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https://github.com/minetest/irrlicht.git
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c57da57edc
Wasn't ever used by anything and not that well defined anyway. So they all just passed it on to the drivers. And then sometimes the driver version was called and sometimes the IMaterialRendererServices version. So now everything just calls the driver - all places which need it have access to the driver anyway. Also made the driver version non-virtual for now. If someone actually really needs this for some reason I can add it back as virtual function directly in IVideoDriver. But I doubt it - the interface was hardly accessible until recently and originally only meant for internal stuff. GLES version still to do, but checked them earlier and they also just do nothing with it. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6486 dfc29bdd-3216-0410-991c-e03cc46cb475
483 lines
12 KiB
C++
483 lines
12 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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#include "CD3D9HLSLMaterialRenderer.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IVideoDriver.h"
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#include "CD3D9Driver.h"
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#include "os.h"
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#include "irrString.h"
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#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
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#include <stdio.h>
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#endif
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namespace irr
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{
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namespace video
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{
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//! Public constructor
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CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev,
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video::CD3D9Driver* driver, s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8* pixelShaderProgram,
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const c8* pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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IShaderConstantSetCallBack* callback,
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IMaterialRenderer* baseMaterial,
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s32 userData)
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: CD3D9ShaderMaterialRenderer(d3ddev, driver, callback, baseMaterial, userData),
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VSConstantsTable(0), PSConstantsTable(0)
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{
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#ifdef _DEBUG
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setDebugName("CD3D9HLSLMaterialRenderer");
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#endif
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outMaterialTypeNr = -1;
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// now create shaders
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if (vsCompileTarget < 0 || vsCompileTarget > EVST_COUNT)
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{
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os::Printer::log("Invalid HLSL vertex shader compilation target", ELL_ERROR);
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return;
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}
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if (!createHLSLVertexShader(vertexShaderProgram,
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vertexShaderEntryPointName, VERTEX_SHADER_TYPE_NAMES[vsCompileTarget]))
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return;
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if (!createHLSLPixelShader(pixelShaderProgram,
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pixelShaderEntryPointName, PIXEL_SHADER_TYPE_NAMES[psCompileTarget]))
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return;
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// register myself as new material
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outMaterialTypeNr = Driver->addMaterialRenderer(this);
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}
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//! Destructor
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CD3D9HLSLMaterialRenderer::~CD3D9HLSLMaterialRenderer()
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{
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if (VSConstantsTable)
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VSConstantsTable->Release();
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if (PSConstantsTable)
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PSConstantsTable->Release();
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}
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bool CD3D9HLSLMaterialRenderer::createHLSLVertexShader(const char* vertexShaderProgram,
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const char* shaderEntryPointName,
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const char* shaderTargetName)
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{
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if (!vertexShaderProgram)
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return true;
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LPD3DXBUFFER buffer = 0;
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LPD3DXBUFFER errors = 0;
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#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
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size_t dataLen_t = strlen(vertexShaderProgram);
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UINT dataLen = (UINT)dataLen_t;
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if ( dataLen != dataLen_t )
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return false;
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// compile without debug info
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HRESULT h = stubD3DXCompileShader(
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vertexShaderProgram,
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dataLen,
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0, // macros
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0, // no includes
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shaderEntryPointName,
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shaderTargetName,
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0, // no flags
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&buffer,
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&errors,
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&VSConstantsTable);
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#else
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// compile shader and emit some debug information to
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// make it possible to debug the shader in visual studio
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static int irr_dbg_hlsl_file_nr = 0;
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++irr_dbg_hlsl_file_nr;
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char tmp[32];
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sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.vsh", irr_dbg_hlsl_file_nr);
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FILE* f = fopen(tmp, "wb");
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fwrite(vertexShaderProgram, strlen(vertexShaderProgram), 1, f);
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fflush(f);
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fclose(f);
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HRESULT h = stubD3DXCompileShaderFromFile(
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tmp,
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0, // macros
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0, // no includes
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shaderEntryPointName,
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shaderTargetName,
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D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
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&buffer,
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&errors,
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&VSConstantsTable);
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#endif
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if (FAILED(h))
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{
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os::Printer::log("HLSL vertex shader compilation failed:", ELL_ERROR);
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if (errors)
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{
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os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
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errors->Release();
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if (buffer)
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buffer->Release();
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}
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return false;
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}
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if (errors)
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errors->Release();
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if (buffer)
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{
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if (FAILED(pID3DDevice->CreateVertexShader((DWORD*)buffer->GetBufferPointer(),
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&VertexShader)))
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{
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os::Printer::log("Could not create hlsl vertex shader.", ELL_ERROR);
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buffer->Release();
