't noticing it was calling the functions of an unrelated class. - It was making calls to set shader constants depend on the currently set material in the driver. Which was not necessary and just prevents we can use the IMaterialRendererServices interface without setting the material first (how I found the bug). Still some problems left for now: - There's 2 ways to call shader constants. One seems to be only used by hi-level shaders which links constants to the shader. The the other only by low-level shaders which uses global (shader independent) registers. So maybe this should be 2 interfaces? But not certain, glsl material renderer seems to prevent setting the global registers, but maybe those could be used additionally? I've still allowed it for now in HLSL, just in case it had it's uses. - setBasicRenderStates probably should not be in IMaterialRendererServices. I'm not seeing any case where this isn't just passed on to the driver. And all classes using it have access to the driver unless I missed one. So probably can just avoid that additional indirection and kick that out of the IMaterialRendererServices interface. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6464 dfc29bdd-3216-0410-991c-e03cc46cb475
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#include "CD3D9Driver.h"
#include "IShaderConstantSetCallBack.h"
#include "IMaterialRendererServices.h"
#include "os.h"
#include "irrString.h"
#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
#include <stdio.h>
#endif
namespace irr
{
namespace video
{
//! Public constructor
CD3D9HLSLMaterialRenderer now implementing IMaterialRendererServices itself Basically now the same as GLSL material renderer already worked. Before it was using IMaterialRendererServices from CD3D9Driver, but there had been several problems with that: - The d3d9 driver called functions through the CD3D9MaterialRenderer interface, but CD3D9HLSLMaterialRenderer is not (or maybe no longer?) derived from that class. Reason it still worked was accidental luck - the same functions had been in the same order and due to casts the compiler wasn't noticing it was calling the functions of an unrelated class. - It was making calls to set shader constants depend on the currently set material in the driver. Which was not necessary and just prevents we can use the IMaterialRendererServices interface without setting the material first (how I found the bug). Still some problems left for now: - There's 2 ways to call shader constants. One seems to be only used by hi-level shaders which links constants to the shader. The the other only by low-level shaders which uses global (shader independent) registers. So maybe this should be 2 interfaces? But not certain, glsl material renderer seems to prevent setting the global registers, but maybe those could be used additionally? I've still allowed it for now in HLSL, just in case it had it's uses. - setBasicRenderStates probably should not be in IMaterialRendererServices. I'm not seeing any case where this isn't just passed on to the driver. And all classes using it have access to the driver unless I missed one. So probably can just avoid that additional indirection and kick that out of the IMaterialRendererServices interface. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6464 dfc29bdd-3216-0410-991c-e03cc46cb475
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CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData)
: pID3DDevice(d3ddev), Driver(driver), CallBack(callback), BaseMaterial(baseMaterial),
VertexShader(0), OldVertexShader(0), PixelShader(0), UserData(userData)
{
#ifdef _DEBUG
setDebugName("CD3D9ShaderMaterialRenderer");
#endif
if (BaseMaterial)
BaseMaterial->grab();
if (CallBack)
CallBack->grab();
init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);
}
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev,
CD3D9HLSLMaterialRenderer now implementing IMaterialRendererServices itself Basically now the same as GLSL material renderer already worked. Before it was using IMaterialRendererServices from CD3D9Driver, but there had been several problems with that: - The d3d9 driver called functions through the CD3D9MaterialRenderer interface, but CD3D9HLSLMaterialRenderer is not (or maybe no longer?) derived from that class. Reason it still worked was accidental luck - the same functions had been in the same order and due to casts the compiler wasn't noticing it was calling the functions of an unrelated class. - It was making calls to set shader constants depend on the currently set material in the driver. Which was not necessary and just prevents we can use the IMaterialRendererServices interface without setting the material first (how I found the bug). Still some problems left for now: - There's 2 ways to call shader constants. One seems to be only used by hi-level shaders which links constants to the shader. The the other only by low-level shaders which uses global (shader independent) registers. So maybe this should be 2 interfaces? But not certain, glsl material renderer seems to prevent setting the global registers, but maybe those could be used additionally? I've still allowed it for now in HLSL, just in case it had it's uses. - setBasicRenderStates probably should not be in IMaterialRendererServices. I'm not seeing any case where this isn't just passed on to the driver. And all classes using it have access to the driver unless I missed one. So probably can just avoid that additional indirection and kick that out of the IMaterialRendererServices interface. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6464 dfc29bdd-3216-0410-991c-e03cc46cb475
