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> ¶ms,
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> ¶ms)
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