bgfx/tools/shaderc/shaderc_hlsl.cpp
James Darpinian bc08ef142e Stop hardcoding the GUID for ID3D11ShaderReflection.
This GUID changes depending on what version of the DirectX SDK you have.
The GUID is defined in d3d11shader.h as a const global, not a preprocessor
macro, so this #ifndef was clobbering it always. This caused DX11 shader
compliation to fail when using the Windows 8.1 SDK.
2015-04-22 19:15:08 -07:00

645 lines
16 KiB
C++

/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "shaderc.h"
#if SHADERC_CONFIG_HLSL
#include <d3dcompiler.h>
#include <d3d11shader.h>
#ifndef D3D_SVF_USED
# define D3D_SVF_USED 2
#endif // D3D_SVF_USED
struct CTHeader
{
uint32_t Size;
uint32_t Creator;
uint32_t Version;
uint32_t Constants;
uint32_t ConstantInfo;
uint32_t Flags;
uint32_t Target;
};
struct CTInfo
{
uint32_t Name;
uint16_t RegisterSet;
uint16_t RegisterIndex;
uint16_t RegisterCount;
uint16_t Reserved;
uint32_t TypeInfo;
uint32_t DefaultValue;
};
struct CTType
{
uint16_t Class;
uint16_t Type;
uint16_t Rows;
uint16_t Columns;
uint16_t Elements;
uint16_t StructMembers;
uint32_t StructMemberInfo;
};
struct RemapInputSemantic
{
bgfx::Attrib::Enum m_attr;
const char* m_name;
uint8_t m_index;
};
static const RemapInputSemantic s_remapInputSemantic[bgfx::Attrib::Count+1] =
{
{ bgfx::Attrib::Position, "POSITION", 0 },
{ bgfx::Attrib::Normal, "NORMAL", 0 },
{ bgfx::Attrib::Tangent, "TANGENT", 0 },
{ bgfx::Attrib::Bitangent, "BITANGENT", 0 },
{ bgfx::Attrib::Color0, "COLOR", 0 },
{ bgfx::Attrib::Color1, "COLOR", 1 },
{ bgfx::Attrib::Indices, "BLENDINDICES", 0 },
{ bgfx::Attrib::Weight, "BLENDWEIGHT", 0 },
{ bgfx::Attrib::TexCoord0, "TEXCOORD", 0 },
{ bgfx::Attrib::TexCoord1, "TEXCOORD", 1 },
{ bgfx::Attrib::TexCoord2, "TEXCOORD", 2 },
{ bgfx::Attrib::TexCoord3, "TEXCOORD", 3 },
{ bgfx::Attrib::TexCoord4, "TEXCOORD", 4 },
{ bgfx::Attrib::TexCoord5, "TEXCOORD", 5 },
{ bgfx::Attrib::TexCoord6, "TEXCOORD", 6 },
{ bgfx::Attrib::TexCoord7, "TEXCOORD", 7 },
{ bgfx::Attrib::Count, "", 0 },
};
const RemapInputSemantic& findInputSemantic(const char* _name, uint8_t _index)
{
for (uint32_t ii = 0; ii < bgfx::Attrib::Count; ++ii)
{
const RemapInputSemantic& ris = s_remapInputSemantic[ii];
if (0 == strcmp(ris.m_name, _name)
&& ris.m_index == _index)
{
return ris;
}
}
return s_remapInputSemantic[bgfx::Attrib::Count];
}
struct UniformRemap
{
UniformType::Enum id;
D3D_SHADER_VARIABLE_CLASS paramClass;
D3D_SHADER_VARIABLE_TYPE paramType;
uint8_t columns;
uint8_t rows;
};
static const UniformRemap s_uniformRemap[7] =
{
{ UniformType::Uniform1iv, D3D_SVC_SCALAR, D3D_SVT_INT, 0, 0 },
{ UniformType::Uniform1fv, D3D_SVC_SCALAR, D3D_SVT_FLOAT, 0, 0 },
{ UniformType::Uniform4fv, D3D_SVC_VECTOR, D3D_SVT_FLOAT, 0, 0 },
{ UniformType::Uniform3x3fv, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 3 },
