mirror of https://github.com/axmolengine/axmol.git
296 lines
6.2 KiB
C++
296 lines
6.2 KiB
C++
#include "EffekseerMaterialCompilerDX11.h"
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#include "../HLSLGenerator/ShaderGenerator.h"
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <iostream>
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#pragma comment(lib, "d3dcompiler.lib")
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namespace Effekseer
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{
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namespace DX11
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{
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static ID3DBlob* CompileVertexShader(const char* vertexShaderText,
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const char* vertexShaderFileName,
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const std::vector<D3D_SHADER_MACRO>& macro,
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std::string& log)
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{
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ID3DBlob* shader = nullptr;
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ID3DBlob* error = nullptr;
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UINT flag = D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR;
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#if !_DEBUG
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flag = flag | D3D10_SHADER_OPTIMIZATION_LEVEL3;
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#endif
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HRESULT hr;
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hr = D3DCompile(vertexShaderText,
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strlen(vertexShaderText),
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vertexShaderFileName,
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macro.size() > 0 ? (D3D_SHADER_MACRO*)¯o[0] : nullptr,
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nullptr,
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"main",
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"vs_4_0",
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flag,
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0,
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&shader,
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&error);
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if (FAILED(hr))
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{
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if (hr == E_OUTOFMEMORY)
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{
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log += "Out of memory\n";
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}
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else
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{
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log += "Unknown error\n";
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}
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if (error != nullptr)
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{
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log += (const char*)error->GetBufferPointer();
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error->Release();
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}
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ES_SAFE_RELEASE(shader);
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return nullptr;
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}
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return shader;
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}
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static ID3DBlob* CompilePixelShader(const char* vertexShaderText,
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const char* vertexShaderFileName,
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const std::vector<D3D_SHADER_MACRO>& macro,
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std::string& log)
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{
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ID3DBlob* shader = nullptr;
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ID3DBlob* error = nullptr;
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UINT flag = D3D10_SHADER_PACK_MATRIX_COLUMN_MAJOR;
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#if !_DEBUG
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flag = flag | D3D10_SHADER_OPTIMIZATION_LEVEL3;
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#endif
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HRESULT hr;
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hr = D3DCompile(vertexShaderText,
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strlen(vertexShaderText),
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vertexShaderFileName,
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macro.size() > 0 ? (D3D_SHADER_MACRO*)¯o[0] : nullptr,
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nullptr,
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"main",
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"ps_4_0",
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flag,
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0,
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&shader,
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&error);
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if (FAILED(hr))
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{
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if (hr == E_OUTOFMEMORY)
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{
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log += "Out of memory\n";
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}
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else
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{
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log += "Unknown error\n";
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}
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if (error != nullptr)
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{
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log += (const char*)error->GetBufferPointer();
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error->Release();
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}
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ES_SAFE_RELEASE(shader);
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return nullptr;
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}
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return shader;
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}
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} // namespace DX11
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} // namespace Effekseer
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namespace Effekseer
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{
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class CompiledMaterialBinaryDX11 : public CompiledMaterialBinary, public ReferenceObject
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{
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private:
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std::array<std::vector<uint8_t>, static_cast<int32_t>(MaterialShaderType::Max)> vertexShaders_;
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std::array<std::vector<uint8_t>, static_cast<int32_t>(MaterialShaderType::Max)> pixelShaders_;
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public:
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CompiledMaterialBinaryDX11()
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{
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}
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virtual ~CompiledMaterialBinaryDX11()
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{
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}
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void SetVertexShaderData(MaterialShaderType type, const std::vector<uint8_t>& data)
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{
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vertexShaders_.at(static_cast<int>(type)) = data;
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}
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void SetPixelShaderData(MaterialShaderType type, const std::vector<uint8_t>& data)
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{
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pixelShaders_.at(static_cast<int>(type)) = data;
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}
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const uint8_t* GetVertexShaderData(MaterialShaderType type) const override
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{
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return vertexShaders_.at(static_cast<int>(type)).data();
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}
