shader include handler

This commit is contained in:
jacob 2025-05-23 16:21:47 -05:00
parent 7c1eae3b8c
commit a1fcf2ce08
4 changed files with 292 additions and 208 deletions

4
res/shaders/common.hlsl Normal file
View File

@ -0,0 +1,4 @@
float4 linear_from_srgb(float4 srgb)
{
return float4(pow(srgb.rgb, 2.2), srgb.a);
}

View File

@ -1,3 +1,5 @@
#include "res/shaders/common.hlsl"
struct vs_input {
float4 pos : POSITION;
float line_thickness : THICKNESS;
@ -27,11 +29,6 @@ cbuffer vs_constants : register(b0)
float4x4 projection;
};
float4 linear_from_srgb(float4 srgb)
{
return float4(pow(srgb.rgb, 2.2), srgb.a);
}
ps_input vs_main(vs_input input)
{
ps_input output;

View File

@ -1,3 +1,5 @@
#include "res/shaders/common.hlsl"
struct {
SamplerState sampler0;
Texture2D texture0;
@ -20,11 +22,6 @@ struct ps_input {
float4 tint_lin : COLOR;
};
float4 linear_from_srgb(float4 srgb)
{
return float4(pow(srgb.rgb, 2.2), srgb.a);
}
ps_input vs_main(vs_input input)
{
ps_input output;