{ UniformType::Uniform4x4fv, D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 4, 4 },
};
UniformType::Enum findUniformType(const D3D11_SHADER_TYPE_DESC& constDesc)
{
for (uint32_t ii = 0; ii < BX_COUNTOF(s_uniformRemap); ++ii)
{
const UniformRemap& remap = s_uniformRemap[ii];
if (remap.paramClass == constDesc.Class
&& remap.paramType == constDesc.Type)
{
if (D3D_SVC_MATRIX_COLUMNS != constDesc.Class)
{
return remap.id;
}
if (remap.columns == constDesc.Columns
&& remap.rows == constDesc.Rows)
{
return remap.id;
}
}
}
return UniformType::Count;
}
static uint32_t s_optimizationLevelDx11[4] =
{
D3DCOMPILE_OPTIMIZATION_LEVEL0,
D3DCOMPILE_OPTIMIZATION_LEVEL1,
D3DCOMPILE_OPTIMIZATION_LEVEL2,
D3DCOMPILE_OPTIMIZATION_LEVEL3,
};
typedef std::vector<std::string> UniformNameList;
bool getReflectionDataDx9(ID3DBlob* _code, UniformArray& _uniforms)
{
// see reference for magic values: https://msdn.microsoft.com/en-us/library/ff552891(VS.85).aspx
const uint32_t D3DSIO_COMMENT = 0x0000FFFE;
const uint32_t D3DSIO_END = 0x0000FFFF;
const uint32_t D3DSI_OPCODE_MASK = 0x0000FFFF;
const uint32_t D3DSI_COMMENTSIZE_MASK = 0x7FFF0000;
const uint32_t CTAB_CONSTANT = MAKEFOURCC('C','T','A','B');
// parse the shader blob for the constant table
const size_t codeSize = _code->GetBufferSize();
const uint32_t* ptr = (const uint32_t*)_code->GetBufferPointer();
const uint32_t* end = (const uint32_t*)( (const uint8_t*)ptr + codeSize);
const CTHeader* header = NULL;
ptr++; // first byte is shader type / version; skip it since we already know
while (ptr < end && *ptr != D3DSIO_END)
{
uint32_t cur = *ptr++;
if ( (cur & D3DSI_OPCODE_MASK) != D3DSIO_COMMENT)
{
continue;
}
// try to find CTAB comment block
uint32_t commentSize = (cur & D3DSI_COMMENTSIZE_MASK) >> 16;
uint32_t fourcc = *ptr;
if (fourcc == CTAB_CONSTANT)
{
// found the constant table data
header = (const CTHeader*)(ptr + 1);
uint32_t tableSize = (commentSize - 1) * 4;
if (tableSize < sizeof(CTHeader) || header->Size != sizeof(CTHeader) )
{
fprintf(stderr, "Error: Invalid constant table data\n");
return false;
}
break;
}
// this is a different kind of comment section, so skip over it
ptr += commentSize - 1;
}
if (!header)
{
fprintf(stderr, "Error: Could not find constant table data\n");
return false;
}
const uint8_t* headerBytePtr = (const uint8_t*)header;
const char* creator = (const char*)(headerBytePtr + header->Creator);
BX_TRACE("Creator: %s 0x%08x", creator, header->Version);
BX_TRACE("Num constants: %d", header->Constants);
BX_TRACE("# cl ty RxC S By Name");
const CTInfo* ctInfoArray = (const CTInfo*)(headerBytePtr + header->ConstantInfo);
for (uint32_t ii = 0; ii < header->Constants; ++ii)
{
const CTInfo& ctInfo = ctInfoArray[ii];
const CTType& ctType = *(const CTType*)(headerBytePtr + ctInfo.TypeInfo);
const char* name = (const char*)(headerBytePtr + ctInfo.Name);
