mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-05-01 07:59:35 +00:00
206 lines
6.6 KiB
C++
206 lines
6.6 KiB
C++
#include "D3DShaderCompiler.h"
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#include "Shader/ShaderCommon.h"
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#include "Utils/Logging/Log.h"
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#include <cassert>
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#include <cstdint>
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#include <cstring>
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#include <iostream>
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#include <memory>
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#include <utility>
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#ifdef _WIN32
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#include <d3dcompiler.h>
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#endif
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namespace
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{
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#ifdef _WIN32
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constexpr size_t MAX_SHADER_SIZE = 0x1900000u;
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class ShaderIncludeHandler : public ID3DInclude
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{
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public:
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explicit ShaderIncludeHandler(ISearchPath& searchPath)
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: m_search_path(searchPath)
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{
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}
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HRESULT __stdcall Open(D3D_INCLUDE_TYPE includeType, const char* fileName, const void* parentData, const void** data, unsigned int* size) override
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{
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const auto fullFileName = shader::GetSourceFileNameForShaderAssetName(fileName);
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auto file = m_search_path.Open(fullFileName);
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if (!file.IsOpen() || file.m_length <= 0)
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return E_FAIL;
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if (std::cmp_greater(file.m_length, MAX_SHADER_SIZE))
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{
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con::error("Invalid shader source \"{}\": File too big: {}\n", fileName, file.m_length);
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return E_FAIL;
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}
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const auto shaderSize = static_cast<size_t>(file.m_length);
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auto shaderData = std::make_unique<char[]>(shaderSize);
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file.m_stream->read(shaderData.get(), static_cast<std::streamsize>(shaderSize));
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file.m_stream.reset();
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*data = shaderData.get();
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*size = static_cast<unsigned int>(shaderSize);
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m_file_buffers_in_use.push_back(std::move(shaderData));
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return S_OK;
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}
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HRESULT STDMETHODCALLTYPE Close(const void* data) override
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{
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for (auto i = m_file_buffers_in_use.begin(); i != m_file_buffers_in_use.end(); ++i)
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{
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if (i->get() == data)
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{
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m_file_buffers_in_use.erase(i);
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return S_OK;
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}
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}
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return E_FAIL;
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}
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private:
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ISearchPath& m_search_path;
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std::vector<std::unique_ptr<char[]>> m_file_buffers_in_use;
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};
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bool initialized = false;
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bool compilationAvailable = false;
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pD3DCompile d3dCompile = nullptr;
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void PrintInitializationFailedMessage()
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{
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con::warn("Could not initialize shader compilation. Make sure DirectX is installed on your machine if you want to make use of it.");
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}
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#endif
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void InitializeShaderCompilation()
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{
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#ifdef _WIN32
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initialized = true;
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const auto d3dCompiler = LoadLibraryA("d3dcompiler_47.dll");
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if (!d3dCompiler)
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{
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PrintInitializationFailedMessage();
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return;
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}
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const auto d3dCompileAddress = GetProcAddress(d3dCompiler, "D3DCompile");
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if (!d3dCompileAddress)
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{
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PrintInitializationFailedMessage();
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return;
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}
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d3dCompile = reinterpret_cast<pD3DCompile>(d3dCompileAddress);
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compilationAvailable = true;
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#endif
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}
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} // namespace
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namespace shader
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{
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bool ShaderCompilationAvailable()
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{
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#ifdef _WIN32
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if (!initialized)
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InitializeShaderCompilation();
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return compilationAvailable;
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#else
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return false;
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#endif
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}
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std::expected<std::optional<CompiledShader>, std::string> CompileShader(const std::string& shaderFile,
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const std::string& entryPoint,
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const std::string& target,
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const bool debug,
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ISearchPath& searchPath,
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MemoryManager& memory)
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{
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#ifdef _WIN32
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if (!initialized)
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InitializeShaderCompilation();
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if (!compilationAvailable)
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return std::unexpected("Shader compilation unavailable");
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const auto fileName = GetSourceFileNameForShaderAssetName(shaderFile);
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auto file = searchPath.Open(fileName);
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if (!file.IsOpen() || file.m_length <= 0)
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return std::optional<CompiledShader>(std::nullopt);
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if (std::cmp_greater(file.m_length, MAX_SHADER_SIZE))
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return std::unexpected(std::format("File too big: {}", file.m_length));
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const auto shaderSize = file.m_length;
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const auto shaderData = std::make_unique<char[]>(static_cast<size_t>(shaderSize));
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file.m_stream->read(shaderData.get(), static_cast<std::streamsize>(shaderSize));
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file.m_stream.reset();
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unsigned shaderFlags = D3DCOMPILE_OPTIMIZATION_LEVEL1;
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if (debug)
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shaderFlags |= D3DCOMPILE_DEBUG;
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ShaderIncludeHandler shaderIncluder(searchPath);
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ID3DBlob* shaderBlob = nullptr;
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ID3DBlob* errorBlob = nullptr;
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const auto errorCode = d3dCompile(shaderData.get(),
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static_cast<SIZE_T>(shaderSize),
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fileName.c_str(),
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nullptr,
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&shaderIncluder,
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entryPoint.c_str(),
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target.c_str(),
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shaderFlags,
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0u,
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&shaderBlob,
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&errorBlob);
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if (FAILED(errorCode))
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{
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std::string errorMessage;
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if (errorBlob)
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{
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errorMessage = std::format("Compilation error: {}", static_cast<const char*>(errorBlob->GetBufferPointer()));
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errorBlob->Release();
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}
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else
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{
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errorMessage = "Unknown compilation error";
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}
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if (shaderBlob)
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shaderBlob->Release();
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return std::unexpected(std::move(errorMessage));
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}
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const auto shaderBlobSize = static_cast<size_t>(shaderBlob->GetBufferSize());
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auto* assetShaderBuffer = memory.Alloc<char>(shaderBlobSize);
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memcpy(assetShaderBuffer, shaderBlob->GetBufferPointer(), shaderBlobSize);
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shaderBlob->Release();
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return std::optional(CompiledShader{
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.m_shader_bin = assetShaderBuffer,
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.m_shader_size = shaderBlobSize,
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});
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#else
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return std::unexpected("Shader compilation unavailable");
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#endif
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}
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} // namespace shader
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