1 /******************************************************************************
2     Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
3 
4     This program is free software: you can redistribute it and/or modify
5     it under the terms of the GNU General Public License as published by
6     the Free Software Foundation, either version 2 of the License, or
7     (at your option) any later version.
8 
9     This program is distributed in the hope that it will be useful,
10     but WITHOUT ANY WARRANTY; without even the implied warranty of
11     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12     GNU General Public License for more details.
13 
14     You should have received a copy of the GNU General Public License
15     along with this program.  If not, see <http://www.gnu.org/licenses/>.
16 ******************************************************************************/
17 
18 #include "d3d11-subsystem.hpp"
19 #include "d3d11-shaderprocessor.hpp"
20 
21 #include <sstream>
22 using namespace std;
23 
24 static const char *semanticInputNames[] = {"POSITION", "NORMAL",   "COLOR",
25 					   "TANGENT",  "TEXCOORD", "VERTEXID"};
26 static const char *semanticOutputNames[] = {
27 	"SV_Position", "NORMAL", "COLOR", "TANGENT", "TEXCOORD", "VERTEXID"};
28 
ConvertSemanticName(const char * name)29 static const char *ConvertSemanticName(const char *name)
30 {
31 	const size_t num = sizeof(semanticInputNames) / sizeof(const char *);
32 	for (size_t i = 0; i < num; i++) {
33 		if (strcmp(name, semanticInputNames[i]) == 0)
34 			return semanticOutputNames[i];
35 	}
36 
37 	throw "Unknown Semantic Name";
38 }
39 
GetSemanticInfo(shader_var * var,const char * & name,uint32_t & index)40 static void GetSemanticInfo(shader_var *var, const char *&name, uint32_t &index)
41 {
42 	const char *mapping = var->mapping;
43 	const char *indexStr = mapping;
44 
45 	while (*indexStr && !isdigit(*indexStr))
46 		indexStr++;
47 	index = (*indexStr) ? strtol(indexStr, NULL, 10) : 0;
48 
49 	string nameStr;
50 	nameStr.assign(mapping, indexStr - mapping);
51 	name = ConvertSemanticName(nameStr.c_str());
52 }
53 
AddInputLayoutVar(shader_var * var,vector<D3D11_INPUT_ELEMENT_DESC> & layout)54 static void AddInputLayoutVar(shader_var *var,
55 			      vector<D3D11_INPUT_ELEMENT_DESC> &layout)
56 {
57 	D3D11_INPUT_ELEMENT_DESC ied;
58 	const char *semanticName;
59 	uint32_t semanticIndex;
60 
61 	GetSemanticInfo(var, semanticName, semanticIndex);
62 
63 	memset(&ied, 0, sizeof(ied));
64 	ied.SemanticName = semanticName;
65 	ied.SemanticIndex = semanticIndex;
66 	ied.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
67 
68 	if (strcmp(var->mapping, "COLOR") == 0) {
69 		ied.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
70 
71 	} else if (strcmp(var->mapping, "POSITION") == 0 ||
72 		   strcmp(var->mapping, "NORMAL") == 0 ||
73 		   strcmp(var->mapping, "TANGENT") == 0) {
74 		ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
75 
76 	} else if (astrcmp_n(var->mapping, "TEXCOORD", 8) == 0) {
77 		/* type is always a 'float' type */
78 		switch (var->type[5]) {
79 		case 0:
80 			ied.Format = DXGI_FORMAT_R32_FLOAT;
81 			break;
82 		case '2':
83 			ied.Format = DXGI_FORMAT_R32G32_FLOAT;
84 			break;
85 		case '3':
86 		case '4':
87 			ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
88 			break;
89 		}
90 	}
91 
92 	layout.push_back(ied);
93 }
94 
SetSlot(vector<D3D11_INPUT_ELEMENT_DESC> & layout,const char * name,uint32_t index,uint32_t & slotIdx)95 static inline bool SetSlot(vector<D3D11_INPUT_ELEMENT_DESC> &layout,
96 			   const char *name, uint32_t index, uint32_t &slotIdx)
97 {
98 	for (size_t i = 0; i < layout.size(); i++) {
99 		D3D11_INPUT_ELEMENT_DESC &input = layout[i];
100 		if (input.SemanticIndex == index &&
101 		    strcmpi(input.SemanticName, name) == 0) {
102 			layout[i].InputSlot = slotIdx++;
103 			return true;
104 		}
105 	}
106 
107 	return false;
108 }
109 
BuildInputLayoutFromVars(shader_parser * parser,darray * vars,vector<D3D11_INPUT_ELEMENT_DESC> & layout)110 static void BuildInputLayoutFromVars(shader_parser *parser, darray *vars,
111 				     vector<D3D11_INPUT_ELEMENT_DESC> &layout)
112 {
113 	shader_var *array = (shader_var *)vars->array;
114 
115 	for (size_t i = 0; i < vars->num; i++) {
116 		shader_var *var = array + i;
117 
118 		if (var->mapping) {
119 			if (strcmp(var->mapping, "VERTEXID") != 0)
120 				AddInputLayoutVar(var, layout);
121 		} else {
122 			shader_struct *st =
123 				shader_parser_getstruct(parser, var->type);
