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|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_DIRECT3D11)
#include "D3D11RendererMaterial.h"
#include <RendererMaterialDesc.h>
#include "D3D11RendererVariableManager.h"
#include "D3D11RendererTexture2D.h"
#include "D3D11RendererMemoryMacros.h"
#include "D3D11RendererResourceManager.h"
#include "D3D11RendererUtils.h"
#include "D3D11RendererTraits.h"
#include "RendererMemoryMacros.h"
#include <stdio.h>
#include <sstream>
#include <PsUtilities.h>
#if !defined PX_USE_DX11_PRECOMPILED_SHADERS
#define RENDERER_ENABLE_LAYOUT_PRECACHE 1
#endif
static D3D_FEATURE_LEVEL gFeatureLevel = D3D_FEATURE_LEVEL_9_1;
#if RENDERER_ENABLE_LAYOUT_PRECACHE
static bool gBonePrecached = false;
static bool gStaticPrecached = false;
/* Cache some sensible default input layouts */
static D3D11_INPUT_ELEMENT_DESC inputDescStaticDiffuse[4] =
{{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}};
static D3D11_INPUT_ELEMENT_DESC inputDescStaticDiffuseInstanced[10] =
{{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 8, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 1},
{"TEXCOORD", 9, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
{"TEXCOORD", 10, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
{"TEXCOORD", 11, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
{"TEXCOORD", 12, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1},
{"TEXCOORD", 13, DXGI_FORMAT_R32G32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1}};
static D3D11_INPUT_ELEMENT_DESC inputDescBoneDiffuse0[3] =
{{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}};
static D3D11_INPUT_ELEMENT_DESC inputDescBoneDiffuse1[5] =
{{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 6, DXGI_FORMAT_R16G16B16A16_UINT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}};
static D3D11_INPUT_ELEMENT_DESC inputDescBoneDiffuse2[6] =
{{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 6, DXGI_FORMAT_R16G16B16A16_UINT, 2, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}};
static D3D11_INPUT_ELEMENT_DESC inputDescBoneDiffuse3[4] =
{{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 6, DXGI_FORMAT_R16G16B16A16_UINT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}};
static D3D11_INPUT_ELEMENT_DESC inputDescBoneSimple[5] =
{{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 6, DXGI_FORMAT_R16G16B16A16_UINT, 2, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}};
#endif
using namespace SampleRenderer;
static D3D11_BLEND getD3DBlend(RendererMaterial::BlendFunc func)
{
D3D11_BLEND d3dBlend = D3D11_BLEND_ONE;
switch (func)
{
case RendererMaterial::BLEND_ZERO:
d3dBlend = D3D11_BLEND_ZERO;
break;
case RendererMaterial::BLEND_ONE:
d3dBlend = D3D11_BLEND_ONE;
break;
case RendererMaterial::BLEND_SRC_COLOR:
d3dBlend = D3D11_BLEND_SRC_COLOR;
break;
case RendererMaterial::BLEND_ONE_MINUS_SRC_COLOR:
d3dBlend = D3D11_BLEND_INV_SRC_COLOR;
break;
case RendererMaterial::BLEND_SRC_ALPHA:
d3dBlend = D3D11_BLEND_SRC_ALPHA;
break;
case RendererMaterial::BLEND_ONE_MINUS_SRC_ALPHA:
d3dBlend = D3D11_BLEND_INV_SRC_ALPHA;
break;
