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GiantsTools/Sdk/External/DirectXTK/Src/DGSLEffectFactory.cpp
2021-01-23 15:40:09 -08:00

610 lines
18 KiB
C++

//--------------------------------------------------------------------------------------
// File: DGSLEffectFactory.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "Effects.h"
#include "DemandCreate.h"
#include "SharedResourcePool.h"
#include "DDSTextureLoader.h"
#include "WICTextureLoader.h"
#include <string.h>
#include "BinaryReader.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
static_assert(DGSLEffect::MaxTextures == DGSLEffectFactory::DGSLEffectInfo::BaseTextureOffset + _countof(DGSLEffectFactory::DGSLEffectInfo::textures), "DGSL supports 8 textures");
// Internal DGSLEffectFactory implementation class. Only one of these helpers is allocated
// per D3D device, even if there are multiple public facing DGSLEffectFactory instances.
class DGSLEffectFactory::Impl
{
public:
Impl(_In_ ID3D11Device* device)
: mPath{},
mDevice(device),
mSharing(true),
mForceSRGB(false)
{}
std::shared_ptr<IEffect> CreateEffect(_In_ DGSLEffectFactory* factory, _In_ const IEffectFactory::EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext);
std::shared_ptr<IEffect> CreateDGSLEffect(_In_ DGSLEffectFactory* factory, _In_ const DGSLEffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext);
void CreateTexture(_In_z_ const wchar_t* texture, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView);
void CreatePixelShader(_In_z_ const wchar_t* shader, _Outptr_ ID3D11PixelShader** pixelShader);
void ReleaseCache();
void SetSharing(bool enabled) noexcept { mSharing = enabled; }
void EnableForceSRGB(bool forceSRGB) noexcept { mForceSRGB = forceSRGB; }
static SharedResourcePool<ID3D11Device*, Impl> instancePool;
wchar_t mPath[MAX_PATH];
ComPtr<ID3D11Device> mDevice;
private:
using EffectCache = std::map< std::wstring, std::shared_ptr<IEffect> >;
using TextureCache = std::map< std::wstring, ComPtr<ID3D11ShaderResourceView> >;
using ShaderCache = std::map< std::wstring, ComPtr<ID3D11PixelShader> >;
EffectCache mEffectCache;
EffectCache mEffectCacheSkinning;
TextureCache mTextureCache;
ShaderCache mShaderCache;
bool mSharing;
bool mForceSRGB;
std::mutex mutex;
};
// Global instance pool.
SharedResourcePool<ID3D11Device*, DGSLEffectFactory::Impl> DGSLEffectFactory::Impl::instancePool;
_Use_decl_annotations_
std::shared_ptr<IEffect> DGSLEffectFactory::Impl::CreateEffect(DGSLEffectFactory* factory, const DGSLEffectFactory::EffectInfo& info, ID3D11DeviceContext* deviceContext)
{
if (info.enableDualTexture)
{
throw std::exception("DGSLEffect does not support multiple texcoords");
}
if (mSharing && info.name && *info.name)
{
if (info.enableSkinning)
{
auto it = mEffectCacheSkinning.find(info.name);
if (it != mEffectCacheSkinning.end())
{
return it->second;
}
}
else
{
auto it = mEffectCache.find(info.name);
if (it != mEffectCache.end())
{
return it->second;
}
}
}
auto effect = std::make_shared<DGSLEffect>(mDevice.Get(), nullptr, info.enableSkinning);
effect->EnableDefaultLighting();
effect->SetLightingEnabled(true);
XMVECTOR color = XMLoadFloat3(&info.ambientColor);
effect->SetAmbientColor(color);
color = XMLoadFloat3(&info.diffuseColor);
effect->SetDiffuseColor(color);
effect->SetAlpha(info.alpha);
if (info.perVertexColor)
{
effect->SetVertexColorEnabled(true);
}
if (info.specularColor.x != 0 || info.specularColor.y != 0 || info.specularColor.z != 0)
{
color = XMLoadFloat3(&info.specularColor);
effect->SetSpecularColor(color);
effect->SetSpecularPower(info.specularPower);
}
if (info.emissiveColor.x != 0 || info.emissiveColor.y != 0 || info.emissiveColor.z != 0)
{
color = XMLoadFloat3(&info.emissiveColor);
