public void CreateDeviceDependentResources(DeviceResources resources)
        {
            this.deviceResources = resources;

            var d3dDevice = this.deviceResources.D3DDevice;

            // Create the shaders
            byte[] vertexShaderBytecode = File.ReadAllBytes("VertexShader.cso");
            this.g_pVertexShader       = d3dDevice.CreateVertexShader(vertexShaderBytecode, null);
            this.g_pHullShaderInteger  = d3dDevice.CreateHullShader(File.ReadAllBytes("HullShaderInteger.cso"), null);
            this.g_pHullShaderFracEven = d3dDevice.CreateHullShader(File.ReadAllBytes("HullShaderFracEven.cso"), null);
            this.g_pHullShaderFracOdd  = d3dDevice.CreateHullShader(File.ReadAllBytes("HullShaderFracOdd.cso"), null);
            this.g_pDomainShader       = d3dDevice.CreateDomainShader(File.ReadAllBytes("DomainShader.cso"), null);
            this.g_pPixelShader        = d3dDevice.CreatePixelShader(File.ReadAllBytes("PixelShader.cso"), null);
            this.g_pSolidColorPS       = d3dDevice.CreatePixelShader(File.ReadAllBytes("SolidColorPS.cso"), null);

            // Create our vertex input layout - this matches the BEZIER_CONTROL_POINT structure
            D3D11InputElementDesc[] layoutDesc = new D3D11InputElementDesc[]
            {
                new D3D11InputElementDesc
                {
                    SemanticName         = "POSITION",
                    SemanticIndex        = 0,
                    Format               = DxgiFormat.R32G32B32Float,
                    InputSlot            = 0,
                    AlignedByteOffset    = 0,
                    InputSlotClass       = D3D11InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                }
            };

            this.g_pPatchLayout = this.deviceResources.D3DDevice.CreateInputLayout(layoutDesc, vertexShaderBytecode);

            // Create constant buffers
            this.g_pcbPerFrame = d3dDevice.CreateBuffer(new D3D11BufferDesc(ConstantBufferConstants.Size, D3D11BindOptions.ConstantBuffer));

            // Create solid and wireframe rasterizer state objects
            D3D11RasterizerDesc rasterDesc = D3D11RasterizerDesc.Default;

            rasterDesc.CullMode           = D3D11CullMode.None;
            rasterDesc.IsDepthClipEnabled = true;

            rasterDesc.FillMode          = D3D11FillMode.Solid;
            this.g_pRasterizerStateSolid = d3dDevice.CreateRasterizerState(rasterDesc);

            rasterDesc.FillMode = D3D11FillMode.WireFrame;
            this.g_pRasterizerStateWireframe = d3dDevice.CreateRasterizerState(rasterDesc);

            D3D11BufferDesc vbdesc = D3D11BufferDesc.From(MobiusStrip.Points, D3D11BindOptions.VertexBuffer);

            this.g_pControlPointVB = d3dDevice.CreateBuffer(vbdesc, MobiusStrip.Points, 0, 0);

            XMFloat3 vecEye = new XMFloat3(1.0f, 1.5f, -3.5f);
            XMFloat3 vecAt  = new XMFloat3(0.0f, 0.0f, 0.0f);
            XMFloat3 vecUp  = new XMFloat3(0.0f, 1.0f, 0.0f);

            this.ViewMatrix = XMMatrix.LookAtLH(vecEye, vecAt, vecUp);
            this.EyePt      = vecEye;
        }
        public void LoadShader(string filename, out D3D11HullShader shader)
        {
            byte[] data = File.ReadAllBytes(filename);

            shader = this.d3dDevice.CreateHullShader(data, null);
        }
示例#3
0
文件: EmitContext.cs 项目: kzyg/spark
        private void EmitPipeline(
            IEmitModule emitModule,
            MidPipelineDecl midPipeline)
        {
            var range = midPipeline.Range;