case RendererMaterial::BLEND_DST_ALPHA:
d3dBlend = D3D11_BLEND_DEST_ALPHA;
break;
case RendererMaterial::BLEND_ONE_MINUS_DST_ALPHA:
d3dBlend = D3D11_BLEND_INV_DEST_ALPHA;
break;
case RendererMaterial::BLEND_DST_COLOR:
d3dBlend = D3D11_BLEND_DEST_COLOR;
break;
case RendererMaterial::BLEND_ONE_MINUS_DST_COLOR:
d3dBlend = D3D11_BLEND_INV_DEST_COLOR;
break;
case RendererMaterial::BLEND_SRC_ALPHA_SATURATE:
d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT;
break;
}
return d3dBlend;
}
static D3D_SHADER_MACRO getD3DDefine(const D3D11_INPUT_ELEMENT_DESC& inputDesc)
{
#define D3D_DEFINE_NAME(a) d3dDefine.Name = PX_STRINGIZE(PX_CONCAT(USE_,a))
#define D3D_DEFINE_NAME_2(a,b) D3D_DEFINE_NAME(PX_CONCAT(a,b))
#define D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,b) case b: D3D_DEFINE_NAME_2(a,b); break;
#define D3D_DEFINE_NAME_WITH_INDEX(a,b) { \
switch(b) { \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,0) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,1) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,2) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,3) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,4) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,5) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,6) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,7) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,8) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,9) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,10) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,11) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,12) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,13) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,14) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,15) \
D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX(a,16) \
default: D3D_DEFINE_NAME(a); break; \
}; \
} \
D3D_SHADER_MACRO d3dDefine = {"DEFAULT", "1"};
if (_stricmp(inputDesc.SemanticName, "TEXCOORD") == 0) D3D_DEFINE_NAME_WITH_INDEX(TEXCOORD, inputDesc.SemanticIndex)
else if (_stricmp(inputDesc.SemanticName, "TANGENT") == 0) D3D_DEFINE_NAME(TANGENT);
else if (_stricmp(inputDesc.SemanticName, "POSITION") == 0) D3D_DEFINE_NAME(POSITION);
else if (_stricmp(inputDesc.SemanticName, "NORMAL") == 0) D3D_DEFINE_NAME(NORMAL);
else if (_stricmp(inputDesc.SemanticName, "COLOR") == 0) D3D_DEFINE_NAME(COLOR);
else if (_stricmp(inputDesc.SemanticName, "BONE") == 0) D3D_DEFINE_NAME(BONE);
return d3dDefine;
#undef D3D_DEFINE_NAME
#undef D3D_DEFINE_NAME_2
#undef D3D_CASE_INDEX_DEFINE_NAME_WITH_INDEX
#undef D3D_DEFINE_NAME_WITH_INDEX
}
static void getD3DDefines(const char* passName, std::vector<D3D10_SHADER_MACRO>& outputDefines)
{
if(gFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
{
const D3D_SHADER_MACRO psDefines[] =
{
"RENDERER_FRAGMENT", "1",
"RENDERER_D3D11", "1",
#if RENDERER_ENABLE_SINGLE_PASS_LIGHTING
"PASS_ALL_LIGHTS", "1",
RendererMaterial::getPassName((RendererMaterial::Pass)1), RENDERER_TEXT2(1),
RendererMaterial::getPassName((RendererMaterial::Pass)2), RENDERER_TEXT2(2),