View File

@ -32,12 +32,12 @@
/* FIXME: Enable this and resolve unreleased references */
#if RTC
# define D3D11_DEBUG 0
# define D3D11_SHADER_DEBUG 1
#else
# define D3D11_DEBUG 0
# define D3D11_SHADER_DEBUG 0
#endif
#define D3D11_SHADER_DEBUG RTC
#define D3D11_SWAPCHAIN_FLAGS (DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING)
#define D3D11_SWAPCHAIN_FORMAT (DXGI_FORMAT_R8G8B8A8_UNORM)
@ -209,206 +209,14 @@ INTERNAL void send_constant_buffer_data(ID3D11Buffer *buffer, struct mat4x4 vp)
ID3D11DeviceContext_Unmap(G.devcon, (ID3D11Resource *)buffer, 0);
}
/* ========================== *
* Shader
* ========================== */
INTERNAL void init_shader_table(void)
{
MEMZERO_ARRAY(G.shader_info);
/* Triangle shader layout */
G.shader_info[SHADER_TRIANGLE] = (struct dx11_shader_desc) {
.kind = SHADER_TRIANGLE,
.name_cstr = "res/shaders/triangle.hlsl",
.vertex_size = sizeof(struct triangle_shader_vertex),
.input_layout_desc = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_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 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}
};
/* Grid shader layout */
G.shader_info[SHADER_GRID] = (struct dx11_shader_desc) {
.kind = SHADER_GRID,
.name_cstr = "res/shaders/grid.hlsl",
.vertex_size = sizeof(struct grid_shader_vertex),
.input_layout_desc = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "THICKNESS", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "SPACING", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "OFFSET", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 4, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}
};
G.shader_info_lookup = dict_init(&G.arena, SHADER_INFO_LOOKUP_BINS);
for (u64 i = SHADER_NONE + 1; i < ARRAY_COUNT(G.shader_info); ++i) {
struct dx11_shader_desc *desc = &G.shader_info[i];
struct string name = string_from_cstr_no_limit(desc->name_cstr);
u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
dict_set(&G.arena, &G.shader_info_lookup, hash, desc);
}
}
/* If shader compilation fails, then error string is returned allocated on `arena` */
INTERNAL struct string shader_alloc(struct arena *arena, struct dx11_shader *shader, struct dx11_shader_desc *shader_desc, struct resource *src_res)
{
__prof;
struct temp_arena scratch = scratch_begin(arena);
struct string error_str = ZI;
shader->kind = shader_desc->kind;
shader->vertex_size = shader_desc->vertex_size;
u32 flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR;
#if D3D11_SHADER_DEBUG
flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
#else
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
/* Compile shader */
ID3DBlob *vs_blob = NULL;
ID3DBlob *ps_blob = NULL;
ID3DBlob *error_blob = NULL;
b32 success = false;
{
struct string shader_src = resource_get_data(src_res);
logf_info("Compiling shader \"%F\"", FMT_STR(resource_get_name(src_res)));
/* Compile shader */
/* TODO: pre-compile shaders w/ FXC? */
HRESULT hr = D3DCompile(shader_src.text, shader_src.len, NULL, NULL, NULL, "vs_main", "vs_5_0", flags, 0, &vs_blob, &error_blob);
if (SUCCEEDED(hr)) {
ID3D11Device_CreateVertexShader(G.dev, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), NULL, &shader->vs);
hr = D3DCompile(shader_src.text, shader_src.len, NULL, NULL, NULL, "ps_main", "ps_5_0", flags, 0, &ps_blob, &error_blob);
if (SUCCEEDED(hr)) {
ID3D11Device_CreatePixelShader(G.dev, ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob), NULL, &shader->ps);
success = true;
}
}
}
if (success && !error_blob) {
/* Get number of device layout elements from NULL terminated array */
u32 elem_count = 0;
for (; elem_count < ARRAY_COUNT(shader_desc->input_layout_desc); ++elem_count) {
const D3D11_INPUT_ELEMENT_DESC *d = &shader_desc->input_layout_desc[elem_count];
if (d->SemanticName == NULL) {
break;
}
}
/* Create device layout */
ID3D11Device_CreateInputLayout(G.dev, shader_desc->input_layout_desc, elem_count, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &shader->input_layout);
} else {
error_str = LIT("Unknown error");
if (error_blob) {
u64 error_blob_cstr_len = ID3D10Blob_GetBufferSize(error_blob);
char *error_blob_cstr = (char *)ID3D10Blob_GetBufferPointer(error_blob);
struct string error_blob_str = string_copy(arena, string_from_cstr(error_blob_cstr, error_blob_cstr_len));
if (string_ends_with(error_blob_str, LIT("\n"))) {
/* Remove trailing newline */
error_blob_str.len -= 1;
}
if (error_blob_str.len > 0) {
error_str = error_blob_str;
}
}
}
if (vs_blob) {
ID3D10Blob_Release(vs_blob);
}
if (ps_blob) {
ID3D10Blob_Release(ps_blob);
}
if (error_blob) {
ID3D10Blob_Release(error_blob);
}
shader->valid = true;
scratch_end(scratch);
return error_str;
}
INTERNAL void shader_release(struct dx11_shader *shader)
{
__prof;
if (shader->vs) {
ID3D11VertexShader_Release(shader->vs);
}
if (shader->ps) {
ID3D11PixelShader_Release(shader->ps);
}
if (shader->input_layout) {
ID3D11InputLayout_Release(shader->input_layout);
}
}
INTERNAL void reload_shader(struct dx11_shader *old_shader, struct dx11_shader_desc *desc)
{
__prof;
struct temp_arena scratch = scratch_begin_no_conflict();
{