            // Create the class to represent the pipeline

            EmitClassFlags ifaceFlags = EmitClassFlags.None;
            EmitClassFlags implFlags  = EmitClassFlags.Hidden | EmitClassFlags.Implementation;

            if (!midPipeline.IsPrimary)
            {
                ifaceFlags |= EmitClassFlags.Mixin;
                // The "impl" class is treated as always primary
            }

            // this is a terrible horrible hack to detect a stdlib clas
            // (which means we *don't* want it in the generated header...
            var className = midPipeline.Name.ToString();

            if (className.StartsWith("D3D11"))
            {
                ifaceFlags |= EmitClassFlags.Internal;
                implFlags  |= EmitClassFlags.Internal;
                className   = string.Format("spark::d3d11::{0}", className);
            }

            var baseFacets = (from f in midPipeline.Facets
                              where f != midPipeline.DirectFacet
                              select f).ToArray();

            var primaryBaseFacet = (from f in baseFacets
                                    where f.OriginalShaderClass.Decl.IsPrimary
                                    select f).FirstOrDefault();

            ShaderClassInfo primaryBaseInfo  = null;
            IEmitClass      primaryBaseClass = null;

            if (primaryBaseFacet != null)
            {
                primaryBaseInfo  = _mapShaderClassToInfo[primaryBaseFacet.OriginalShaderClass.Decl];
                primaryBaseClass = primaryBaseInfo.InterfaceClass;
            }

            var        pipelineEnv = new EmitEnv(_moduleEnv);
            IEmitClass ifaceClass  = emitModule.CreateClass(
                className,
                midPipeline.IsPrimary ? primaryBaseClass : null,
                ifaceFlags);

            var info = new ShaderClassInfo
            {
                MidClassDecl    = midPipeline,
                InheritedFacets = new ShaderFacetInfo[midPipeline.Facets.Count() - 1],
            };

            info.InterfaceClass = ifaceClass;

            _mapShaderClassToInfo[midPipeline] = info;

            // Before we create fields declared in Spark, we
            // first create the "hidden" fields that represent
            // an instance at run-time:
            if (primaryBaseInfo == null && midPipeline.IsPrimary)
            {
                // We need two fields here for any root-of-the-hierarchy
                // class (which should actually be declared off in a header somewhere).
                // The first is a "class info" pointer:
                ifaceClass.AddPrivateField(
                    Target.GetOpaqueType("void*"),
                    "__classInfo");

                // The second is the reference-count field:
                ifaceClass.AddPrivateField(
                    Target.GetBuiltinType("UINT"),
                    "__referenceCount");
            }

            // Create fields to represent the various attributes
            var constantElement = GetElement(midPipeline, "Constant");
            var uniformElement  = GetElement(midPipeline, "Uniform");

            // Direct facet:
            var directFacetDecl = midPipeline.DirectFacet;
            var directFacetInfo = CreateDirectFacet(
                directFacetDecl,
                constantElement,
                uniformElement,
                ifaceClass,
                pipelineEnv);

            info.DirectFacet = directFacetInfo;

            ifaceClass.WrapperWriteLineProtected(
                "{0}* _StaticCastImpl( void* ) {{ return this; }}",
                className);

            // Base-class facet, if any
            if (primaryBaseInfo != null)
            {
                if (midPipeline.IsPrimary)
                {
                    AddPrimaryBaseFacet(
                        info,
                        primaryBaseInfo,
                        (b, shaderObj) => shaderObj);
                }
                else
                {
                    var fieldName  = "_Base_" + primaryBaseInfo.MidClassDecl.Name.ToString();
                    var fieldType  = primaryBaseInfo.InterfaceClass.Pointer();
                    var facetField = ifaceClass.AddPrivateField(
                        fieldType,
                        fieldName);

                    info.DirectFacet.Mixins.Add(
                        new ShaderFacetMixinInfo(
                            primaryBaseInfo.MidClassDecl,
                            facetField));