effect->SetEmissiveColor(color);
}
if (info.diffuseTexture && *info.diffuseTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.diffuseTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(srv.Get());
effect->SetTextureEnabled(true);
}
if (mSharing && info.name && *info.name)
{
std::lock_guard<std::mutex> lock(mutex);
EffectCache::value_type v(info.name, effect);
if (info.enableSkinning)
{
mEffectCacheSkinning.insert(v);
}
else
{
mEffectCache.insert(v);
}
}
return std::move(effect);
}
_Use_decl_annotations_
std::shared_ptr<IEffect> DGSLEffectFactory::Impl::CreateDGSLEffect(DGSLEffectFactory* factory, const DGSLEffectFactory::DGSLEffectInfo& info, ID3D11DeviceContext* deviceContext)
{
if (mSharing && info.name && *info.name)
{
if (info.enableSkinning)
{
auto it = mEffectCacheSkinning.find(info.name);
if (it != mEffectCacheSkinning.end())
{
return it->second;
}
}
else
{
auto it = mEffectCache.find(info.name);
if (it != mEffectCache.end())
{
return it->second;
}
}
}
std::shared_ptr<DGSLEffect> effect;
bool lighting = true;
bool allowSpecular = true;
if (!info.pixelShader || !*info.pixelShader)
{
effect = std::make_shared<DGSLEffect>(mDevice.Get(), nullptr, info.enableSkinning);
}
else
{
wchar_t root[MAX_PATH] = {};
auto last = wcsrchr(info.pixelShader, '_');
if (last)
{
wcscpy_s(root, last + 1);
}
else
{
wcscpy_s(root, info.pixelShader);
}
auto first = wcschr(root, '.');
if (first)
*first = 0;
if (!_wcsicmp(root, L"lambert"))
{
allowSpecular = false;
effect = std::make_shared<DGSLEffect>(mDevice.Get(), nullptr, info.enableSkinning);
}
else if (!_wcsicmp(root, L"phong"))
{
effect = std::make_shared<DGSLEffect>(mDevice.Get(), nullptr, info.enableSkinning);
}
else if (!_wcsicmp(root, L"unlit"))
{
lighting = false;
effect = std::make_shared<DGSLEffect>(mDevice.Get(), nullptr, info.enableSkinning);
}
else if (mDevice->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
{
// DGSL shaders are not compatible with Feature Level 9.x, use fallback shader
wcscat_s(root, L".cso");
ComPtr<ID3D11PixelShader> ps;
factory->CreatePixelShader(root, ps.GetAddressOf());
effect = std::make_shared<DGSLEffect>(mDevice.Get(), ps.Get(), info.enableSkinning);
}
else
{
// Create DGSL shader and use it for the effect
ComPtr<ID3D11PixelShader> ps;
factory->CreatePixelShader(info.pixelShader, ps.GetAddressOf());
effect = std::make_shared<DGSLEffect>(mDevice.Get(), ps.Get(), info.enableSkinning);
}
}
if (lighting)
{
effect->EnableDefaultLighting();
effect->SetLightingEnabled(true);
}
XMVECTOR color = XMLoadFloat3(&info.ambientColor);
effect->SetAmbientColor(color);
color = XMLoadFloat3(&info.diffuseColor);
effect->SetDiffuseColor(color);
effect->SetAlpha(info.alpha);
if (info.perVertexColor)
{
effect->SetVertexColorEnabled(true);
}
effect->SetAlphaDiscardEnable(true);
if (allowSpecular
&& (info.specularColor.x != 0 || info.specularColor.y != 0 || info.specularColor.z != 0))
{
color = XMLoadFloat3(&info.specularColor);
effect->SetSpecularColor(color);
effect->SetSpecularPower(info.specularPower);
}
else
{
effect->DisableSpecular();
}
if (info.emissiveColor.x != 0 || info.emissiveColor.y != 0 || info.emissiveColor.z != 0)
{
color = XMLoadFloat3(&info.emissiveColor);
effect->SetEmissiveColor(color);
}
if (info.diffuseTexture && *info.diffuseTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.diffuseTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(srv.Get());
effect->SetTextureEnabled(true);
}
if (info.specularTexture && *info.specularTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.specularTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(1, srv.Get());
effect->SetTextureEnabled(true);
}