RendererMaterial::getPassName((RendererMaterial::Pass)3), RENDERER_TEXT2(3),
RendererMaterial::getPassName((RendererMaterial::Pass)4), RENDERER_TEXT2(4),
"MAX_LIGHTS", RENDERER_TEXT2(RENDERER_MAX_LIGHTS),
#else
passName, "1",
#endif
"NO_SUPPORT_DDX_DDY", "1",
"ENABLE_VFACE", "0",
"ENABLE_VFACE_SCALE", "0",
"PX_WINDOWS", "1",
"ENABLE_SHADOWS", RENDERER_TEXT2(RENDERER_ENABLE_SHADOWS),
NULL, NULL
};
outputDefines.resize(PX_ARRAY_SIZE(psDefines));
//memcpy(&outputDefines[0], psDefines, sizeof(psDefines));
for (PxU32 i = 0; i < outputDefines.size(); ++i)
{
outputDefines[i] = psDefines[i];
}
}
else
{
const D3D_SHADER_MACRO psDefines[] =
{
"RENDERER_FRAGMENT", "1",
"RENDERER_D3D11", "1",
#if RENDERER_ENABLE_SINGLE_PASS_LIGHTING
"PASS_ALL_LIGHTS", "1",
RendererMaterial::getPassName((RendererMaterial::Pass)1), RENDERER_TEXT2(1),
RendererMaterial::getPassName((RendererMaterial::Pass)2), RENDERER_TEXT2(2),
RendererMaterial::getPassName((RendererMaterial::Pass)3), RENDERER_TEXT2(3),
RendererMaterial::getPassName((RendererMaterial::Pass)4), RENDERER_TEXT2(4),
"MAX_LIGHTS", RENDERER_TEXT2(RENDERER_MAX_LIGHTS),
#else
passName, "1",
#endif
"ENABLE_VFACE", RENDERER_TEXT2(RENDERER_ENABLE_VFACE_SCALE),
"ENABLE_VFACE_SCALE", RENDERER_TEXT2(RENDERER_ENABLE_VFACE_SCALE),
"PX_WINDOWS", "1",
"ENABLE_SHADOWS", RENDERER_TEXT2(RENDERER_ENABLE_SHADOWS),
NULL, NULL
};
outputDefines.resize(PX_ARRAY_SIZE(psDefines));
//memcpy(&outputDefines[0], psDefines, sizeof(psDefines));
for (PxU32 i = 0; i < outputDefines.size(); ++i)
{
outputDefines[i] = psDefines[i];
}
}
}
static const char* boolToString(bool bTrue)
{
return bTrue ? "1" : "0";
}
/*
static const bool hasDisplacementSemantic(const D3D11_INPUT_ELEMENT_DESC* inputDesc, PxU32 numInputDescs)
{
// If no input semantics were specified, enable it by default
if (NULL == inputDesc || numInputDescs == 0)
return true;
for (PxU32 i = 0; i < numInputDescs; ++i)
{
if (strcmp(inputDesc[i].SemanticName, "TEXCOORD") == 0 &&
(inputDesc[i].SemanticIndex == RENDERER_DISPLACEMENT_CHANNEL ||
inputDesc[i].SemanticIndex == RENDERER_DISPLACEMENT_FLAGS_CHANNEL))
return true;
}
return false;
}
*/
static void getD3DDefines(const D3D11_INPUT_ELEMENT_DESC* inputDesc, PxU32 numInputDescs, bool bTessellationEnabled, bool bInstanced, std::vector<D3D10_SHADER_MACRO>& outputDefines)
{
PxU32 i = 0;
static const D3D_SHADER_MACRO allVsDefine = { "USE_ALL", "1" };
static const D3D_SHADER_MACRO nullVsDefine = { NULL, NULL };
if(gFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
{
const D3D_SHADER_MACRO baseVsDefines[] =
{
"RENDERER_VERTEX", "1",
"RENDERER_D3D11", "1",
"PX_WINDOWS", "1",
"RENDERER_INSTANCED", "0",
"RENDERER_DISPLACED", "0",
"ENABLE_VFACE", "0",
"ENABLE_VFACE_SCALE", "0",
"ENABLE_TESSELLATION", "0",
"ADAPTIVE_TESSELLATION", "0",
"SEMANTIC_TANGENT", "TANGENT", // This will prevent mapping tangent to texcoord5 and instead to the proper TANGENT semantic
};
const int numBaseVsDefines = PX_ARRAY_SIZE(baseVsDefines);
// Each input element description adds a define
if (inputDesc && numInputDescs > 0) outputDefines.resize(numBaseVsDefines + numInputDescs + 1);