struct string name = string_from_cstr_no_limit(desc->name_cstr);
struct string error_msg = ZI;
if (resource_exists(name)) {
struct resource src_res = resource_open(name);
{
struct dx11_shader new_shader = ZI;
struct string comp_error = shader_alloc(scratch.arena, &new_shader, desc, &src_res);
if (comp_error.len == 0) {
if (old_shader->valid) {
shader_release(old_shader);
}
*old_shader = new_shader;
} else {
error_msg = string_format(scratch.arena,
LIT("Failed to compile shader \"%F\":\n%F"),
FMT_STR(name),
FMT_STR(comp_error));
shader_release(&new_shader);
}
}
resource_close(&src_res);
} else {
error_msg = string_format(scratch.arena, LIT("Could not find shader \"%F\""), FMT_STR(name));
}
if (error_msg.len != 0) {
if (old_shader->valid) {
/* If shader failed to load but a working shader already exists, just error rather than panicking */
log_error(error_msg);
} else {
sys_panic(error_msg);
}
}
}
scratch_end(scratch);
}
#if RESOURCE_RELOADING
INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name)
{
u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
struct dx11_shader_desc *desc = (struct dx11_shader_desc *)dict_get(&G.shader_info_lookup, hash);
if (desc) {
logf_info("Shader source file \"%F\" has changed", FMT_STR(name));
atomic_i32_eval_exchange(&desc->should_reload, 1);
}
}
#endif
/* ========================== *
* Startup
* ========================== */
INTERNAL void init_shader_table(void);
INTERNAL void reload_shader(struct dx11_shader *shader, struct dx11_shader_desc *desc);
INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name);
struct renderer_startup_receipt renderer_startup(struct sys_window *window)
{
__profscope(initializing_d3d11);
@ -632,6 +440,284 @@ struct renderer_startup_receipt renderer_startup(struct sys_window *window)
return (struct renderer_startup_receipt) { 0 };
}
/* ========================== *
* Shader table
* ========================== */
INTERNAL void init_shader_table(void)
{
MEMZERO_ARRAY(G.shader_info);
/* Triangle shader layout */
G.shader_info[SHADER_TRIANGLE] = (struct dx11_shader_desc) {
.kind = SHADER_TRIANGLE,
.name_cstr = "res/shaders/triangle.hlsl",
.vertex_size = sizeof(struct triangle_shader_vertex),
.input_layout_desc = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_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 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}
};
/* Grid shader layout */
G.shader_info[SHADER_GRID] = (struct dx11_shader_desc) {
.kind = SHADER_GRID,
.name_cstr = "res/shaders/grid.hlsl",
.vertex_size = sizeof(struct grid_shader_vertex),
.input_layout_desc = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "THICKNESS", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "SPACING", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "OFFSET", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 4, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}
};
G.shader_info_lookup = dict_init(&G.arena, SHADER_INFO_LOOKUP_BINS);
for (u64 i = SHADER_NONE + 1; i < ARRAY_COUNT(G.shader_info); ++i) {
struct dx11_shader_desc *desc = &G.shader_info[i];
struct string name = string_from_cstr_no_limit(desc->name_cstr);
u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
dict_set(&G.arena, &G.shader_info_lookup, hash, desc);
}
}
/* ========================== *
* Shader compilation
* ========================== */
/* TODO: Multithread shader compilation */
#define DX11_MAX_INCLUDES 64
struct dx11_include_handler {
ID3DInclude d3d_handler;
ID3DIncludeVtbl vtbl;
struct string error;
b32 has_open_resource;
struct resource res;
};
INTERNAL HRESULT dx11_include_open(ID3DInclude *d3d_handler, D3D_INCLUDE_TYPE include_type, LPCSTR path_cstr, LPCVOID parent_data, LPCVOID *data_out, UINT *data_len_out)
{
__prof;
(UNUSED)include_type;
(UNUSED)parent_data;
struct dx11_include_handler *handler = (struct dx11_include_handler *)d3d_handler;
if (handler->has_open_resource) {
sys_panic(LIT("D3d include handler somehow already has a resource open"));
}
struct string path = string_from_cstr_no_limit((char *)path_cstr);
if (resource_exists(path)) {
handler->has_open_resource = true;
struct resource *res = &handler->res;
*res = resource_open(path);
struct string data = resource_get_data(res);
*data_out = data.text;
*data_len_out = data.len;
return S_OK;
} else {
handler->error = LIT("Resource not found.");
return E_FAIL;
}
return S_OK;
}
INTERNAL HRESULT dx11_include_close(ID3DInclude *d3d_handler, LPCVOID data)
{
__prof;
(UNUSED)data;
struct dx11_include_handler *handler = (struct dx11_include_handler *)d3d_handler;
if (handler->has_open_resource) {
resource_close(&handler->res);
handler->has_open_resource = false;
}
return S_OK;
}
INTERNAL struct dx11_include_handler dx11_include_handler_alloc(void)
{
struct dx11_include_handler handler = ZI;
handler.d3d_handler.lpVtbl = &handler.vtbl;
handler.vtbl.Open = dx11_include_open;
handler.vtbl.Close = dx11_include_close;
return handler;
}
INTERNAL void dx11_include_handler_release(struct dx11_include_handler *handler)
{
if (handler->has_open_resource) {
ASSERT(false); /* Resource should have been closed by handler by now */