if (info.normalTexture && *info.normalTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.normalTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(2, srv.Get());
effect->SetTextureEnabled(true);
}
if (info.emissiveTexture && *info.emissiveTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.emissiveTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(3, srv.Get());
effect->SetTextureEnabled(true);
}
for (size_t j = 0; j < _countof(info.textures); ++j)
{
if (info.textures[j] && *info.textures[j])
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.textures[j], deviceContext, srv.GetAddressOf());
effect->SetTexture(static_cast<int>(j) + DGSLEffectInfo::BaseTextureOffset, srv.Get());
effect->SetTextureEnabled(true);
}
}
if (mSharing && info.name && *info.name)
{
std::lock_guard<std::mutex> lock(mutex);
EffectCache::value_type v(info.name, effect);
if (info.enableSkinning)
{
mEffectCacheSkinning.insert(v);
}
else
{
mEffectCache.insert(v);
}
}
return std::move(effect);
}
_Use_decl_annotations_
void DGSLEffectFactory::Impl::CreateTexture(const wchar_t* name, ID3D11DeviceContext* deviceContext, ID3D11ShaderResourceView** textureView)
{
if (!name || !textureView)
throw std::exception("invalid arguments");
#if defined(_XBOX_ONE) && defined(_TITLE)
UNREFERENCED_PARAMETER(deviceContext);
#endif
auto it = mTextureCache.find(name);
if (mSharing && it != mTextureCache.end())
{
ID3D11ShaderResourceView* srv = it->second.Get();
srv->AddRef();
*textureView = srv;
}
else
{
wchar_t fullName[MAX_PATH] = {};
wcscpy_s(fullName, mPath);
wcscat_s(fullName, name);
WIN32_FILE_ATTRIBUTE_DATA fileAttr = {};
if (!GetFileAttributesExW(fullName, GetFileExInfoStandard, &fileAttr))
{
// Try Current Working Directory (CWD)
wcscpy_s(fullName, name);
if (!GetFileAttributesExW(fullName, GetFileExInfoStandard, &fileAttr))
{
DebugTrace("ERROR: DGSLEffectFactory could not find texture file '%ls'\n", name);
throw std::exception("CreateTexture");
}
}
wchar_t ext[_MAX_EXT];
_wsplitpath_s(name, nullptr, 0, nullptr, 0, nullptr, 0, ext, _MAX_EXT);
if (_wcsicmp(ext, L".dds") == 0)
{
HRESULT hr = CreateDDSTextureFromFileEx(
mDevice.Get(), fullName, 0,
D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, 0, 0,
mForceSRGB, nullptr, textureView);
if (FAILED(hr))
{
DebugTrace("ERROR: CreateDDSTextureFromFile failed (%08X) for '%ls'\n",
static_cast<unsigned int>(hr), fullName);
throw std::exception("CreateDDSTextureFromFile");
}
}
#if !defined(_XBOX_ONE) || !defined(_TITLE)
else if (deviceContext)
{
std::lock_guard<std::mutex> lock(mutex);
HRESULT hr = CreateWICTextureFromFileEx(
mDevice.Get(), deviceContext, fullName, 0,
D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, 0, 0,
mForceSRGB ? WIC_LOADER_FORCE_SRGB : WIC_LOADER_DEFAULT, nullptr, textureView);
if (FAILED(hr))
{
DebugTrace("ERROR: CreateWICTextureFromFile failed (%08X) for '%ls'\n",
static_cast<unsigned int>(hr), fullName);
throw std::exception("CreateWICTextureFromFile");
}
}
#endif
else
{
HRESULT hr = CreateWICTextureFromFileEx(
mDevice.Get(), fullName, 0,
D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, 0, 0,
mForceSRGB ? WIC_LOADER_FORCE_SRGB : WIC_LOADER_DEFAULT, nullptr, textureView);
if (FAILED(hr))
{
DebugTrace("ERROR: CreateWICTextureFromFile failed (%08X) for '%ls'\n",
static_cast<unsigned int>(hr), fullName);
throw std::exception("CreateWICTextureFromFile");
}
}
if (mSharing && *name && it == mTextureCache.end())
{
std::lock_guard<std::mutex> lock(mutex);
TextureCache::value_type v(name, *textureView);
mTextureCache.insert(v);
}
}
}
_Use_decl_annotations_
void DGSLEffectFactory::Impl::CreatePixelShader(const wchar_t* name, ID3D11PixelShader** pixelShader)
{
if (!name || !pixelShader)
throw std::exception("invalid arguments");