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return false;
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}
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buffer->Release();
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return true;
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}
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return false;
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}
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bool CD3D9HLSLMaterialRenderer::createHLSLPixelShader(const char* pixelShaderProgram,
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const char* shaderEntryPointName,
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const char* shaderTargetName)
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{
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if (!pixelShaderProgram)
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return true;
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LPD3DXBUFFER buffer = 0;
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LPD3DXBUFFER errors = 0;
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DWORD flags = 0;
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#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
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if (Driver->queryFeature(video::EVDF_VERTEX_SHADER_2_0) || Driver->queryFeature(video::EVDF_VERTEX_SHADER_3_0))
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// this one's for newer DX SDKs which don't support ps_1_x anymore
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// instead they'll silently compile 1_x as 2_x when using this flag
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flags |= D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY;
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#endif
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#if defined(_IRR_D3D_USE_LEGACY_HLSL_COMPILER) && defined(D3DXSHADER_USE_LEGACY_D3DX9_31_DLL)
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#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
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else
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#endif
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flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
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#endif
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#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
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size_t dataLen_t = strlen(pixelShaderProgram);
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UINT dataLen = (UINT)dataLen_t;
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if ( dataLen != dataLen_t )
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return false;
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// compile without debug info
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HRESULT h = stubD3DXCompileShader(
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pixelShaderProgram,
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dataLen,
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0, // macros
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0, // no includes
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shaderEntryPointName,
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shaderTargetName,
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flags,
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&buffer,
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&errors,
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&PSConstantsTable);
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#else
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// compile shader and emit some debug information to
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// make it possible to debug the shader in visual studio
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static int irr_dbg_hlsl_file_nr = 0;
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++irr_dbg_hlsl_file_nr;
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char tmp[32];
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sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.psh", irr_dbg_hlsl_file_nr);
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FILE* f = fopen(tmp, "wb");
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fwrite(pixelShaderProgram, strlen(pixelShaderProgram), 1, f);
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fflush(f);
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fclose(f);
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HRESULT h = stubD3DXCompileShaderFromFile(
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tmp,
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0, // macros
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0, // no includes
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shaderEntryPointName,
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shaderTargetName,
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flags | D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
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&buffer,
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&errors,
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&PSConstantsTable);
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#endif
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if (FAILED(h))
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{
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os::Printer::log("HLSL pixel shader compilation failed:", ELL_ERROR);
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if (errors)
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{
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os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
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errors->Release();
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if (buffer)
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buffer->Release();
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}
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return false;
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}
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if (errors)
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errors->Release();
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if (buffer)
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{
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if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)buffer->GetBufferPointer(),
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&PixelShader)))
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{
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os::Printer::log("Could not create hlsl pixel shader.", ELL_ERROR);
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buffer->Release();
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return false;
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}
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buffer->Release();
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return true;
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}
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return false;
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}
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s32 CD3D9HLSLMaterialRenderer::getVertexShaderConstantID(const c8* name)
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{
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return getVariableID(true, name);
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}
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s32 CD3D9HLSLMaterialRenderer::getPixelShaderConstantID(const c8* name)
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{
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return getVariableID(false, name);
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}
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void CD3D9HLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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// TODO: Not sure if setting constants which are not bound to the shader in hlsl
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// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
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Driver->setVertexShaderConstant(data, startRegister, constantAmount);
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}
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void CD3D9HLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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// TODO: Not sure if setting constants which are not bound to the shader in hlsl
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// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
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static_cast<CD3D9Driver*>(Driver)->setPixelShaderConstant(data, startRegister, constantAmount);
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}
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bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
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{
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return setVariable(true, index, floats, count);
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}
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bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
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{
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return setVariable(true, index, ints, count);
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}
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bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
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{
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return setVariable(true, index, ints, count);
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}
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bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
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{