// If there are no input element descriptions, we simply add a "USE_ALL" define
else outputDefines.resize(numBaseVsDefines + 2);
for (; i < numBaseVsDefines; ++i)
{
outputDefines[i] = baseVsDefines[i];
}
}
else
{
const D3D_SHADER_MACRO baseVsDefines[] =
{
"RENDERER_VERTEX", "1",
"RENDERER_D3D11", "1",
"PX_WINDOWS", "1",
"RENDERER_INSTANCED", boolToString(bInstanced),
"RENDERER_DISPLACED", boolToString(bTessellationEnabled),// && hasDisplacementSemantic(inputDesc, numInputDescs)),
"ENABLE_VFACE", RENDERER_TEXT2(RENDERER_ENABLE_VFACE_SCALE),
"ENABLE_VFACE_SCALE", RENDERER_TEXT2(RENDERER_ENABLE_VFACE_SCALE),
"ENABLE_TESSELLATION", boolToString(bTessellationEnabled),
"ADAPTIVE_TESSELLATION", boolToString(bTessellationEnabled),
"SEMANTIC_TANGENT", "TANGENT", // This will prevent mapping tangent to texcoord5 and instead to the proper TANGENT semantic
};
const int numBaseVsDefines = PX_ARRAY_SIZE(baseVsDefines);
// Each input element description adds a define
if (inputDesc && numInputDescs > 0) outputDefines.resize(numBaseVsDefines + numInputDescs + 1);
// If there are no input element descriptions, we simply add a "USE_ALL" define
else outputDefines.resize(numBaseVsDefines + 2);
for (; i < numBaseVsDefines; ++i)
{
outputDefines[i] = baseVsDefines[i];
}
}
// If input element descriptions were provided, add the appropriate shader defines
if (inputDesc && numInputDescs > 0)
{
for (PxU32 j = 0; j < numInputDescs; ++j)
{
if (inputDesc[j].SemanticName)
outputDefines[i++] = getD3DDefine(inputDesc[j]);
}
}
// Otherwise add the default USE_ALL define
else
{
outputDefines[i++] = allVsDefine;
}
outputDefines[i] = nullVsDefine;
}
D3D11RendererMaterial::D3D11RendererMaterial(D3D11Renderer& renderer, const RendererMaterialDesc& desc) :
RendererMaterial(desc, renderer.getEnableMaterialCaching()),
m_renderer(renderer),
m_blendState(NULL),
m_vertexShader(NULL),
m_instancedVertexShader(NULL),
m_geometryShader(NULL),
m_hullShader(NULL),
m_domainShader(NULL)
{
gFeatureLevel = m_renderer.getFeatureLevel();
memset(m_fragmentPrograms, 0, sizeof(m_fragmentPrograms));
if (m_renderer.getD3DDevice())
{
if (getBlending()) loadBlending(desc);
loadShaders(desc);
}
}
D3D11RendererMaterial::~D3D11RendererMaterial(void)
{
dxSafeRelease(m_blendState);
m_renderer.getVariableManager()->unloadVariables(this);
}
void D3D11RendererMaterial::setModelMatrix(const float* matrix)
{
m_renderer.getVariableManager()->setSharedVariable("cbMesh", "g_modelMatrix", matrix);
bindMeshState(false);
}
void D3D11RendererMaterial::bind(RendererMaterial::Pass pass, RendererMaterialInstance* materialInstance, bool instanced) const
{
RENDERER_ASSERT(pass < NUM_PASSES, "Invalid Material Pass.");
if (m_renderer.getD3DDeviceContext() && pass < NUM_PASSES)
{
m_renderer.bind(materialInstance);
RendererMaterial::bind(pass, materialInstance, instanced);
setVariables(pass);
setBlending(pass);
setShaders(instanced, pass);
}
}
void D3D11RendererMaterial::bindMeshState(bool instanced) const
{
m_renderer.getVariableManager()->bind(this, D3DTypes::SHADER_VERTEX);
if (m_geometryShader) m_renderer.getVariableManager()->bind(this, D3DTypes::SHADER_GEOMETRY);