auto it = mShaderCache.find(name);
if (mSharing && it != mShaderCache.end())
{
ID3D11PixelShader* ps = it->second.Get();
ps->AddRef();
*pixelShader = ps;
}
else
{
wchar_t fullName[MAX_PATH] = {};
wcscpy_s(fullName, mPath);
wcscat_s(fullName, name);
WIN32_FILE_ATTRIBUTE_DATA fileAttr = {};
if (!GetFileAttributesExW(fullName, GetFileExInfoStandard, &fileAttr))
{
// Try Current Working Directory (CWD)
wcscpy_s(fullName, name);
if (!GetFileAttributesExW(fullName, GetFileExInfoStandard, &fileAttr))
{
DebugTrace("ERROR: DGSLEffectFactory could not find shader file '%ls'\n", name);
throw std::exception("CreatePixelShader");
}
}
size_t dataSize = 0;
std::unique_ptr<uint8_t[]> data;
HRESULT hr = BinaryReader::ReadEntireFile(fullName, data, &dataSize);
if (FAILED(hr))
{
DebugTrace("ERROR: CreatePixelShader failed (%08X) to load shader file '%ls'\n",
static_cast<unsigned int>(hr), fullName);
throw std::exception("CreatePixelShader");
}
ThrowIfFailed(
mDevice->CreatePixelShader(data.get(), dataSize, nullptr, pixelShader));
assert(pixelShader != nullptr && *pixelShader != nullptr);
_Analysis_assume_(pixelShader != nullptr && *pixelShader != nullptr);
if (mSharing && *name && it == mShaderCache.end())
{
std::lock_guard<std::mutex> lock(mutex);
ShaderCache::value_type v(name, *pixelShader);
mShaderCache.insert(v);
}
}
}
void DGSLEffectFactory::Impl::ReleaseCache()
{
std::lock_guard<std::mutex> lock(mutex);
mEffectCache.clear();
mEffectCacheSkinning.clear();
mTextureCache.clear();
mShaderCache.clear();
}
//--------------------------------------------------------------------------------------
// DGSLEffectFactory
//--------------------------------------------------------------------------------------
DGSLEffectFactory::DGSLEffectFactory(_In_ ID3D11Device* device)
: pImpl(Impl::instancePool.DemandCreate(device))
{
}
DGSLEffectFactory::~DGSLEffectFactory()
{
}
DGSLEffectFactory::DGSLEffectFactory(DGSLEffectFactory&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
}
DGSLEffectFactory& DGSLEffectFactory::operator= (DGSLEffectFactory&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// IEffectFactory methods
_Use_decl_annotations_
std::shared_ptr<IEffect> DGSLEffectFactory::CreateEffect(const EffectInfo& info, ID3D11DeviceContext* deviceContext)
{
return pImpl->CreateEffect(this, info, deviceContext);
}
_Use_decl_annotations_
void DGSLEffectFactory::CreateTexture(const wchar_t* name, ID3D11DeviceContext* deviceContext, ID3D11ShaderResourceView** textureView)
{
return pImpl->CreateTexture(name, deviceContext, textureView);
}
// DGSL methods.
_Use_decl_annotations_
std::shared_ptr<IEffect> DGSLEffectFactory::CreateDGSLEffect(const DGSLEffectInfo& info, ID3D11DeviceContext* deviceContext)
{
return pImpl->CreateDGSLEffect(this, info, deviceContext);
}
_Use_decl_annotations_
void DGSLEffectFactory::CreatePixelShader(const wchar_t* shader, ID3D11PixelShader** pixelShader)
{
pImpl->CreatePixelShader(shader, pixelShader);
}
// Settings
void DGSLEffectFactory::ReleaseCache()
{
pImpl->ReleaseCache();
}
void DGSLEffectFactory::SetSharing(bool enabled) noexcept
{
pImpl->SetSharing(enabled);
}
void DGSLEffectFactory::EnableForceSRGB(bool forceSRGB) noexcept
{
pImpl->EnableForceSRGB(forceSRGB);
}
void DGSLEffectFactory::SetDirectory(_In_opt_z_ const wchar_t* path) noexcept
{
if (path && *path != 0)
{
wcscpy_s(pImpl->mPath, path);
size_t len = wcsnlen(pImpl->mPath, MAX_PATH);
if (len > 0 && len < (MAX_PATH - 1))
{
// Ensure it has a trailing slash
if (pImpl->mPath[len - 1] != L'\\')
{
pImpl->mPath[len] = L'\\';
pImpl->mPath[len + 1] = 0;
}
}
}
else
*pImpl->mPath = 0;
}
ID3D11Device* DGSLEffectFactory::GetDevice() const noexcept
{
return pImpl->mDevice.Get();
}