                    AddPrimaryBaseFacet(
                        info,
                        primaryBaseInfo,
                        (b, shaderObj) =>
                        b.GetArrow(shaderObj, facetField));


                    foreach (var bf in primaryBaseInfo.AllFacets)
                    {
                        var baseFacet = bf; // avoid capture

                        AddForwardingAccessors(
                            info.InterfaceClass,
                            baseFacet);

                        var baseClass = _mapShaderClassToInfo[baseFacet.OriginalClass];

                        ifaceClass.WrapperWriteLineProtected(
                            "{0}* _StaticCastImpl( {0}* ) {{ return {1}; }}",
                            baseClass.InterfaceClass.GetName(),
                            fieldName);
                    }
                }
            }


            // Inherited facets:
            foreach (var f in midPipeline.Facets)
            {
                // Clearly don't want to embed a facet for ourself...
                if (f == midPipeline.DirectFacet)
                {
                    continue;
                }

                // Primary classes will already be covered by
                // the inheritance chain...
                if (f.OriginalShaderClass.Decl.IsPrimary)
                {
                    continue;
                }

                // We may have inherited an interface
                // to this facet through our base...
                if (primaryBaseFacet != null)
                {
                    if (primaryBaseFacet.OriginalShaderClass.Decl.Facets.Any(
                            (otherF) => otherF.OriginalShaderClass.Decl == f.OriginalShaderClass.Decl))
                    {
                        continue;
                    }
                }

                // Otherwise we need a public field
                // to expose the facet:

                var facetClassDecl = f.OriginalShaderClass.Decl;
                var facetClassInfo = _mapShaderClassToInfo[facetClassDecl];

                // \todo: get pointer type... :(
                var fieldType = facetClassInfo.InterfaceClass.Pointer();

                var fieldName = string.Format(
                    "_Mixin_{0}",
                    f.OriginalShaderClass.Decl.Name.ToString());

                var field = ifaceClass.AddPrivateField(fieldType, fieldName);

                info.DirectFacet.Mixins.Add(
                    new ShaderFacetMixinInfo(
                        facetClassDecl,
                        field));

                ifaceClass.WrapperWriteLineProtected(
                    "{0} _StaticCastImpl( {0} ) {{ return {1}; }}",
                    fieldType.ToString(),
                    fieldName);

                AddBaseFacet(
                    info,
                    facetClassInfo.DirectFacet,
                    (b, shaderObj) => b.GetArrow(shaderObj, field));

                AddForwardingAccessors(
                    info.InterfaceClass,
                    facetClassInfo.DirectFacet);
            }

            /*
             *
             *
             *
             * foreach (var a in constantElement.Attributes)
             * {
             *  var attr = a; // Avoid capture.
             *
             *  if (attr.Exp == null) continue;
             *
             *  pipelineEnv.Insert(attr,
             *      (b) => EmitExp(attr.Exp, b, pipelineEnv));
             * }
             * foreach (var a in uniformElement.Attributes)
             * {
             *  var attr = a; // Avoid capture.
             *
             *  if (attr.Exp != null) continue;
             *
             *  var attrType = EmitType(attr.Type, pipelineEnv);
             *  var attrName = attr.Name.ToString();
             *
             *  var attrField = emitClass.AddPublicField(attrType, attrName);
             *
             *  pipelineEnv.Insert(attr,
             *      (b) => b.GetArrow(
             *          b.Method.ThisParameter,
             *          attrField));
             * }
             */

            var sharedHLSL = new HLSL.SharedContextHLSL(Identifiers, Diagnostics);
            var emitPass   = new PassEmitContext()
            {
                EmitContext     = this,
                MidPass         = midPipeline,
                SharedHLSL      = sharedHLSL,
                EmitClass       = ifaceClass,
                ShaderClassEnv  = pipelineEnv,
                ShaderClassInfo = info,
            };

            // Now emit stage-specific code.