if (m_hullShader) m_renderer.getVariableManager()->bind(this, D3DTypes::SHADER_HULL);
if (m_domainShader) m_renderer.getVariableManager()->bind(this, D3DTypes::SHADER_DOMAIN);
}
// This may not be the best place for this, but it works just fine
static ID3D11BlendState* gBlendState = NULL;
static FLOAT gBlendFactor[4] = {0., 0., 0., 0.};
static UINT gBlendMask = 0;
void D3D11RendererMaterial::unbind(void) const
{
ID3D11DeviceContext* d3dDeviceContext = m_renderer.getD3DDeviceContext();
if (d3dDeviceContext)
{
// Only reset the blend state if it was changed
if (getBlending() && m_blendState)
{
m_renderer.popState(D3D11Renderer::STATE_DEPTHSTENCIL);
d3dDeviceContext->OMSetBlendState(gBlendState, gBlendFactor, gBlendMask);
dxSafeRelease(gBlendState);
}
d3dDeviceContext->VSSetShader(NULL, NULL, 0);
d3dDeviceContext->PSSetShader(NULL, NULL, 0);
d3dDeviceContext->GSSetShader(NULL, NULL, 0);
d3dDeviceContext->HSSetShader(NULL, NULL, 0);
d3dDeviceContext->DSSetShader(NULL, NULL, 0);
}
}
void D3D11RendererMaterial::bindVariable(Pass pass, const Variable& variable, const void* data) const
{
D3D11Variable& var = *(D3D11Variable*)&variable;
var.bind(pass, data);
}
void D3D11RendererMaterial::setBlending(RendererMaterial::Pass pass) const
{
if (getBlending() && m_blendState)
{
m_renderer.pushState(D3D11Renderer::STATE_DEPTHSTENCIL);
m_renderer.setDepthStencilState(D3D11Renderer::DEPTHSTENCIL_TRANSPARENT);
m_renderer.getD3DDeviceContext()->OMGetBlendState(&gBlendState, gBlendFactor, &gBlendMask);
m_renderer.getD3DDeviceContext()->OMSetBlendState(m_blendState, NULL, 0xffffffff);
}
}
void D3D11RendererMaterial::setShaders(bool instanced, RendererMaterial::Pass pass) const
{
m_renderer.getD3DDeviceContext()->VSSetShader(getVS(instanced), NULL, 0);
m_renderer.getD3DDeviceContext()->PSSetShader(getPS(pass), NULL, 0);
m_renderer.getD3DDeviceContext()->GSSetShader(getGS(), NULL, 0);
m_renderer.getD3DDeviceContext()->HSSetShader(getHS(), NULL, 0);
m_renderer.getD3DDeviceContext()->DSSetShader(getDS(), NULL, 0);
}
void D3D11RendererMaterial::setVariables(RendererMaterial::Pass pass) const
{
m_renderer.getVariableManager()->bind(this, D3DTypes::SHADER_PIXEL, pass);
}
bool D3D11RendererMaterial::tessellationEnabled() const
{
return m_renderer.tessellationEnabled() && tessellationSupported();
}
bool SampleRenderer::D3D11RendererMaterial::tessellationInitialized() const
{
return (NULL != m_hullShader) && (NULL != m_domainShader);
}
bool D3D11RendererMaterial::tessellationSupported() const
{
return m_renderer.isTessellationSupported() &&
!m_shaderNames[D3DTypes::SHADER_DOMAIN].empty() &&
!m_shaderNames[D3DTypes::SHADER_HULL].empty();
}
bool D3D11RendererMaterial::geometryEnabled() const
{
return m_renderer.getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 &&
!m_shaderNames[D3DTypes::SHADER_GEOMETRY].empty();
}
bool D3D11RendererMaterial::geometryInitialized() const
{
return NULL != m_geometryShader;
}
void D3D11RendererMaterial::loadBlending(const RendererMaterialDesc& desc)
{
D3D11_BLEND_DESC blendDesc;
memset(&blendDesc, 0, sizeof(blendDesc));