BX_TRACE("%3d %2d %2d [%dx%d] %d %s[%d] c%d (%d)"
, ii
, ctType.Class
, ctType.Type
, ctType.Rows
, ctType.Columns
, ctType.StructMembers
, name
, ctType.Elements
, ctInfo.RegisterIndex
, ctInfo.RegisterCount
);
D3D11_SHADER_TYPE_DESC desc;
desc.Class = (D3D_SHADER_VARIABLE_CLASS)ctType.Class;
desc.Type = (D3D_SHADER_VARIABLE_TYPE)ctType.Type;
desc.Rows = ctType.Rows;
desc.Columns = ctType.Columns;
UniformType::Enum type = findUniformType(desc);
if (UniformType::Count != type)
{
Uniform un;
un.name = '$' == name[0] ? name + 1 : name;
un.type = type;
un.num = (uint8_t)ctType.Elements;
un.regIndex = ctInfo.RegisterIndex;
un.regCount = ctInfo.RegisterCount;
_uniforms.push_back(un);
}
}
return true;
}
bool getReflectionDataDx11(ID3DBlob* _code, bool _vshader, UniformArray& _uniforms, uint8_t& _numAttrs, uint16_t* _attrs, uint16_t& _size, UniformNameList& unusedUniforms)
{
ID3D11ShaderReflection* reflect = NULL;
HRESULT hr = D3DReflect(_code->GetBufferPointer()
, _code->GetBufferSize()
, IID_ID3D11ShaderReflection
, (void**)&reflect
);
if (FAILED(hr) )
{
fprintf(stderr, "Error: 0x%08x\n", (uint32_t)hr);
return false;
}
D3D11_SHADER_DESC desc;
hr = reflect->GetDesc(&desc);
if (FAILED(hr) )
{
fprintf(stderr, BX_FILE_LINE_LITERAL "Error: 0x%08x\n", (uint32_t)hr);
return false;
}
BX_TRACE("Creator: %s 0x%08x", desc.Creator, desc.Version);
BX_TRACE("Num constant buffers: %d", desc.ConstantBuffers);
BX_TRACE("Input:");
if (_vshader) // Only care about input semantic on vertex shaders
{
for (uint32_t ii = 0; ii < desc.InputParameters; ++ii)
{
D3D11_SIGNATURE_PARAMETER_DESC spd;
reflect->GetInputParameterDesc(ii, &spd);
BX_TRACE("\t%2d: %s%d, vt %d, ct %d, mask %x, reg %d"
, ii
, spd.SemanticName
, spd.SemanticIndex
, spd.SystemValueType
, spd.ComponentType
, spd.Mask
, spd.Register
);
const RemapInputSemantic& ris = findInputSemantic(spd.SemanticName, spd.SemanticIndex);
if (ris.m_attr != bgfx::Attrib::Count)
{
_attrs[_numAttrs] = bgfx::attribToId(ris.m_attr);
++_numAttrs;
}
}
}
BX_TRACE("Output:");
for (uint32_t ii = 0; ii < desc.OutputParameters; ++ii)
{
D3D11_SIGNATURE_PARAMETER_DESC spd;
reflect->GetOutputParameterDesc(ii, &spd);
BX_TRACE("\t%2d: %s%d, %d, %d", ii, spd.SemanticName, spd.SemanticIndex, spd.SystemValueType, spd.ComponentType);
}
for (uint32_t ii = 0, num = bx::uint32_min(1, desc.ConstantBuffers); ii < num; ++ii)
{
ID3D11ShaderReflectionConstantBuffer* cbuffer = reflect->GetConstantBufferByIndex(ii);
D3D11_SHADER_BUFFER_DESC bufferDesc;
hr = cbuffer->GetDesc(&bufferDesc);
_size = (uint16_t)bufferDesc.Size;
if (SUCCEEDED(hr) )
{
BX_TRACE("%s, %d, vars %d, size %d"
, bufferDesc.Name
, bufferDesc.Type
, bufferDesc.Variables
, bufferDesc.Size
);
for (uint32_t jj = 0; jj < bufferDesc.Variables; ++jj)
{
ID3D11ShaderReflectionVariable* var = cbuffer->GetVariableByIndex(jj);