124 			if (st)
125 				BuildInputLayoutFromVars(parser, &st->vars.da,
126 							 layout);
127 		}
128 	}
129 
130 	/*
131 	 * Sets the input slot value for each semantic, however we do it in
132 	 * a specific order so that it will always match the vertex buffer's
133 	 * sub-buffer order (points-> normals-> colors-> tangents-> uvcoords)
134 	 */
135 	uint32_t slot = 0;
136 	SetSlot(layout, "SV_Position", 0, slot);
137 	SetSlot(layout, "NORMAL", 0, slot);
138 	SetSlot(layout, "COLOR", 0, slot);
139 	SetSlot(layout, "TANGENT", 0, slot);
140 
141 	uint32_t index = 0;
142 	while (SetSlot(layout, "TEXCOORD", index++, slot))
143 		;
144 }
145 
BuildInputLayout(vector<D3D11_INPUT_ELEMENT_DESC> & layout)146 void ShaderProcessor::BuildInputLayout(vector<D3D11_INPUT_ELEMENT_DESC> &layout)
147 {
148 	shader_func *func = shader_parser_getfunc(&parser, "main");
149 	if (!func)
150 		throw "Failed to find 'main' shader function";
151 
152 	BuildInputLayoutFromVars(&parser, &func->params.da, layout);
153 }
154 
gs_shader_param(shader_var & var,uint32_t & texCounter)155 gs_shader_param::gs_shader_param(shader_var &var, uint32_t &texCounter)
156 	: name(var.name),
157 	  type(get_shader_param_type(var.type)),
158 	  textureID(texCounter),
159 	  arrayCount(var.array_count),
160 	  changed(false)
161 {
162 	defaultValue.resize(var.default_val.num);
163 	memcpy(defaultValue.data(), var.default_val.array, var.default_val.num);
164 
165 	if (type == GS_SHADER_PARAM_TEXTURE)
166 		texCounter++;
167 	else
168 		textureID = 0;
169 }
170 
AddParam(shader_var & var,vector<gs_shader_param> & params,uint32_t & texCounter)171 static inline void AddParam(shader_var &var, vector<gs_shader_param> &params,
172 			    uint32_t &texCounter)
173 {
174 	if (var.var_type != SHADER_VAR_UNIFORM ||
175 	    strcmp(var.type, "sampler") == 0)
176 		return;
177 
178 	params.push_back(gs_shader_param(var, texCounter));
179 }
180 
BuildParams(vector<gs_shader_param> & params)181 void ShaderProcessor::BuildParams(vector<gs_shader_param> &params)
182 {
183 	uint32_t texCounter = 0;
184 
185 	for (size_t i = 0; i < parser.params.num; i++)
186 		AddParam(parser.params.array[i], params, texCounter);
187 }
188 
AddSampler(gs_device_t * device,shader_sampler & sampler,vector<unique_ptr<ShaderSampler>> & samplers)189 static inline void AddSampler(gs_device_t *device, shader_sampler &sampler,
190 			      vector<unique_ptr<ShaderSampler>> &samplers)
191 {
192 	gs_sampler_info si;
193 	shader_sampler_convert(&sampler, &si);
194 	samplers.emplace_back(new ShaderSampler(sampler.name, device, &si));
195 }
196 
BuildSamplers(vector<unique_ptr<ShaderSampler>> & samplers)197 void ShaderProcessor::BuildSamplers(vector<unique_ptr<ShaderSampler>> &samplers)
198 {
199 	for (size_t i = 0; i < parser.samplers.num; i++)
200 		AddSampler(device, parser.samplers.array[i], samplers);
201 }
202 
BuildString(string & outputString)203 void ShaderProcessor::BuildString(string &outputString)
204 {
205 	stringstream output;
206 	output << "static const bool obs_glsl_compile = false;\n\n";
207 
208 	cf_token *token = cf_preprocessor_get_tokens(&parser.cfp.pp);
209 	while (token->type != CFTOKEN_NONE) {
210 		/* cheaply just replace specific tokens */
211 		if (strref_cmp(&token->str, "POSITION") == 0)
212 			output << "SV_Position";
213 		else if (strref_cmp(&token->str, "TARGET") == 0)
214 			output << "SV_Target";
215 		else if (strref_cmp(&token->str, "texture2d") == 0)
216 			output << "Texture2D";
217 		else if (strref_cmp(&token->str, "texture3d") == 0)
218 			output << "Texture3D";
219 		else if (strref_cmp(&token->str, "texture_cube") == 0)
220 			output << "TextureCube";
221 		else if (strref_cmp(&token->str, "texture_rect") == 0)
222 			throw "texture_rect is not supported in D3D";
223 		else if (strref_cmp(&token->str, "sampler_state") == 0)
224 			output << "SamplerState";
225 		else if (strref_cmp(&token->str, "VERTEXID") == 0)
226 			output << "SV_VertexID";
227 		else
228 			output.write(token->str.array, token->str.len);
229 
230 		token++;
231 	}
232 
233 	outputString = move(output.str());
234 }
235 
Process(const char * shader_string,const char * file)236 void ShaderProcessor::Process(const char *shader_string, const char *file)
237 {
238 	bool success = shader_parse(&parser, shader_string, file);
239 	char *str = shader_parser_geterrors(&parser);
240 	if (str) {
241 		blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
242 		bfree(str);
243 	}
244 
245 	if (!success)
246 		throw "Failed to parse shader";
247 }
248