blendDesc.AlphaToCoverageEnable = m_renderer.multisamplingEnabled();
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = getBlending();
blendDesc.RenderTarget[0].SrcBlend = getD3DBlend(getSrcBlendFunc());
blendDesc.RenderTarget[0].DestBlend = getD3DBlend(getDstBlendFunc());
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
m_renderer.getD3DDevice()->CreateBlendState(&blendDesc, &m_blendState);
RENDERER_ASSERT(m_blendState, "Failed to create blend state.");
}
void D3D11RendererMaterial::loadShaders(const RendererMaterialDesc& desc)
{
HRESULT result = S_OK;
#ifdef PX_USE_DX11_PRECOMPILED_SHADERS
if(gFeatureLevel < D3D_FEATURE_LEVEL_11_0)
{
m_shaderPaths[D3DTypes::SHADER_VERTEX] = std::string(m_renderer.getAssetDir()) + "compiledshaders/dx11feature9/" + desc.vertexShaderPath + ".cso";
m_shaderNames[D3DTypes::SHADER_VERTEX] = std::string(desc.vertexShaderPath) + ".cso";
m_shaderPaths[D3DTypes::SHADER_PIXEL] = std::string(m_renderer.getAssetDir()) + "compiledshaders/dx11feature9/" + desc.fragmentShaderPath;
m_shaderNames[D3DTypes::SHADER_PIXEL] = std::string(desc.fragmentShaderPath);
}
else
{
m_shaderPaths[D3DTypes::SHADER_VERTEX] = std::string(m_renderer.getAssetDir()) + "compiledshaders/dx11feature11/" + desc.vertexShaderPath + ".cso";
m_shaderNames[D3DTypes::SHADER_VERTEX] = std::string(desc.vertexShaderPath) + ".cso";
m_shaderPaths[D3DTypes::SHADER_PIXEL] = std::string(m_renderer.getAssetDir()) + "compiledshaders/dx11feature11/" + desc.fragmentShaderPath;
m_shaderNames[D3DTypes::SHADER_PIXEL] = std::string(desc.fragmentShaderPath);
if (desc.geometryShaderPath)
{
m_shaderPaths[D3DTypes::SHADER_GEOMETRY] = std::string(m_renderer.getAssetDir()) + "compiledshaders/dx11feature11/" + desc.geometryShaderPath;
m_shaderNames[D3DTypes::SHADER_GEOMETRY] = desc.geometryShaderPath;
}
if (desc.hullShaderPath)
{
m_shaderPaths[D3DTypes::SHADER_HULL] = std::string(m_renderer.getAssetDir()) + "compiledshaders/dx11feature11/" + desc.hullShaderPath;
m_shaderNames[D3DTypes::SHADER_HULL] = desc.hullShaderPath;
}
if (desc.domainShaderPath)
{
m_shaderPaths[D3DTypes::SHADER_DOMAIN] = std::string(m_renderer.getAssetDir()) + "compiledshaders/dx11feature11/" + desc.domainShaderPath;
m_shaderNames[D3DTypes::SHADER_DOMAIN] = desc.domainShaderPath;
}
}
#else
m_shaderPaths[D3DTypes::SHADER_VERTEX] = std::string(m_renderer.getAssetDir()) + "shaders/" + desc.vertexShaderPath;
m_shaderNames[D3DTypes::SHADER_VERTEX] = desc.vertexShaderPath;
m_shaderPaths[D3DTypes::SHADER_PIXEL] = std::string(m_renderer.getAssetDir()) + "shaders/" + desc.fragmentShaderPath;
m_shaderNames[D3DTypes::SHADER_PIXEL] = desc.fragmentShaderPath;
if (desc.geometryShaderPath)
{
m_shaderPaths[D3DTypes::SHADER_GEOMETRY] = std::string(m_renderer.getAssetDir()) + "shaders/" + desc.geometryShaderPath;
m_shaderNames[D3DTypes::SHADER_GEOMETRY] = desc.geometryShaderPath;
}
if (desc.hullShaderPath)
{
m_shaderPaths[D3DTypes::SHADER_HULL] = std::string(m_renderer.getAssetDir()) + "shaders/" + desc.hullShaderPath;
m_shaderNames[D3DTypes::SHADER_HULL] = desc.hullShaderPath;
}
if (desc.domainShaderPath)
{
