hot reloading for included shaders
This commit is contained in:
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a1fcf2ce08
commit
b228ffe7b6
@ -2,3 +2,8 @@ float4 linear_from_srgb(float4 srgb)
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{
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return float4(pow(srgb.rgb, 2.2), srgb.a);
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}
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float bla(float a)
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{
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return a;
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}
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@ -35,5 +35,6 @@ ps_input vs_main(vs_input input)
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float4 ps_main(ps_input input) : SV_TARGET
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{
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return globals.texture0.Sample(globals.sampler0, input.uv) * input.tint_lin;
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float4 color = globals.texture0.Sample(globals.sampler0, input.uv) * input.tint_lin;
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return color;
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}
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@ -43,6 +43,8 @@
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#define D3D11_SWAPCHAIN_FORMAT (DXGI_FORMAT_R8G8B8A8_UNORM)
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#define D3D11_SWAPCHAIN_RTV_FORMAT (DXGI_FORMAT_R8G8B8A8_UNORM_SRGB)
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#define SHADER_NAME_LEN 255
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struct dx11_shader {
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enum shader_kind kind;
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b32 valid; /* Is this shader allocated */
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@ -50,6 +52,9 @@ struct dx11_shader {
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ID3D11InputLayout *input_layout;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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struct string name;
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u8 name_text[SHADER_NAME_LEN];
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};
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struct dx11_constant_buffer_data {
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@ -145,6 +150,9 @@ struct dx11_shader_desc {
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/* Internal */
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#if RESOURCE_RELOADING
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struct arena includes_arena;
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struct sys_mutex includes_mutex;
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struct dict includes_dict;
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struct atomic_i32 should_reload;
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#endif
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};
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@ -181,7 +189,6 @@ GLOBAL struct {
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struct dx11_shader shaders[NUM_SHADERS];
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struct dx11_shader_desc shader_info[NUM_SHADERS];
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struct dict shader_info_lookup;
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} G = ZI, DEBUG_ALIAS(G, G_renderer_d3d11);
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@ -215,7 +222,10 @@ INTERNAL void send_constant_buffer_data(ID3D11Buffer *buffer, struct mat4x4 vp)
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INTERNAL void init_shader_table(void);
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INTERNAL void reload_shader(struct dx11_shader *shader, struct dx11_shader_desc *desc);
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#if RESOURCE_RELOADING
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INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name);
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#endif
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struct renderer_startup_receipt renderer_startup(struct sys_window *window)
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{
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@ -478,57 +488,109 @@ INTERNAL void init_shader_table(void)
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}
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};
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G.shader_info_lookup = dict_init(&G.arena, SHADER_INFO_LOOKUP_BINS);
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for (u64 i = SHADER_NONE + 1; i < ARRAY_COUNT(G.shader_info); ++i) {
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#if RESOURCE_RELOADING
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for (u64 i = 0; i < ARRAY_COUNT(G.shader_info); ++i) {
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struct dx11_shader_desc *desc = &G.shader_info[i];
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struct string name = string_from_cstr_no_limit(desc->name_cstr);
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u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
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dict_set(&G.arena, &G.shader_info_lookup, hash, desc);
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desc->includes_arena = arena_alloc(MEGABYTE(8));
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desc->includes_mutex = sys_mutex_alloc();
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desc->includes_dict = dict_init(&desc->includes_arena, 64);
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}
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#endif
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}
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/* ========================== *
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* Shader compilation
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* Shader dirty check
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* ========================== */
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/* TODO: Multithread shader compilation */
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#if RESOURCE_RELOADING
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INTERNAL void shader_add_include(struct dx11_shader_desc *desc, struct string include_name_src)
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{
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u64 hash = hash_fnv64(HASH_FNV64_BASIS, include_name_src);
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struct dict *dict = &desc->includes_dict;
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struct sys_lock lock = sys_mutex_lock_e(&desc->includes_mutex);
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{
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dict_set(&desc->includes_arena, dict, hash, 1);
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}
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sys_mutex_unlock(&lock);
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}
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#define DX11_MAX_INCLUDES 64
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INTERNAL void shader_reset_includes(struct dx11_shader_desc *desc)
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{
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struct dict *dict = &desc->includes_dict;
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struct sys_lock lock = sys_mutex_lock_e(&desc->includes_mutex);
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{
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dict_reset(dict);
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}
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sys_mutex_unlock(&lock);
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}
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INTERNAL b32 shader_set_dirty(struct string name)
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{
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b32 caused_dirty = false;
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for (u64 i = 0; i < NUM_SHADERS; ++i) {
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struct dx11_shader_desc *desc = &G.shader_info[i];
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struct string desc_name = string_from_cstr_no_limit(desc->name_cstr);
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if (string_eq(desc_name, name)) {
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atomic_i32_eval_exchange(&desc->should_reload, 1);