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int32_t GetVertexShaderSize(MaterialShaderType type) const override
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{
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return static_cast<int32_t>(vertexShaders_.at(static_cast<int>(type)).size());
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}
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const uint8_t* GetPixelShaderData(MaterialShaderType type) const override
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{
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return pixelShaders_.at(static_cast<int>(type)).data();
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}
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int32_t GetPixelShaderSize(MaterialShaderType type) const override
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{
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return static_cast<int32_t>(pixelShaders_.at(static_cast<int>(type)).size());
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}
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int AddRef() override
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{
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return ReferenceObject::AddRef();
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}
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int Release() override
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{
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return ReferenceObject::Release();
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}
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int GetRef() override
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{
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return ReferenceObject::GetRef();
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}
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};
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CompiledMaterialBinary* MaterialCompilerDX11::Compile(MaterialFile* materialFile, int32_t maximumUniformCount, int32_t maximumTextureCount)
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{
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auto binary = new CompiledMaterialBinaryDX11();
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auto convertToVectorVS = [](const std::string& str) -> std::vector<uint8_t> {
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std::vector<uint8_t> ret;
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std::string log;
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std::vector<D3D_SHADER_MACRO> macros;
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auto blob = DX11::CompileVertexShader(str.c_str(), "VS", macros, log);
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if (blob != nullptr)
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{
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ret.resize(blob->GetBufferSize());
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memcpy(ret.data(), blob->GetBufferPointer(), ret.size());
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blob->Release();
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}
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else
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{
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std::cout << "VertexShader Compile Error" << std::endl;
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std::cout << log << std::endl;
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std::cout << str << std::endl;
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}
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return ret;
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};
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auto convertToVectorPS = [](const std::string& str) -> std::vector<uint8_t> {
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std::vector<uint8_t> ret;
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std::string log;
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std::vector<D3D_SHADER_MACRO> macros;
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auto blob = DX11::CompilePixelShader(str.c_str(), "PS", macros, log);
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if (blob != nullptr)
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{
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ret.resize(blob->GetBufferSize());
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memcpy(ret.data(), blob->GetBufferPointer(), ret.size());
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blob->Release();
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}
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else
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{
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std::cout << "PixelShader Compile Error" << std::endl;
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std::cout << log << std::endl;
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std::cout << str << std::endl;
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}
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return ret;
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};
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auto saveBinary = [&materialFile, &binary, &convertToVectorVS, &convertToVectorPS, &maximumUniformCount, &maximumTextureCount](MaterialShaderType type) -> bool {
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auto generator = DirectX::ShaderGenerator(DirectX::ShaderGeneratorTarget::DirectX11);
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auto shader = generator.GenerateShader(materialFile, type, maximumUniformCount, maximumTextureCount, 0, 40);
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auto vsBuffer = convertToVectorVS(shader.CodeVS);
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auto psBuffer = convertToVectorPS(shader.CodePS);
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if (vsBuffer.size() == 0 || psBuffer.size() == 0)
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{
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return false;
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}
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binary->SetVertexShaderData(type, vsBuffer);
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binary->SetPixelShaderData(type, psBuffer);
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return true;
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};
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if (materialFile->GetHasRefraction())
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{
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if (!saveBinary(MaterialShaderType::Refraction) ||
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!saveBinary(MaterialShaderType::RefractionModel))
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{
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return nullptr;
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}
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}
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if (!saveBinary(MaterialShaderType::Standard) ||
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!saveBinary(MaterialShaderType::Model))
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{
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return nullptr;
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}
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return binary;
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}
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CompiledMaterialBinary* MaterialCompilerDX11::Compile(MaterialFile* materialFile)
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{
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return Compile(materialFile, Effekseer::UserUniformSlotMax, Effekseer::UserTextureSlotMax);
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}
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} // namespace Effekseer
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#ifdef __SHARED_OBJECT__
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extern "C"
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{
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#ifdef _WIN32
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#define EFK_EXPORT __declspec(dllexport)
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#else
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#define EFK_EXPORT
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#endif
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EFK_EXPORT Effekseer::MaterialCompiler* EFK_STDCALL CreateCompiler()
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{
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return new Effekseer::MaterialCompilerDX11();
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}
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}
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#endif |