m_shaderPaths[D3DTypes::SHADER_DOMAIN] = std::string(m_renderer.getAssetDir()) + "shaders/" + desc.domainShaderPath;
m_shaderNames[D3DTypes::SHADER_DOMAIN] = desc.domainShaderPath;
}
#endif
ID3DBlob* pShaderBlob = NULL;
D3D11ShaderLoader loader(m_renderer);
std::vector<D3D_SHADER_MACRO> vsDefines;
std::vector<D3D_SHADER_MACRO> psDefines;
// Load vertex shader
getD3DDefines(NULL, 0, tessellationSupported(), false, vsDefines);
D3DTraits<ID3D11VertexShader>::key_type vsKey(0xffffff, m_shaderNames[D3DTypes::SHADER_VERTEX]);
result = loader.load<ID3D11VertexShader>(vsKey, getPath(D3DTypes::SHADER_VERTEX), &vsDefines[0], &m_vertexShader, &pShaderBlob);
if (SUCCEEDED(result)) m_renderer.getVariableManager()->loadVariables(this, pShaderBlob, D3DTypes::SHADER_VERTEX);
// Load pixel shadders for each pass
for (PxU32 i = 0; i < NUM_PASSES; i++)
{
if (SUCCEEDED(result))
{
getD3DDefines(getPassName(Pass(i)), psDefines);
std::string shaderName = m_shaderNames[D3DTypes::SHADER_PIXEL];
const char* pixelShaderPath = getPath(D3DTypes::SHADER_PIXEL);
#ifdef PX_USE_DX11_PRECOMPILED_SHADERS
shaderName += std::string(".") + (getPassName(Pass(i))) + ".cso";
char shaderPathCompiled[MAX_PATH];
strcpy(shaderPathCompiled,pixelShaderPath);
strcat(shaderPathCompiled,".");
strcat(shaderPathCompiled,getPassName(Pass(i)));
strcat(shaderPathCompiled,".cso");
pixelShaderPath = shaderPathCompiled;
#endif
D3DTraits<ID3D11PixelShader>::key_type psKey(i, shaderName);
result = loader.load<ID3D11PixelShader>(psKey, pixelShaderPath, &psDefines[0], &m_fragmentPrograms[i], &pShaderBlob, true);
if (SUCCEEDED(result)) m_renderer.getVariableManager()->loadVariables(this, pShaderBlob, D3DTypes::SHADER_PIXEL, (Pass)i);
}
}
// Load geometry shader
if (SUCCEEDED(result) && geometryEnabled())
{
D3DTraits<ID3D11GeometryShader>::key_type gsKey(m_shaderNames[D3DTypes::SHADER_GEOMETRY]);
result = loader.load<ID3D11GeometryShader>(gsKey, getPath(D3DTypes::SHADER_GEOMETRY), &vsDefines[0], &m_geometryShader, &pShaderBlob);
if (SUCCEEDED(result)) m_renderer.getVariableManager()->loadVariables(this, pShaderBlob, D3DTypes::SHADER_GEOMETRY);
}
// Load hull shader
if (SUCCEEDED(result) && tessellationSupported())
{
D3DTraits<ID3D11HullShader>::key_type hsKey(0xffffff, m_shaderNames[D3DTypes::SHADER_HULL]);
result = loader.load<ID3D11HullShader>(hsKey, getPath(D3DTypes::SHADER_HULL), &vsDefines[0], &m_hullShader, &pShaderBlob);
if (SUCCEEDED(result)) m_renderer.getVariableManager()->loadVariables(this, pShaderBlob, D3DTypes::SHADER_HULL);
}
// Load domain shader
if (SUCCEEDED(result) && tessellationSupported())
{
D3DTraits<ID3D11DomainShader>::key_type dsKey(0xffffff, m_shaderNames[D3DTypes::SHADER_DOMAIN]);
result = loader.load<ID3D11DomainShader>(dsKey, getPath(D3DTypes::SHADER_DOMAIN), &vsDefines[0], &m_domainShader, &pShaderBlob);
if (SUCCEEDED(result)) m_renderer.getVariableManager()->loadVariables(this, pShaderBlob, D3DTypes::SHADER_DOMAIN);
}
#if RENDERER_ENABLE_LAYOUT_PRECACHE
#define CACHE_VS(desc, instanced) cacheVS(desc, ARRAYSIZE(desc), D3DX11::getInputHash(desc, ARRAYSIZE(desc)), instanced)