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caused_dirty = true;
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} else {
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struct dict *includes_dict = &desc->includes_dict;
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u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
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struct sys_lock lock = sys_mutex_lock_e(&desc->includes_mutex);
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{
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if (dict_get(includes_dict, hash) != 0) {
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atomic_i32_eval_exchange(&desc->should_reload, 1);
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caused_dirty = true;
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}
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}
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sys_mutex_unlock(&lock);
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}
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}
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return caused_dirty;
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}
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#endif
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/* ========================== *
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* Shader include handler
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* ========================== */
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struct dx11_include_handler {
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ID3DInclude d3d_handler;
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ID3DIncludeVtbl vtbl;
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struct dx11_shader *shader;
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struct string error;
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b32 has_open_resource;
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struct resource res;
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};
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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)
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INTERNAL HRESULT dx11_include_open(ID3DInclude *d3d_handler, D3D_INCLUDE_TYPE include_type, LPCSTR name_cstr, LPCVOID parent_data, LPCVOID *data_out, UINT *data_len_out)
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{
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__prof;
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(UNUSED)include_type;
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(UNUSED)parent_data;
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HRESULT result = E_FAIL;
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struct dx11_include_handler *handler = (struct dx11_include_handler *)d3d_handler;
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struct string name = string_from_cstr_no_limit((char *)name_cstr);
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if (handler->has_open_resource) {
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sys_panic(LIT("D3d include handler somehow already has a resource open"));
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}
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struct string path = string_from_cstr_no_limit((char *)path_cstr);
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if (resource_exists(path)) {
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if (resource_exists(name)) {
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handler->has_open_resource = true;
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struct resource *res = &handler->res;
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*res = resource_open(path);
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*res = resource_open(name);
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struct string data = resource_get_data(res);
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*data_out = data.text;
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*data_len_out = data.len;
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return S_OK;
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} else {
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handler->error = LIT("Resource not found.");
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return E_FAIL;
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result = S_OK;
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}
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return S_OK;
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#if RESOURCE_RELOADING
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shader_add_include(&G.shader_info[handler->shader->kind], name);
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#endif
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return result;
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}
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INTERNAL HRESULT dx11_include_close(ID3DInclude *d3d_handler, LPCVOID data)
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@ -543,12 +605,13 @@ INTERNAL HRESULT dx11_include_close(ID3DInclude *d3d_handler, LPCVOID data)
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return S_OK;
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}
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INTERNAL struct dx11_include_handler dx11_include_handler_alloc(void)
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INTERNAL struct dx11_include_handler dx11_include_handler_alloc(struct dx11_shader *shader)
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{
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struct dx11_include_handler handler = ZI;
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handler.d3d_handler.lpVtbl = &handler.vtbl;
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handler.vtbl.Open = dx11_include_open;
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handler.vtbl.Close = dx11_include_close;
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handler.shader = shader;
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return handler;
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}
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@ -560,17 +623,37 @@ INTERNAL void dx11_include_handler_release(struct dx11_include_handler *handler)
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}
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}
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/* ========================== *
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* Shader compilation
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* ========================== */
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/* TODO: Multithread shader compilation */
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/* If shader compilation fails, then error string is returned allocated on `arena` */
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INTERNAL struct string shader_alloc(struct arena *arena, struct dx11_shader *shader, struct dx11_shader_desc *shader_desc, struct resource *src_res)
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{
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__prof;
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struct temp_arena scratch = scratch_begin(arena);
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struct dx11_include_handler vs_include_handler = dx11_include_handler_alloc();
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struct dx11_include_handler ps_include_handler = dx11_include_handler_alloc();
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struct string error_str = ZI;
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struct string res_name = resource_get_name(src_res);
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if (res_name.len > SHADER_NAME_LEN) {
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sys_panic(string_format(scratch.arena,
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LIT("Shader name \"%F\" too long (%F > %F)"),
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FMT_STR(res_name),
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FMT_UINT(res_name.len),
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FMT_UINT(SHADER_NAME_LEN)));
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}
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MEMCPY(shader->name_text, res_name.text, res_name.len);
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shader->name = STRING(res_name.len, shader->name_text);
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shader->kind = shader_desc->kind;
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shader->vertex_size = shader_desc->vertex_size;