            EmitStageInterface <D3D11VertexShader>(emitPass);
            EmitStageInterface <D3D11HullShader>(emitPass);
            EmitStageInterface <D3D11DomainShader>(emitPass);
            EmitStageInterface <D3D11GeometryShader>(emitPass);
            EmitStageInterface <D3D11PixelShader>(emitPass);
            // IA last since it generates the call to Draw*()
            EmitStageInterface <D3D11InputAssembler>(emitPass);


            // Do this *after* emitting the per-stage interface,
            // so that stages of the pipeline can bind attributes too.

            foreach (var f in info.AllFacets)
            {
                foreach (var a in f.Attributes)
                {
                    if (a == null)
                    {
                        continue;
                    }

                    var attr     = a.AttributeDecl;
                    var accessor = a.Accessor;
                    pipelineEnv.Insert(
                        attr,
                        (b) => accessor(b, b.Method.ThisParameter));
                }
            }

            ifaceClass.WrapperWriteLine("");
            ifaceClass.WrapperWriteLine(
                "// Statically cast shader to base/mixin class");
            ifaceClass.WrapperWriteLine(
                "template<typename TBase>");
            ifaceClass.WrapperWriteLine(
                "TBase* StaticCast() { return _StaticCastImpl(static_cast<TBase*>(nullptr)); }");


            ifaceClass.WrapperWriteLine("");
            ifaceClass.WrapperWriteLine(
                "// Spark implementation details follow. Do not depend on these:");
            ifaceClass.WrapperWriteLine("//");

            // Janky RTTI-like system: use the name of the class
            ifaceClass.WrapperWriteLine(
                "static const char* StaticGetShaderClassName() {{ return \"{0}\"; }}",
                className);

            ifaceClass.Seal();

            if (midPipeline.IsAbstract)
            {
                return;
            }

            var implBase = ifaceClass;

            if (!midPipeline.IsPrimary)
            {
                implBase = primaryBaseClass;

                if (implBase == null)
                {
                    throw new NotImplementedException();
                }
            }


            var implClass = emitModule.CreateClass(
                className,
                implBase,
                implFlags);

            ifaceClass.WrapperWriteLine(
                "static const spark::ShaderClassDesc* GetShaderClassDesc();");

            //

            // The impl class needs a field to hold each of its mixin bases...
            Dictionary <MidPipelineDecl, Func <IEmitBlock, IEmitVal> > getFacetPointerForBase = new Dictionary <MidPipelineDecl, Func <IEmitBlock, IEmitVal> >();

            var facetInfoData  = new List <IEmitVal>();
            var facetInfoCount = 0;

            foreach (var f in midPipeline.Facets)
            {
                // Clearly don't want to embed a facet for ourself...
                var facetClassDecl = f.OriginalShaderClass.Decl;

                if (facetClassDecl.IsPrimary)
                {
                    // Primary classes will already be covered by
                    // the inheritance chain...
                    getFacetPointerForBase[facetClassDecl] = (b) => b.Method.ThisParameter;

                    facetInfoData.Add(emitModule.LiteralString(_mapShaderClassToInfo[facetClassDecl].InterfaceClass.GetName()));
                    facetInfoData.Add(Target.LiteralU32(0));
                    facetInfoCount++;
                }
            }

            UInt32 facetOffset = ifaceClass.Size;

            foreach (var f in midPipeline.Facets)
            {
                // Clearly don't want to embed a facet for ourself...
                var facetClassDecl = f.OriginalShaderClass.Decl;

                if (!facetClassDecl.IsPrimary)
                {
                    // Mixin classes will be reflected as fields.
                    var facetClassInfo = _mapShaderClassToInfo[facetClassDecl];

                    var fieldType = facetClassInfo.InterfaceClass;

                    var fieldName = string.Format(
                        "_MixinImpl_{0}",
                        f.OriginalShaderClass.Decl.Name.ToString());

                    var field = implClass.AddPrivateField(fieldType, fieldName);
                    getFacetPointerForBase[facetClassDecl] = (b) => b.GetArrow(b.Method.ThisParameter, field).GetAddress();

                    facetInfoData.Add(emitModule.LiteralString(_mapShaderClassToInfo[facetClassDecl].InterfaceClass.GetName()));
                    facetInfoData.Add(Target.LiteralU32(facetOffset));
                    facetInfoCount++;

                    facetOffset += fieldType.Size;
                }
            }

            var facetInfoVal = emitModule.EmitGlobalStruct(
                null,
                facetInfoData.ToArray()).GetAddress();

