/****************************************************************************** Copyright (C) 2023 by Lain Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #include "d3d11-subsystem.hpp" #include "d3d11-shaderprocessor.hpp" #include using namespace std; static const char *semanticInputNames[] = {"POSITION", "NORMAL", "COLOR", "TANGENT", "TEXCOORD", "VERTEXID"}; static const char *semanticOutputNames[] = { "SV_Position", "NORMAL", "COLOR", "TANGENT", "TEXCOORD", "VERTEXID"}; static const char *ConvertSemanticName(const char *name) { const size_t num = sizeof(semanticInputNames) / sizeof(const char *); for (size_t i = 0; i < num; i++) { if (strcmp(name, semanticInputNames[i]) == 0) return semanticOutputNames[i]; } throw "Unknown Semantic Name"; } static void GetSemanticInfo(shader_var *var, const char *&name, uint32_t &index) { const char *mapping = var->mapping; const char *indexStr = mapping; while (*indexStr && !isdigit(*indexStr)) indexStr++; index = (*indexStr) ? strtol(indexStr, NULL, 10) : 0; string nameStr; nameStr.assign(mapping, indexStr - mapping); name = ConvertSemanticName(nameStr.c_str()); } static void AddInputLayoutVar(shader_var *var, vector &layout) { D3D11_INPUT_ELEMENT_DESC ied; const char *semanticName; uint32_t semanticIndex; GetSemanticInfo(var, semanticName, semanticIndex); memset(&ied, 0, sizeof(ied)); ied.SemanticName = semanticName; ied.SemanticIndex = semanticIndex; ied.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; if (strcmp(var->mapping, "COLOR") == 0) { ied.Format = DXGI_FORMAT_R8G8B8A8_UNORM; } else if (strcmp(var->mapping, "POSITION") == 0 || strcmp(var->mapping, "NORMAL") == 0 || strcmp(var->mapping, "TANGENT") == 0) { ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; } else if (astrcmp_n(var->mapping, "TEXCOORD", 8) == 0) { /* type is always a 'float' type */ switch (var->type[5]) { case 0: ied.Format = DXGI_FORMAT_R32_FLOAT; break; case '2': ied.Format = DXGI_FORMAT_R32G32_FLOAT; break; case '3': case '4': ied.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; break; } } layout.push_back(ied); } static inline bool SetSlot(vector &layout, const char *name, uint32_t index, uint32_t &slotIdx) { for (size_t i = 0; i < layout.size(); i++) { D3D11_INPUT_ELEMENT_DESC &input = layout[i]; if (input.SemanticIndex == index && strcmpi(input.SemanticName, name) == 0) { layout[i].InputSlot = slotIdx++; return true; } } return false; } static void BuildInputLayoutFromVars(shader_parser *parser, darray *vars, vector &layout) { shader_var *array = (shader_var *)vars->array; for (size_t i = 0; i < vars->num; i++) { shader_var *var = array + i; if (var->mapping) { if (strcmp(var->mapping, "VERTEXID") != 0) AddInputLayoutVar(var, layout); } else { shader_struct *st = shader_parser_getstruct(parser, var->type); if (st) BuildInputLayoutFromVars(parser, &st->vars.da, layout); } } /* * Sets the input slot value for each semantic, however we do it in * a specific order so that it will always match the vertex buffer's * sub-buffer order (points-> normals-> colors-> tangents-> uvcoords) */ uint32_t slot = 0; SetSlot(layout, "SV_Position", 0, slot); SetSlot(layout, "NORMAL", 0, slot); SetSlot(layout, "COLOR", 0, slot); SetSlot(layout, "TANGENT", 0, slot); uint32_t index = 0; while (SetSlot(layout, "TEXCOORD", index++, slot)) ; } void ShaderProcessor::BuildInputLayout(vector &layout) { shader_func *func = shader_parser_getfunc(&parser, "main"); if (!func) throw "Failed to find 'main' shader function"; BuildInputLayoutFromVars(&parser, &func->params.da, layout); } gs_shader_param::gs_shader_param(shader_var &var, uint32_t &texCounter) : name(var.name), type(get_shader_param_type(var.type)), textureID(texCounter), arrayCount(var.array_count), changed(false) { defaultValue.resize(var.default_val.num); memcpy(defaultValue.data(), var.default_val.array, var.default_val.num); if (type == GS_SHADER_PARAM_TEXTURE) texCounter++; else textureID = 0; } static inline void AddParam(shader_var &var, vector ¶ms, uint32_t &texCounter) { if (var.var_type != SHADER_VAR_UNIFORM || strcmp(var.type, "sampler") == 0) return; params.push_back(gs_shader_param(var, texCounter)); } void ShaderProcessor::BuildParams(vector ¶ms) { uint32_t texCounter = 0; for (size_t i = 0; i < parser.params.num; i++) AddParam(parser.params.array[i], params, texCounter); } static inline void AddSampler(gs_device_t *device, shader_sampler &sampler, vector> &samplers) { gs_sampler_info si; shader_sampler_convert(&sampler, &si); samplers.emplace_back(new ShaderSampler(sampler.name, device, &si)); } void ShaderProcessor::BuildSamplers(vector> &samplers) { for (size_t i = 0; i < parser.samplers.num; i++) AddSampler(device, parser.samplers.array[i], samplers); } void ShaderProcessor::BuildString(string &outputString) { stringstream output; output << "static const bool obs_glsl_compile = false;\n\n"; cf_token *token = cf_preprocessor_get_tokens(&parser.cfp.pp); while (token->type != CFTOKEN_NONE) { /* cheaply just replace specific tokens */ if (strref_cmp(&token->str, "POSITION") == 0) output << "SV_Position"; else if (strref_cmp(&token->str, "TARGET") == 0) output << "SV_Target"; else if (strref_cmp(&token->str, "texture2d") == 0) output << "Texture2D"; else if (strref_cmp(&token->str, "texture3d") == 0) output << "Texture3D"; else if (strref_cmp(&token->str, "texture_cube") == 0) output << "TextureCube"; else if (strref_cmp(&token->str, "texture_rect") == 0) throw "texture_rect is not supported in D3D"; else if (strref_cmp(&token->str, "sampler_state") == 0) output << "SamplerState"; else if (strref_cmp(&token->str, "VERTEXID") == 0) output << "SV_VertexID"; else output.write(token->str.array, token->str.len); token++; } outputString = move(output.str()); } void ShaderProcessor::Process(const char *shader_string, const char *file) { bool success = shader_parse(&parser, shader_string, file); char *str = shader_parser_geterrors(&parser); if (str) { blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str); bfree(str); } if (!success) throw "Failed to parse shader"; }