ID3D11ShaderReflectionType* type = var->GetType();
D3D11_SHADER_VARIABLE_DESC varDesc;
hr = var->GetDesc(&varDesc);
if (SUCCEEDED(hr) )
{
D3D11_SHADER_TYPE_DESC constDesc;
hr = type->GetDesc(&constDesc);
if (SUCCEEDED(hr) )
{
UniformType::Enum uniformType = findUniformType(constDesc);
if (UniformType::Count != uniformType
&& 0 != (varDesc.uFlags & D3D_SVF_USED) )
{
Uniform un;
un.name = varDesc.Name;
un.type = uniformType;
un.num = constDesc.Elements;
un.regIndex = varDesc.StartOffset;
un.regCount = BX_ALIGN_16(varDesc.Size) / 16;
_uniforms.push_back(un);
BX_TRACE("\t%s, %d, size %d, flags 0x%08x, %d (used)"
, varDesc.Name
, varDesc.StartOffset
, varDesc.Size
, varDesc.uFlags
, uniformType
);
}
else
{
if (0 == (varDesc.uFlags & D3D_SVF_USED) )
{
unusedUniforms.push_back(varDesc.Name);
}
BX_TRACE("\t%s, unknown type", varDesc.Name);
}
}
}
}
}
}
BX_TRACE("Bound:");
for (uint32_t ii = 0; ii < desc.BoundResources; ++ii)
{
D3D11_SHADER_INPUT_BIND_DESC bindDesc;
hr = reflect->GetResourceBindingDesc(ii, &bindDesc);
if (SUCCEEDED(hr) )
{
// if (bindDesc.Type == D3D_SIT_SAMPLER)
{
BX_TRACE("\t%s, %d, %d, %d"
, bindDesc.Name
, bindDesc.Type
, bindDesc.BindPoint
, bindDesc.BindCount
);
}
}
}
if (NULL != reflect)
{
reflect->Release();
}
return true;
}
bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::string& _code, bx::WriterI* _writer, bool _firstPass)
{
BX_TRACE("DX11");
const char* profile = _cmdLine.findOption('p', "profile");
if (NULL == profile)
{
fprintf(stderr, "Shader profile must be specified.\n");
return false;
}
bool debug = _cmdLine.hasArg('\0', "debug");
uint32_t flags = D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY;
flags |= debug ? D3DCOMPILE_DEBUG : 0;
flags |= _cmdLine.hasArg('\0', "avoid-flow-control") ? D3DCOMPILE_AVOID_FLOW_CONTROL : 0;
flags |= _cmdLine.hasArg('\0', "no-preshader") ? D3DCOMPILE_NO_PRESHADER : 0;
flags |= _cmdLine.hasArg('\0', "partial-precision") ? D3DCOMPILE_PARTIAL_PRECISION : 0;
flags |= _cmdLine.hasArg('\0', "prefer-flow-control") ? D3DCOMPILE_PREFER_FLOW_CONTROL : 0;
flags |= _cmdLine.hasArg('\0', "backwards-compatibility") ? D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY : 0;
bool werror = _cmdLine.hasArg('\0', "Werror");
if (werror)
{
flags |= D3DCOMPILE_WARNINGS_ARE_ERRORS;
}
uint32_t optimization = 3;
if (_cmdLine.hasArg(optimization, 'O') )
{
optimization = bx::uint32_min(optimization, BX_COUNTOF(s_optimizationLevelDx11)-1);
flags |= s_optimizationLevelDx11[optimization];
}
else
{
flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
}
BX_TRACE("Profile: %s", profile);
BX_TRACE("Flags: 0x%08x", flags);
ID3DBlob* code;
ID3DBlob* errorMsg;
// Output preprocessed shader so that HLSL can be debugged via GPA
// or PIX. Compiling through memory won't embed preprocessed shader
// file path.