            //

            var deviceType  = Target.GetOpaqueType("ID3D11Device*");
            var contextType = Target.GetOpaqueType("ID3D11DeviceContext*");

            // Create constructor

            var ctor       = implClass.CreateCtor();
            var ctorDevice = ctor.AddParameter(
                deviceType,
                "device");

            var facetInitBlock = ctor.EntryBlock.InsertBlock();
            var cbInit         = ctor.EntryBlock.InsertBlock();

            // First things first: wire up all the various facets to
            // the appropriate pointers:

            Dictionary <MidPipelineDecl, IEmitVal> initFacetPointers = new Dictionary <MidPipelineDecl, IEmitVal>();

            foreach (var p in getFacetPointerForBase)
            {
                var facet    = p.Key;
                var accessor = p.Value;

                var val = accessor(facetInitBlock);

                initFacetPointers[facet] = val;
            }

            foreach (var f in info.AllFacets)
            {
                var facetPointer = initFacetPointers[f.OriginalClass];

                foreach (var m in f.Mixins)
                {
                    var mixinPointer = initFacetPointers[m.OriginalClass];

                    facetInitBlock.SetArrow(
                        facetPointer,
                        m.MixinField,
                        facetInitBlock.CastRawPointer(
                            mixinPointer,
                            m.MixinField.Type));
                }
            }


            // Create destructor

            var dtor = implClass.CreateDtor();

            var cbFinit = dtor.EntryBlock.InsertBlock();

            // Create Submit() method

            var submit = implClass.CreateMethod(
                Target.VoidType,
                "Submit");
            var submitDevice = submit.AddParameter(
                deviceType,
                "device");
            var submitContext = submit.AddParameter(
                contextType,
                "context");
            var submitEnv = new EmitEnv(pipelineEnv);

            var cbSubmit = submit.EntryBlock.InsertBlock();


            var cbPointerType = Target.GetOpaqueType("ID3D11Buffer*");
            var cbField       = implClass.AddPrivateField(
                cbPointerType,
                "_cb");

            emitPass = new PassEmitContext()
            {
                EmitContext   = this,
                MidPass       = midPipeline,
                SharedHLSL    = sharedHLSL,
                InitBlock     = ctor.EntryBlock,
                ExecBlock     = submit.EntryBlock,
                DtorBlock     = dtor.EntryBlock,
                EmitClass     = implClass,
                CtorDevice    = ctorDevice,
                SubmitContext = submitContext,
                CtorThis      = ctor.ThisParameter,
                SubmitThis    = submit.ThisParameter,
                DtorThis      = dtor.ThisParameter,
                CBField       = cbField,
                SubmitEnv     = submitEnv,
            };

            // Now emit stage-specific code.

            var iaStage = new D3D11InputAssembler()
            {
                EmitPass = emitPass, Range = range
            };
            var vsStage = new D3D11VertexShader()
            {
                EmitPass = emitPass, Range = range
            };
            var hsStage = new D3D11HullShader()
            {
                EmitPass = emitPass, Range = range
            };
            var dsStage = new D3D11DomainShader()
            {
                EmitPass = emitPass, Range = range
            };
            var gsStage = new D3D11GeometryShader()
            {
                EmitPass = emitPass, Range = range
            };
            var psStage = new D3D11PixelShader()
            {
                EmitPass = emitPass, Range = range
            };

            vsStage.EmitImplSetup();
            iaStage.EmitImplSetup(); // IA after VS for bytecode dependency
            hsStage.EmitImplSetup();
            dsStage.EmitImplSetup();
            gsStage.EmitImplSetup();
            psStage.EmitImplSetup();

            psStage.EmitImplBindOM(); // OM first
            iaStage.EmitImplBind();   // IA as early as possible
            vsStage.EmitImplBind();
            hsStage.EmitImplBind();
            dsStage.EmitImplBind();
            gsStage.EmitImplBind();
            psStage.EmitImplBind();

            iaStage.EmitImplDraw();