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#if RESOURCE_RELOADING
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shader_reset_includes(shader_desc);
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#endif
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struct dx11_include_handler include_handler = dx11_include_handler_alloc(shader);
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u32 flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR;
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#if D3D11_SHADER_DEBUG
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@ -586,13 +669,13 @@ INTERNAL struct string shader_alloc(struct arena *arena, struct dx11_shader *sha
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b32 success = false;
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{
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struct string shader_src = resource_get_data(src_res);
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logf_info("Compiling shader \"%F\"", FMT_STR(resource_get_name(src_res)));
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logf_info("Compiling shader \"%F\"", FMT_STR(shader->name));
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/* Compile shader */
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/* TODO: pre-compile shaders w/ FXC? */
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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);
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HRESULT hr = D3DCompile(shader_src.text, shader_src.len, NULL, NULL, (ID3DInclude *)&include_handler, "vs_main", "vs_5_0", flags, 0, &vs_blob, &error_blob);
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if (SUCCEEDED(hr)) {
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ID3D11Device_CreateVertexShader(G.dev, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), NULL, &shader->vs);
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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);
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hr = D3DCompile(shader_src.text, shader_src.len, NULL, NULL, (ID3DInclude *)&include_handler, "ps_main", "ps_5_0", flags, 0, &ps_blob, &error_blob);
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if (SUCCEEDED(hr)) {
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ID3D11Device_CreatePixelShader(G.dev, ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob), NULL, &shader->ps);
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success = true;
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@ -623,9 +706,8 @@ INTERNAL struct string shader_alloc(struct arena *arena, struct dx11_shader *sha
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error_blob_str.len -= 1;
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}
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if (error_blob_str.len > 0) {
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struct string include_error = vs_include_handler.error.len > 0 ? vs_include_handler.error : ps_include_handler.error;
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if (include_error.len > 0) {
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error_str = string_format(arena, LIT("%F %F"), FMT_STR(error_blob_str), FMT_STR(include_error));
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if (include_handler.error.len > 0) {
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error_str = string_format(arena, LIT("%F %F"), FMT_STR(error_blob_str), FMT_STR(include_handler.error));
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} else {
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error_str = string_copy(arena, error_blob_str);
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}
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@ -645,8 +727,7 @@ INTERNAL struct string shader_alloc(struct arena *arena, struct dx11_shader *sha
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shader->valid = true;
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dx11_include_handler_release(&ps_include_handler);
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dx11_include_handler_release(&vs_include_handler);
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dx11_include_handler_release(&include_handler);
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scratch_end(scratch);
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return error_str;
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}
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@ -709,11 +790,8 @@ INTERNAL void reload_shader(struct dx11_shader *old_shader, struct dx11_shader_d
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#if RESOURCE_RELOADING
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INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name)
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{
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u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
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struct dx11_shader_desc *desc = (struct dx11_shader_desc *)dict_get(&G.shader_info_lookup, hash);
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if (desc) {
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if (shader_set_dirty(name)) {
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logf_info("Shader source file \"%F\" has changed", FMT_STR(name));
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atomic_i32_eval_exchange(&desc->should_reload, 1);
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}
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}
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#endif
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@ -751,7 +829,7 @@ INTERNAL void dx11_render(ID3D11RenderTargetView *target, struct renderer_cmd_bu
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ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 1, &G.vs_constant_buffer);
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ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 1, &G.vs_constant_buffer);
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struct dx11_shader *last_shader = NULL;
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struct dx11_shader *prev_shader = NULL;
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struct renderer_cmd *cmd = cmdbuff ? cmdbuff->gpu_cmd_store.cmd_first : NULL;
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for (; cmd; cmd = cmd->next) {
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@ -759,11 +837,11 @@ INTERNAL void dx11_render(ID3D11RenderTargetView *target, struct renderer_cmd_bu
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struct dx11_buffer *buffer = &cmdbuff->buffers[shader->kind];
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/* Activate shader */
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if (shader != last_shader) {
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if (shader != prev_shader) {
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ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
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ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
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ID3D11DeviceContext_IASetInputLayout(G.devcon, shader->input_layout);
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last_shader = shader;
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prev_shader = shader;
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}
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ID3D11ShaderResourceView *null_srv[1] = { NULL };
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@ -136,6 +136,15 @@ INLINE struct dict dict_init(struct arena *arena, u64 bins_count)
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return dict;
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}
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INLINE void dict_reset(struct dict *dict)
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{
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MEMZERO(dict->bins, sizeof(*dict->bins) * dict->bins_count);
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if (dict->first) {
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dict->last->next = dict->first_free;
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dict->first_free = dict->first;
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}
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}
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INLINE struct dict_entry *dict_ensure_entry(struct arena *arena, struct dict *dict, u64 hash)
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{
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__prof;
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