std::string hlslfp;
if (debug)
{
hlslfp = _cmdLine.findOption('o');
hlslfp += ".hlsl";
writeFile(hlslfp.c_str(), _code.c_str(), (int32_t)_code.size() );
}
HRESULT hr = D3DCompile(_code.c_str()
, _code.size()
, hlslfp.c_str()
, NULL
, NULL
, "main"
, profile
, flags
, 0
, &code
, &errorMsg
);
if (FAILED(hr)
|| (werror && NULL != errorMsg) )
{
const char* log = (char*)errorMsg->GetBufferPointer();
int32_t line = 0;
int32_t column = 0;
int32_t start = 0;
int32_t end = INT32_MAX;
if (2 == sscanf(log, "(%u,%u):", &line, &column)
&& 0 != line)
{
start = bx::uint32_imax(1, line-10);
end = start + 20;
}
printCode(_code.c_str(), line, start, end);
fprintf(stderr, "Error: 0x%08x %s\n", (uint32_t)hr, log);
errorMsg->Release();
return false;
}
UniformArray uniforms;
uint8_t numAttrs = 0;
uint16_t attrs[bgfx::Attrib::Count];
uint16_t size = 0;
if (_d3d == 9)
{
if (!getReflectionDataDx9(code, uniforms) )
{
return false;
}
}
else
{
UniformNameList unusedUniforms;
if (!getReflectionDataDx11(code, profile[0] == 'v', uniforms, numAttrs, attrs, size, unusedUniforms) )
{
return false;
}
if (_firstPass
&& unusedUniforms.size() > 0)
{
const size_t strLength = strlen("uniform");
// first time through, we just find unused uniforms and get rid of them
std::string output;
LineReader reader(_code.c_str() );
while (!reader.isEof() )
{
std::string line = reader.getLine();
for (UniformNameList::const_iterator it = unusedUniforms.begin(), itEnd = unusedUniforms.end(); it != itEnd; ++it)
{
size_t index = line.find("uniform ");
if (index == std::string::npos)
{
continue;
}
// matching lines like: uniform u_name;
// we want to replace "uniform" with "static" so that it's no longer
// included in the uniform blob that the application must upload
// we can't just remove them, because unused functions might still reference
// them and cause a compile error when they're gone
if (!!bx::findIdentifierMatch(line.c_str(), it->c_str() ) )
{
line = line.replace(index, strLength, "static");
unusedUniforms.erase(it);
break;
}
}
output += line;
}
// recompile with the unused uniforms converted to statics
return compileHLSLShader(_cmdLine, _d3d, output.c_str(), _writer, false);
}
}
uint16_t count = (uint16_t)uniforms.size();
bx::write(_writer, count);
uint32_t fragmentBit = profile[0] == 'p' ? BGFX_UNIFORM_FRAGMENTBIT : 0;
for (UniformArray::const_iterator it = uniforms.begin(); it != uniforms.end(); ++it)
{
const Uniform& un = *it;
uint8_t nameSize = (uint8_t)un.name.size();
bx::write(_writer, nameSize);
bx::write(_writer, un.name.c_str(), nameSize);
uint8_t type = un.type|fragmentBit;
bx::write(_writer, type);
bx::write(_writer, un.num);
bx::write(_writer, un.regIndex);
bx::write(_writer, un.regCount);
BX_TRACE("%s, %s, %d, %d, %d"
, un.name.c_str()
, getUniformTypeName(un.type)
, un.num
, un.regIndex
, un.regCount
);
}
{
ID3DBlob* stripped;
hr = D3DStripShader(code->GetBufferPointer()
, code->GetBufferSize()
, D3DCOMPILER_STRIP_REFLECTION_DATA
| D3DCOMPILER_STRIP_TEST_BLOBS
, &stripped
);
if (SUCCEEDED(hr) )
{
code->Release();
code = stripped;
}
}
uint16_t shaderSize = (uint16_t)code->GetBufferSize();
bx::write(_writer, shaderSize);
bx::write(_writer, code->GetBufferPointer(), shaderSize);
uint8_t nul = 0;
bx::write(_writer, nul);
if (_d3d > 9)
{
bx::write(_writer, numAttrs);
bx::write(_writer, attrs, numAttrs*sizeof(uint16_t) );
bx::write(_writer, size);
}
if (_cmdLine.hasArg('\0', "disasm") )
{
ID3DBlob* disasm;
D3DDisassemble(code->GetBufferPointer()
, code->GetBufferSize()
, 0
, NULL
, &disasm
);
if (NULL != disasm)
{
std::string disasmfp = _cmdLine.findOption('o');
disasmfp += ".disasm";
writeFile(disasmfp.c_str(), disasm->GetBufferPointer(), (uint32_t)disasm->GetBufferSize() );
disasm->Release();
}
}
if (NULL != errorMsg)
{
errorMsg->Release();
}
code->Release();
return true;
}
#else
bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _d3d, const std::string& _code, bx::WriterI* _writer, bool _firstPass)
{
BX_UNUSED(_cmdLine, _d3d, _code, _writer, _firstPass);
fprintf(stderr, "HLSL compiler is not supported on this platform.\n");
return false;
}
#endif // SHADERC_CONFIG_HLSL