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video::CD3D9Driver* driver,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial, s32 userData)
: pID3DDevice(d3ddev), Driver(driver), CallBack(callback), BaseMaterial(baseMaterial),
VertexShader(0), OldVertexShader(0), PixelShader(0), UserData(userData)
{
#ifdef _DEBUG
setDebugName("CD3D9ShaderMaterialRenderer");
#endif
if (BaseMaterial)
BaseMaterial->grab();
if (CallBack)
CallBack->grab();
}
void CD3D9ShaderMaterialRenderer::init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram, const c8* pixelShaderProgram)
{
outMaterialTypeNr = -1;
// create vertex shader
if (!createVertexShader(vertexShaderProgram))
return;
// create pixel shader
if (!createPixelShader(pixelShaderProgram))
return;
// register myself as new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
//! Destructor
CD3D9ShaderMaterialRenderer::~CD3D9ShaderMaterialRenderer()
{
if (CallBack)
CallBack->drop();
if (VertexShader)
VertexShader->Release();
if (PixelShader)
PixelShader->Release();
if (BaseMaterial)
BaseMaterial->drop();
}
bool CD3D9ShaderMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
// call callback to set shader constants
if (CallBack && (VertexShader || PixelShader))
CallBack->OnSetConstants(service, UserData);
return true;
}
void CD3D9ShaderMaterialRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (VertexShader)
{
// save old vertex shader
pID3DDevice->GetVertexShader(&OldVertexShader);
// set new vertex shader
if (FAILED(pID3DDevice->SetVertexShader(VertexShader)))
os::Printer::log("Could not set vertex shader.", ELL_WARNING);
}
// set new pixel shader
if (PixelShader)
{
if (FAILED(pID3DDevice->SetPixelShader(PixelShader)))
os::Printer::log("Could not set pixel shader.", ELL_WARNING);
}
}
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (BaseMaterial)
BaseMaterial->OnSetMaterial(material, lastMaterial, resetAllRenderstates, services);
if (CallBack)
CallBack->OnSetMaterial(material);
}
void CD3D9ShaderMaterialRenderer::OnUnsetMaterial()
{
if (VertexShader)
pID3DDevice->SetVertexShader(OldVertexShader);
if (PixelShader)
pID3DDevice->SetPixelShader(0);
if (BaseMaterial)
BaseMaterial->OnUnsetMaterial();
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
bool CD3D9ShaderMaterialRenderer::isTransparent() const
{
return BaseMaterial ? BaseMaterial->isTransparent() : false;
}
bool CD3D9ShaderMaterialRenderer::createPixelShader(const c8* pxsh)
{
if (!pxsh)
return true;
// compile shader
LPD3DXBUFFER code = 0;
LPD3DXBUFFER errors = 0;
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
// compile shader without debug info
stubD3DXAssembleShader(pxsh, (UINT)strlen(pxsh), 0, 0, 0, &code, &errors);
#else
// compile shader and emit some debug information to
// make it possible to debug the shader in visual studio
static int irr_dbg_file_nr = 0;
++irr_dbg_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d9_dbg_shader_%d.psh", irr_dbg_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(pxsh, strlen(pxsh), 1, f);
fflush(f);
fclose(f);
stubD3DXAssembleShaderFromFile(tmp, 0, 0, D3DXSHADER_DEBUG, &code, &errors);
#endif
if (errors)
{
// print out compilation errors.
os::Printer::log("Pixel shader compilation failed:", ELL_ERROR);
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
if (code)
code->Release();
errors->Release();
return false;
}
if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)code->GetBufferPointer(), &PixelShader)))
{
os::Printer::log("Could not create pixel shader.", ELL_ERROR);
code->Release();
return false;
}
code->Release();
return true;
}
bool CD3D9ShaderMaterialRenderer::createVertexShader(const char* vtxsh)
{
if (!vtxsh)
return true;
// compile shader
LPD3DXBUFFER code = 0;
LPD3DXBUFFER errors = 0;
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
// compile shader without debug info
stubD3DXAssembleShader(vtxsh, (UINT)strlen(vtxsh), 0, 0, 0, &code, &errors);
#else
// compile shader and emit some debug information to
// make it possible to debug the shader in visual studio
static int irr_dbg_file_nr = 0;
++irr_dbg_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d9_dbg_shader_%d.vsh", irr_dbg_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(vtxsh, strlen(vtxsh), 1, f);
fflush(f);
fclose(f);
stubD3DXAssembleShaderFromFile(tmp, 0, 0, D3DXSHADER_DEBUG, &code, &errors);
#endif
if (errors)
{
// print out compilation errors.