if (!gStaticPrecached && !strcmp(desc.vertexShaderPath, "vertex/staticmesh.cg"))
{
gStaticPrecached = true;
CACHE_VS(inputDescStaticDiffuse, false);
CACHE_VS(inputDescStaticDiffuseInstanced, true);
}
if (!gBonePrecached && !strcmp(desc.vertexShaderPath, "vertex/skeletalmesh_1bone.cg"))
{
gBonePrecached = true;
CACHE_VS(inputDescBoneDiffuse0, false);
CACHE_VS(inputDescBoneDiffuse1, false);
CACHE_VS(inputDescBoneDiffuse2, false);
CACHE_VS(inputDescBoneDiffuse3, false);
CACHE_VS(inputDescBoneSimple, false);
}
#undef CACHE_VS
#endif // RENDERER_ENABLE_LAYOUT_PRECACHE
}
std::string D3D11RendererMaterial::getShaderNameFromInputLayout(const D3D11_INPUT_ELEMENT_DESC* inputDesc,PxU32 numInputDescs, const std::string& shaderName) const
{
std::string outString = shaderName;
#ifdef PX_USE_DX11_PRECOMPILED_SHADERS
// rename
if(inputDesc && numInputDescs > 0)
{
PX_ASSERT(outString.size() > 4);
outString.resize(outString.length()-4);
for (PxU32 i = 0; i < numInputDescs; i++)
{
if (inputDesc[i].SemanticName)
{
outString += "_";
outString += &getD3DDefine(inputDesc[i]).Name[4];
}
}
outString += ".cso";
}
#endif
return outString;
}
ID3DBlob* D3D11RendererMaterial::getVSBlob(const D3D11_INPUT_ELEMENT_DESC* inputDesc, PxU32 numInputDescs, PxU64 inputDescHash, bool bInstanced) const
{
D3D11ShaderCacher cacher(m_renderer.getResourceManager());
D3DTraits<ID3D11VertexShader>::value_type vsValue;
if (!cacher.check<ID3D11VertexShader>(std::make_pair(inputDescHash,getShaderNameFromInputLayout(inputDesc,numInputDescs,m_shaderNames[D3DTypes::SHADER_VERTEX])), vsValue.first, vsValue.second))
{
cacheVS(inputDesc, numInputDescs, inputDescHash, bInstanced, &vsValue.first, &vsValue.second);
}
// In the event we had to create a new shader for the given input layout,
// we'll need to assign it as the current shader
ID3D11VertexShader*& currentShader = bInstanced ? m_instancedVertexShader : m_vertexShader;
if (currentShader != vsValue.first)
{
currentShader = vsValue.first;
m_renderer.getD3DDeviceContext()->VSSetShader(currentShader, NULL, 0);
}
return vsValue.second;
}
ID3DBlob* D3D11RendererMaterial::getVSBlob(const std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, PxU64 inputDescHash, bool bInstanced) const
{
return getVSBlob(&inputDesc[0], (UINT)inputDesc.size(), inputDescHash, bInstanced);
}
void D3D11RendererMaterial::cacheVS(const D3D11_INPUT_ELEMENT_DESC* inputDesc, PxU32 numInputDescs, PxU64 inputDescHash, bool bInstanced, ID3D11VertexShader** ppShader, ID3DBlob** ppBlob) const
{
std::vector<D3D10_SHADER_MACRO> defines;
getD3DDefines(inputDesc, numInputDescs, tessellationSupported(), bInstanced, defines);
D3DTraits<ID3D11VertexShader>::key_type vsKey(inputDescHash, getShaderNameFromInputLayout(inputDesc,numInputDescs, m_shaderNames[D3DTypes::SHADER_VERTEX]));
D3D11ShaderLoader loader(m_renderer);
if (FAILED(loader.load<ID3D11VertexShader>(vsKey, getShaderNameFromInputLayout(inputDesc,numInputDescs,getPath(D3DTypes::SHADER_VERTEX)).c_str(), &defines[0], ppShader, ppBlob, false)))
{
RENDERER_ASSERT(0, "Error loading D3D11 layout signature.");
}
}
#endif
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