// 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" #define _IRR_D3D_NO_SHADER_DEBUGGING 1 #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ #include "CD3D9HLSLMaterialRenderer.h" #include "IShaderConstantSetCallBack.h" #include "IVideoDriver.h" #include "os.h" #include "irrString.h" #ifndef _IRR_D3D_NO_SHADER_DEBUGGING #include #endif namespace irr { namespace video { //! Public constructor CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* 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 // compile without debug info HRESULT h = stubD3DXCompileShader( vertexShaderProgram, strlen(vertexShaderProgram), 0, // macros 0, // no includes shaderEntryPointName, shaderTargetName, 0, // no flags &buffer, &errors, &VSConstantsTable); #else // compile shader and emitt some debug informations 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 // compile without debug info HRESULT h = stubD3DXCompileShader( pixelShaderProgram, strlen(pixelShaderProgram), 0, // macros 0, // no includes shaderEntryPointName, shaderTargetName, flags, &buffer, &errors, &PSConstantsTable); #else // compile shader and emitt some debug informations 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; } bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name, const f32* floats, int count) { LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable; if (!tbl) return false; // currently we only support top level parameters. // Should be enough for the beginning. (TODO) D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name); if (!hndl) { core::stringc s = "HLSL Variable to set not found: '"; s += name; s += "'. Available variables are:"; os::Printer::log(s.c_str(), ELL_WARNING); printHLSLVariables(tbl); 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, const c8* name, const bool* bools, int count) { LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable; if (!tbl) return false; // currently we only support top level parameters. // Should be enough for the beginning. (TODO) D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name); if (!hndl) { core::stringc s = "HLSL Variable to set not found: '"; s += name; s += "'. Available variables are:"; os::Printer::log(s.c_str(), ELL_WARNING); printHLSLVariables(tbl); return false; } D3DXCONSTANT_DESC Description; UINT ucount = 1; tbl->GetConstantDesc(hndl, &Description, &ucount); if(Description.RegisterSet != D3DXRS_SAMPLER) { HRESULT hr = tbl->SetBoolArray(pID3DDevice, hndl, (BOOL*)bools, count); if (FAILED(hr)) { os::Printer::log("Error setting bool array for HLSL variable", ELL_WARNING); return false; } } return true; } bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name, const s32* ints, int count) { LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable; if (!tbl) return false; // currently we only support top level parameters. // Should be enough for the beginning. (TODO) D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name); if (!hndl) { core::stringc s = "HLSL Variable to set not found: '"; s += name; s += "'. Available variables are:"; os::Printer::log(s.c_str(), ELL_WARNING); printHLSLVariables(tbl); 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::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { if (VSConstantsTable) VSConstantsTable->SetDefaults(pID3DDevice); return CD3D9ShaderMaterialRenderer::OnRender(service, 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_