os::Printer::log("Vertex shader compilation failed:", ELL_ERROR);
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
if (code)
code->Release();
errors->Release();
return false;
}
if (!code || FAILED(pID3DDevice->CreateVertexShader((DWORD*)code->GetBufferPointer(), &VertexShader)))
{
os::Printer::log("Could not create vertex shader.", ELL_ERROR);
if (code)
code->Release();
return false;
}
code->Release();
return true;
}
HRESULT CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader(LPCSTR pSrcData,
UINT SrcDataLen, CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs)
{
// Because Irrlicht needs to be able to start up even without installed d3d dlls, it
// needs to load external d3d dlls manually. examples for the dlls are:
// SDK dll name D3DX_SDK_VERSION
// Summer 2004: no dll 22
// February 2005: d3dx9_24.dll 24
// April 2005: d3dx9_25.dll 25
// June 2005: d3dx9_26.dll 26
// August 2005: d3dx9_27.dll 27
// October 2005,
// December 2005: d3dx9_28.dll 28
#if ( D3DX_SDK_VERSION < 24 )
// directly link functions, old d3d sdks didn't try to load external dlls
// when linking to the d3dx9.lib
#ifdef _MSC_VER
#pragma comment (lib, "d3dx9.lib")
#endif
// invoke static linked function
return D3DXAssembleShader(pSrcData, SrcDataLen, pDefines, pInclude,
Flags, ppShader, ppErrorMsgs);
#else
{
// try to load shader functions from the dll and print error if failed.
// D3DXAssembleShader signature
typedef HRESULT (WINAPI *AssembleShaderFunction)(LPCSTR pSrcData, UINT SrcDataLen,
CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude,
DWORD Flags, LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs);
static bool LoadFailed = false;
static AssembleShaderFunction pFn = 0;
if (!pFn && !LoadFailed)
{
// try to load dll
io::path strDllName = "d3dx9_";
strDllName += (int)D3DX_SDK_VERSION;
strDllName += ".dll";
HMODULE hMod = LoadLibrary(strDllName.c_str());
if (hMod)
pFn = (AssembleShaderFunction)GetProcAddress(hMod, "D3DXAssembleShader");
if (!pFn)
{
LoadFailed = true;
os::Printer::log("Could not load shader function D3DXAssembleShader from dll, shaders disabled",
strDllName.c_str(), ELL_ERROR);
}
}
if (pFn)
{
// call already loaded function
return (*pFn)(pSrcData, SrcDataLen, pDefines, pInclude, Flags, ppShader, ppErrorMsgs);
}
}
#endif // D3DX_SDK_VERSION < 24
return 0;
}
HRESULT CD3D9ShaderMaterialRenderer::stubD3DXAssembleShaderFromFile(LPCSTR pSrcFile,
CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags,
LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs)
{
// wondering what I'm doing here?
// see comment in CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader()
#if ( D3DX_SDK_VERSION < 24 )
// directly link functions, old d3d sdks didn't try to load external dlls
// when linking to the d3dx9.lib
#ifdef _MSC_VER
#pragma comment (lib, "d3dx9.lib")
#endif
// invoke static linked function
return D3DXAssembleShaderFromFileA(pSrcFile, pDefines, pInclude, Flags,
ppShader, ppErrorMsgs);
#else
{
// try to load shader functions from the dll and print error if failed.
