irrlicht/source/Irrlicht/CD3D9HLSLMaterialRenderer.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 "CD3D9HLSLMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.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
2023-04-21 16:04:57 +02:00
#include "CD3D9Driver.h"
#include "os.h"
#include "irrString.h"
#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
#include <stdio.h>
#endif
namespace irr
{
namespace video
{
//! Public constructor
CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(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
2023-04-21 16:04:57 +02:00
video::CD3D9Driver* driver, s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial,
s32 userData)
: CD3D9ShaderMaterialRenderer(d3ddev, driver, callback, baseMaterial, userData),
VSConstantsTable(0), PSConstantsTable(0)
{
#ifdef _DEBUG
setDebugName("CD3D9HLSLMaterialRenderer");
#endif
outMaterialTypeNr = -1;
// now create shaders
if (vsCompileTarget < 0 || vsCompileTarget > EVST_COUNT)
{
os::Printer::log("Invalid HLSL vertex shader compilation target", ELL_ERROR);
return;
}
if (!createHLSLVertexShader(vertexShaderProgram,
vertexShaderEntryPointName, VERTEX_SHADER_TYPE_NAMES[vsCompileTarget]))
return;
if (!createHLSLPixelShader(pixelShaderProgram,
pixelShaderEntryPointName, PIXEL_SHADER_TYPE_NAMES[psCompileTarget]))
return;
// register myself as new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
//! Destructor
CD3D9HLSLMaterialRenderer::~CD3D9HLSLMaterialRenderer()
{
if (VSConstantsTable)
VSConstantsTable->Release();
if (PSConstantsTable)
PSConstantsTable->Release();
}
bool CD3D9HLSLMaterialRenderer::createHLSLVertexShader(const char* vertexShaderProgram,
const char* shaderEntryPointName,
const char* shaderTargetName)
{
if (!vertexShaderProgram)
return true;
LPD3DXBUFFER buffer = 0;
LPD3DXBUFFER errors = 0;
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
size_t dataLen_t = strlen(vertexShaderProgram);
UINT dataLen = (UINT)dataLen_t;
if ( dataLen != dataLen_t )
return false;
// compile without debug info
HRESULT h = stubD3DXCompileShader(
vertexShaderProgram,
dataLen,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
0, // no flags
&buffer,
&errors,
&VSConstantsTable);
#else
// compile shader and emit some debug information to
// make it possible to debug the shader in visual studio
static int irr_dbg_hlsl_file_nr = 0;
++irr_dbg_hlsl_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.vsh", irr_dbg_hlsl_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(vertexShaderProgram, strlen(vertexShaderProgram), 1, f);
fflush(f);
fclose(f);
HRESULT h = stubD3DXCompileShaderFromFile(
tmp,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
&buffer,
&errors,
&VSConstantsTable);
#endif
if (FAILED(h))
{
os::Printer::log("HLSL vertex shader compilation failed:", ELL_ERROR);
if (errors)
{
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
errors->Release();
if (buffer)
buffer->Release();
}
return false;
}
if (errors)
errors->Release();
if (buffer)
{
if (FAILED(pID3DDevice->CreateVertexShader((DWORD*)buffer->GetBufferPointer(),
&VertexShader)))
{
os::Printer::log("Could not create hlsl vertex shader.", ELL_ERROR);
buffer->Release();
return false;
}
buffer->Release();
return true;
}
return false;
}
bool CD3D9HLSLMaterialRenderer::createHLSLPixelShader(const char* pixelShaderProgram,
const char* shaderEntryPointName,
const char* shaderTargetName)
{
if (!pixelShaderProgram)
return true;
LPD3DXBUFFER buffer = 0;
LPD3DXBUFFER errors = 0;
DWORD flags = 0;
#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
if (Driver->queryFeature(video::EVDF_VERTEX_SHADER_2_0) || Driver->queryFeature(video::EVDF_VERTEX_SHADER_3_0))
// this one's for newer DX SDKs which don't support ps_1_x anymore
// instead they'll silently compile 1_x as 2_x when using this flag
flags |= D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY;
#endif
#if defined(_IRR_D3D_USE_LEGACY_HLSL_COMPILER) && defined(D3DXSHADER_USE_LEGACY_D3DX9_31_DLL)
#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
else
#endif
flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
#endif
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
size_t dataLen_t = strlen(pixelShaderProgram);
UINT dataLen = (UINT)dataLen_t;
if ( dataLen != dataLen_t )
return false;
// compile without debug info
HRESULT h = stubD3DXCompileShader(
pixelShaderProgram,
dataLen,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
flags,
&buffer,
&errors,
&PSConstantsTable);
#else
// compile shader and emit some debug information to
// make it possible to debug the shader in visual studio
static int irr_dbg_hlsl_file_nr = 0;
++irr_dbg_hlsl_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.psh", irr_dbg_hlsl_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(pixelShaderProgram, strlen(pixelShaderProgram), 1, f);
fflush(f);
fclose(f);
HRESULT h = stubD3DXCompileShaderFromFile(
tmp,
0, // macros
0, // no includes
shaderEntryPointName,
shaderTargetName,
flags | D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
&buffer,
&errors,
&PSConstantsTable);
#endif
if (FAILED(h))
{
os::Printer::log("HLSL pixel shader compilation failed:", ELL_ERROR);
if (errors)
{