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return setVariable(false, index, floats, count);
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}
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bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
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{
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return setVariable(false, index, ints, count);
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}
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bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
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{
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return setVariable(false, index, ints, count);
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}
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IVideoDriver* CD3D9HLSLMaterialRenderer::getVideoDriver()
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{
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return Driver;
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}
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s32 CD3D9HLSLMaterialRenderer::getVariableID(bool vertexShader, const c8* name)
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{
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LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
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if (!tbl)
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return -1;
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D3DXCONSTANTTABLE_DESC tblDesc;
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if (!FAILED(tbl->GetDesc(&tblDesc)))
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{
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for (u32 i = 0; i < tblDesc.Constants; ++i)
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{
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D3DXHANDLE curConst = tbl->GetConstant(NULL, i);
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D3DXCONSTANT_DESC constDesc;
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UINT ucount = 1;
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if (!FAILED(tbl->GetConstantDesc(curConst, &constDesc, &ucount)))
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if(strcmp(name, constDesc.Name) == 0)
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return i;
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}
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}
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core::stringc s = "HLSL Variable to get ID not found: '";
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s += name;
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s += "'. Available variables are:";
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os::Printer::log(s.c_str(), ELL_WARNING);
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printHLSLVariables(tbl);
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return -1;
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}
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bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
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const f32* floats, int count)
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{
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LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
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if (index < 0 || !tbl)
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return false;
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// currently we only support top level parameters.
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// Should be enough for the beginning. (TODO)
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D3DXHANDLE hndl = tbl->GetConstant(NULL, index);
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if (!hndl)
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return false;
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D3DXCONSTANT_DESC Description;
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UINT ucount = 1;
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tbl->GetConstantDesc(hndl, &Description, &ucount);
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if(Description.RegisterSet != D3DXRS_SAMPLER)
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{
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HRESULT hr = tbl->SetFloatArray(pID3DDevice, hndl, floats, count);
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if (FAILED(hr))
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{
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os::Printer::log("Error setting float array for HLSL variable", ELL_WARNING);
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return false;
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}
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}
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return true;
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}
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bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
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const s32* ints, int count)
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{
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LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
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if (index < 0 || !tbl)
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return false;
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// currently we only support top level parameters.
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// Should be enough for the beginning. (TODO)
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D3DXHANDLE hndl = tbl->GetConstant(NULL, index);
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if (!hndl)
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return false;
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D3DXCONSTANT_DESC Description;
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UINT ucount = 1;
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tbl->GetConstantDesc(hndl, &Description, &ucount);
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if(Description.RegisterSet != D3DXRS_SAMPLER)
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{
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HRESULT hr = tbl->SetIntArray(pID3DDevice, hndl, ints, count);
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if (FAILED(hr))
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{
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os::Printer::log("Error setting int array for HLSL variable", ELL_WARNING);
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return false;
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}
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}
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return true;
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}
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bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
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const u32* ints, int count)
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{
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os::Printer::log("Error DirectX 9 does not support unsigned integer constants in shaders.", ELL_ERROR);
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return false;
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}
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bool CD3D9HLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
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{
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if (VSConstantsTable)
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VSConstantsTable->SetDefaults(pID3DDevice);
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return CD3D9ShaderMaterialRenderer::OnRender(this, vtxtype);
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}
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void CD3D9HLSLMaterialRenderer::printHLSLVariables(LPD3DXCONSTANTTABLE table)
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{
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// currently we only support top level parameters.
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// Should be enough for the beginning. (TODO)
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// print out constant names
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D3DXCONSTANTTABLE_DESC tblDesc;
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HRESULT hr = table->GetDesc(&tblDesc);
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if (!FAILED(hr))
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{
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for (int i=0; i<(int)tblDesc.Constants; ++i)
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{
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D3DXCONSTANT_DESC d;
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UINT n = 1;
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D3DXHANDLE cHndl = table->GetConstant(NULL, i);
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if (!FAILED(table->GetConstantDesc(cHndl, &d, &n)))
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{
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core::stringc s = " '";
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s += d.Name;
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s += "' Registers:[begin:";
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s += (int)d.RegisterIndex;
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s += ", count:";
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s += (int)d.RegisterCount;
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s += "]";
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os::Printer::log(s.c_str());
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}
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}
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}
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}
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
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