// D3DXAssembleShaderFromFileA signature
typedef HRESULT (WINAPI *AssembleShaderFromFileFunction)(LPCSTR pSrcFile,
CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags,
LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs);
static bool LoadFailed = false;
static AssembleShaderFromFileFunction pFn = 0;
if (!pFn && !LoadFailed)
{
// try to load dll
io::path strDllName = "d3dx9_";
strDllName += (int)D3DX_SDK_VERSION;
strDllName += ".dll";
HMODULE hMod = LoadLibrary(strDllName.c_str());
if (hMod)
pFn = (AssembleShaderFromFileFunction)GetProcAddress(hMod, "D3DXAssembleShaderFromFileA");
if (!pFn)
{
LoadFailed = true;
os::Printer::log("Could not load shader function D3DXAssembleShaderFromFileA from dll, shaders disabled",
strDllName.c_str(), ELL_ERROR);
}
}
if (pFn)
{
// call already loaded function
return (*pFn)(pSrcFile, pDefines, pInclude, Flags, ppShader, ppErrorMsgs);
}
}
#endif // D3DX_SDK_VERSION < 24
return 0;
}
HRESULT CD3D9ShaderMaterialRenderer::stubD3DXCompileShader(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude, LPCSTR pFunctionName,
LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable)
{
// wondering what I'm doing here?
// see comment in CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader()
#if ( D3DX_SDK_VERSION < 24 )
// directly link functions, old d3d sdks didn't try to load external dlls
// when linking to the d3dx9.lib
#ifdef _MSC_VER
#pragma comment (lib, "d3dx9.lib")
#endif
// invoke static linked function
return D3DXCompileShader(pSrcData, SrcDataLen, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable);
#else
{
// try to load shader functions from the dll and print error if failed.
// D3DXCompileShader
typedef HRESULT (WINAPI *D3DXCompileShaderFunction)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude, LPCSTR pFunctionName,
LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader,
LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
static bool LoadFailed = false;
static D3DXCompileShaderFunction pFn = 0;
if (!pFn && !LoadFailed)
{
// try to load dll
io::path strDllName = "d3dx9_";
strDllName += (int)D3DX_SDK_VERSION;
strDllName += ".dll";
HMODULE hMod = LoadLibrary(strDllName.c_str());
if (hMod)
pFn = (D3DXCompileShaderFunction)GetProcAddress(hMod, "D3DXCompileShader");
if (!pFn)
{
LoadFailed = true;
os::Printer::log("Could not load shader function D3DXCompileShader from dll, shaders disabled",
strDllName.c_str(), ELL_ERROR);
}
}
if (pFn)
{
// call already loaded function
return (*pFn)(pSrcData, SrcDataLen, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable);
}
}
#endif // D3DX_SDK_VERSION < 24
return 0;
}
HRESULT CD3D9ShaderMaterialRenderer::stubD3DXCompileShaderFromFile(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude, LPCSTR pFunctionName,
LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs,
LPD3DXCONSTANTTABLE* ppConstantTable)
{
// wondering what I'm doing here?
// see comment in CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader()
#if ( D3DX_SDK_VERSION < 24 )
// directly link functions, old d3d sdks didn't try to load external dlls
// when linking to the d3dx9.lib
#ifdef _MSC_VER
#pragma comment (lib, "d3dx9.lib")
#endif
// invoke static linked function
return D3DXCompileShaderFromFileA(pSrcFile, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable);
#else
{
// try to load shader functions from the dll and print error if failed.
// D3DXCompileShaderFromFileA
typedef HRESULT (WINAPI *D3DXCompileShaderFromFileFunction)(LPCSTR pSrcFile,
CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName,
LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs,
LPD3DXCONSTANTTABLE* ppConstantTable);
static bool LoadFailed = false;
static D3DXCompileShaderFromFileFunction pFn = 0;
if (!pFn && !LoadFailed)
{
// try to load dll
io::path strDllName = "d3dx9_";
strDllName += (int)D3DX_SDK_VERSION;
strDllName += ".dll";
HMODULE hMod = LoadLibrary(strDllName.c_str());
if (hMod)
pFn = (D3DXCompileShaderFromFileFunction)GetProcAddress(hMod, "D3DXCompileShaderFromFileA");
if (!pFn)
{
LoadFailed = true;
os::Printer::log("Could not load shader function D3DXCompileShaderFromFileA from dll, shaders disabled",
strDllName.c_str(), ELL_ERROR);
}
}
if (pFn)
{
// call already loaded function
return (*pFn)(pSrcFile, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable);
}
}
#endif // D3DX_SDK_VERSION < 24
return 0;
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_