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
errors->Release();
if (buffer)
buffer->Release();
}
return false;
}
if (errors)
errors->Release();
if (buffer)
{
if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)buffer->GetBufferPointer(),
&PixelShader)))
{
os::Printer::log("Could not create hlsl pixel shader.", ELL_ERROR);
buffer->Release();
return false;
}
buffer->Release();
return true;
}
return false;
}
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
2023-04-21 16:04:57 +02:00
s32 CD3D9HLSLMaterialRenderer::getVertexShaderConstantID(const c8* name)
{
return getVariableID(true, name);
}
s32 CD3D9HLSLMaterialRenderer::getPixelShaderConstantID(const c8* name)
{
return getVariableID(false, name);
}
void CD3D9HLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
// TODO: Not sure if setting constants which are not bound to the shader in hlsl
// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
Driver->setVertexShaderConstant(data, startRegister, constantAmount);
}
void CD3D9HLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
// TODO: Not sure if setting constants which are not bound to the shader in hlsl
// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
static_cast<CD3D9Driver*>(Driver)->setPixelShaderConstant(data, startRegister, constantAmount);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
return setVariable(true, index, floats, count);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
return setVariable(true, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
{
return setVariable(true, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
{
return setVariable(false, index, floats, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
return setVariable(false, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
{
return setVariable(false, index, ints, count);
}
IVideoDriver* CD3D9HLSLMaterialRenderer::getVideoDriver()
{
return Driver;
}
s32 CD3D9HLSLMaterialRenderer::getVariableID(bool vertexShader, const c8* name)
{
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
if (!tbl)
return -1;
D3DXCONSTANTTABLE_DESC tblDesc;
if (!FAILED(tbl->GetDesc(&tblDesc)))
{
for (u32 i = 0; i < tblDesc.Constants; ++i)
{
D3DXHANDLE curConst = tbl->GetConstant(NULL, i);
D3DXCONSTANT_DESC constDesc;
UINT ucount = 1;
if (!FAILED(tbl->GetConstantDesc(curConst, &constDesc, &ucount)))
if(strcmp(name, constDesc.Name) == 0)
return i;
}
}
core::stringc s = "HLSL Variable to get ID not found: '";
s += name;
s += "'. Available variables are:";
os::Printer::log(s.c_str(), ELL_WARNING);
printHLSLVariables(tbl);
return -1;
}
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
const f32* floats, int count)
{
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
if (index < 0 || !tbl)
return false;
// currently we only support top level parameters.
// Should be enough for the beginning. (TODO)
D3DXHANDLE hndl = tbl->GetConstant(NULL, index);
if (!hndl)
return false;
D3DXCONSTANT_DESC Description;
UINT ucount = 1;
tbl->GetConstantDesc(hndl, &Description, &ucount);
if(Description.RegisterSet != D3DXRS_SAMPLER)
{
HRESULT hr = tbl->SetFloatArray(pID3DDevice, hndl, floats, count);
if (FAILED(hr))
{
os::Printer::log("Error setting float array for HLSL variable", ELL_WARNING);
return false;
}
}
return true;
}
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
const s32* ints, int count)
{
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
if (index < 0 || !tbl)
return false;
// currently we only support top level parameters.
// Should be enough for the beginning. (TODO)
D3DXHANDLE hndl = tbl->GetConstant(NULL, index);
if (!hndl)
return false;
D3DXCONSTANT_DESC Description;
UINT ucount = 1;
tbl->GetConstantDesc(hndl, &Description, &ucount);
if(Description.RegisterSet != D3DXRS_SAMPLER)
{
HRESULT hr = tbl->SetIntArray(pID3DDevice, hndl, ints, count);
if (FAILED(hr))
{
os::Printer::log("Error setting int array for HLSL variable", ELL_WARNING);
return false;
}
}
return true;
}
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
const u32* ints, int count)
{
os::Printer::log("Error DirectX 9 does not support unsigned integer constants in shaders.", ELL_ERROR);
return false;
}
bool CD3D9HLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
if (VSConstantsTable)
VSConstantsTable->SetDefaults(pID3DDevice);
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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return CD3D9ShaderMaterialRenderer::OnRender(this, vtxtype);
}
void CD3D9HLSLMaterialRenderer::printHLSLVariables(LPD3DXCONSTANTTABLE table)
{
// currently we only support top level parameters.
// Should be enough for the beginning. (TODO)
// print out constant names
D3DXCONSTANTTABLE_DESC tblDesc;
HRESULT hr = table->GetDesc(&tblDesc);
if (!FAILED(hr))
{
for (int i=0; i<(int)tblDesc.Constants; ++i)
{
D3DXCONSTANT_DESC d;
UINT n = 1;
D3DXHANDLE cHndl = table->GetConstant(NULL, i);
if (!FAILED(table->GetConstantDesc(cHndl, &d, &n)))
{
core::stringc s = " '";
s += d.Name;
s += "' Registers:[begin:";
s += (int)d.RegisterIndex;
s += ", count:";
s += (int)d.RegisterCount;
s += "]";
os::Printer::log(s.c_str());
}
}
}
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_