resource_close(&handler->res);
}
}
/* If shader compilation fails, then error string is returned allocated on `arena` */
INTERNAL struct string shader_alloc(struct arena *arena, struct dx11_shader *shader, struct dx11_shader_desc *shader_desc, struct resource *src_res)
{
__prof;
struct temp_arena scratch = scratch_begin(arena);
struct dx11_include_handler vs_include_handler = dx11_include_handler_alloc();
struct dx11_include_handler ps_include_handler = dx11_include_handler_alloc();
struct string error_str = ZI;
shader->kind = shader_desc->kind;
shader->vertex_size = shader_desc->vertex_size;
u32 flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR;
#if D3D11_SHADER_DEBUG
flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
#else
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
/* Compile shader */
ID3DBlob *vs_blob = NULL;
ID3DBlob *ps_blob = NULL;
ID3DBlob *error_blob = NULL;
b32 success = false;
{
struct string shader_src = resource_get_data(src_res);
logf_info("Compiling shader \"%F\"", FMT_STR(resource_get_name(src_res)));
/* Compile shader */
/* TODO: pre-compile shaders w/ FXC? */
HRESULT hr = D3DCompile(shader_src.text, shader_src.len, NULL, NULL, (ID3DInclude *)&vs_include_handler, "vs_main", "vs_5_0", flags, 0, &vs_blob, &error_blob);
if (SUCCEEDED(hr)) {
ID3D11Device_CreateVertexShader(G.dev, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), NULL, &shader->vs);
hr = D3DCompile(shader_src.text, shader_src.len, NULL, NULL, (ID3DInclude *)&ps_include_handler, "ps_main", "ps_5_0", flags, 0, &ps_blob, &error_blob);
if (SUCCEEDED(hr)) {
ID3D11Device_CreatePixelShader(G.dev, ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob), NULL, &shader->ps);
success = true;
}
}
}
if (success && !error_blob) {
/* Get number of device layout elements from NULL terminated array */
u32 elem_count = 0;
for (; elem_count < ARRAY_COUNT(shader_desc->input_layout_desc); ++elem_count) {
const D3D11_INPUT_ELEMENT_DESC *d = &shader_desc->input_layout_desc[elem_count];
if (d->SemanticName == NULL) {
break;
}
}
/* Create device layout */
ID3D11Device_CreateInputLayout(G.dev, shader_desc->input_layout_desc, elem_count, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &shader->input_layout);
} else {
error_str = LIT("Unknown error");
if (error_blob) {
u64 error_blob_cstr_len = ID3D10Blob_GetBufferSize(error_blob);
char *error_blob_cstr = (char *)ID3D10Blob_GetBufferPointer(error_blob);
struct string error_blob_str = string_copy(scratch.arena, string_from_cstr(error_blob_cstr, error_blob_cstr_len));
if (string_ends_with(error_blob_str, LIT("\n"))) {
/* Remove trailing newline */
error_blob_str.len -= 1;
}
if (error_blob_str.len > 0) {
struct string include_error = vs_include_handler.error.len > 0 ? vs_include_handler.error : ps_include_handler.error;
if (include_error.len > 0) {
error_str = string_format(arena, LIT("%F %F"), FMT_STR(error_blob_str), FMT_STR(include_error));
} else {
error_str = string_copy(arena, error_blob_str);
}
}
}
}
if (vs_blob) {
ID3D10Blob_Release(vs_blob);
}
if (ps_blob) {
ID3D10Blob_Release(ps_blob);
}
if (error_blob) {
ID3D10Blob_Release(error_blob);
}
shader->valid = true;
dx11_include_handler_release(&ps_include_handler);
dx11_include_handler_release(&vs_include_handler);
scratch_end(scratch);
return error_str;
}
INTERNAL void shader_release(struct dx11_shader *shader)
{
__prof;
if (shader->vs) {
ID3D11VertexShader_Release(shader->vs);
}
if (shader->ps) {
ID3D11PixelShader_Release(shader->ps);
}
if (shader->input_layout) {
ID3D11InputLayout_Release(shader->input_layout);
}
}
INTERNAL void reload_shader(struct dx11_shader *old_shader, struct dx11_shader_desc *desc)
{
__prof;
struct temp_arena scratch = scratch_begin_no_conflict();
{
struct string name = string_from_cstr_no_limit(desc->name_cstr);
struct string error_msg = ZI;
if (resource_exists(name)) {
struct resource src_res = resource_open(name);
{
struct dx11_shader new_shader = ZI;
struct string comp_error = shader_alloc(scratch.arena, &new_shader, desc, &src_res);
if (comp_error.len == 0) {
if (old_shader->valid) {
shader_release(old_shader);
}
*old_shader = new_shader;
} else {
error_msg = string_format(scratch.arena,
LIT("Failed to compile shader \"%F\":\n\n%F"),
FMT_STR(name),
FMT_STR(comp_error));
shader_release(&new_shader);
}
}
resource_close(&src_res);
} else {
error_msg = string_format(scratch.arena, LIT("Could not find shader \"%F\""), FMT_STR(name));
}
if (error_msg.len != 0) {
if (old_shader->valid) {
/* If shader failed to load but a working shader already exists, just error rather than panicking */
log_error(error_msg);
} else {
sys_panic(error_msg);
}
}
}
scratch_end(scratch);
}
#if RESOURCE_RELOADING
INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name)
{
u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
struct dx11_shader_desc *desc = (struct dx11_shader_desc *)dict_get(&G.shader_info_lookup, hash);
if (desc) {
logf_info("Shader source file \"%F\" has changed", FMT_STR(name));
atomic_i32_eval_exchange(&desc->should_reload, 1);
}
}
#endif
/* ========================== *
* Render
* ========================== */