            // Generate code to fill out CB after all the
            // stage-specific shader stuff, since these are
            // what compute the required @Uniform values.

            var block     = cbInit;
            var cbDescVal = block.Temp(
                "cbDesc",
                block.Struct(
                    "D3D11_BUFFER_DESC",
                    block.LiteralU32((UInt32)sharedHLSL.ConstantBufferSize),
                    block.Enum32("D3D11_USAGE", "D3D11_USAGE_DYNAMIC", D3D11Stage.D3D11_USAGE.D3D11_USAGE_DYNAMIC),
                    block.LiteralU32((UInt32)D3D11Stage.D3D11_BIND_FLAG.D3D11_BIND_CONSTANT_BUFFER),
                    block.LiteralU32((UInt32)D3D11Stage.D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE),
                    block.LiteralU32(0),
                    block.LiteralU32(0)));

            block.SetArrow(
                ctor.ThisParameter,
                cbField,
                cbPointerType.Null());
            block.CallCOM(
                ctorDevice,
                "ID3D11Device",
                "CreateBuffer",
                cbDescVal.GetAddress(),
                Target.GetBuiltinType("D3D11_SUBRESOURCE_DATA").Pointer().Null(),
                block.GetArrow(ctor.ThisParameter, cbField).GetAddress());

            block = cbSubmit;
            var mappedType  = Target.GetBuiltinType("D3D11_MAPPED_SUBRESOURCE");
            var cbMappedVal = block.Local("_cbMapped", mappedType);

            block.CallCOM(
                submitContext,
                "ID3D11DeviceContext",
                "Map",
                block.GetArrow(submit.ThisParameter, cbField),
                block.LiteralU32(0),
                block.Enum32("D3D11_MAP", "D3D11_MAP_WRITE_DISCARD", D3D11Stage.D3D11_MAP.D3D11_MAP_WRITE_DISCARD),
                block.LiteralU32(0),
                cbMappedVal.GetAddress());


            IEmitVal mappedData = block.Temp(
                "cbMappedData",
                block.CastRawPointer(
                    block.GetBuiltinField(cbMappedVal, "pData", Target.GetOpaqueType("void*"))));

            foreach (var u in sharedHLSL.Uniforms)
            {
                var val = EmitExp(u.Val, block, pipelineEnv);
                block.StoreRaw(
                    mappedData,
                    (UInt32)u.ByteOffset,
                    val);
            }

            block.CallCOM(
                submitContext,
                "ID3D11DeviceContext",
                "Unmap",
                block.GetArrow(submit.ThisParameter, cbField),
                block.LiteralU32(0));

            cbFinit.CallCOM(
                cbFinit.GetArrow(dtor.ThisParameter, cbField),
                "ID3D11Buffer",
                "Release");

            // Now generate calls to bind the depth-stencil and rasterizer states

            var rsStateAttr = FindAttribute(midPipeline, "Uniform", "RS_State").First();
            var rsStateVal  = EmitAttributeRef(
                rsStateAttr,
                block,
                pipelineEnv);

            block.CallCOM(
                submitContext,
                "ID3D11DeviceContext",
                "RSSetState",
                rsStateVal);


            var omDepthStencilStateAttr = FindAttribute(midPipeline, "Uniform", "OM_DepthStencilState").First();
            var omDepthStencilStateVal  = EmitAttributeRef(
                omDepthStencilStateAttr,
                block,
                pipelineEnv);

            var omStencilRefAttr = FindAttribute(midPipeline, "Uniform", "OM_StencilRef").First();
            var omStencilRefVal  = EmitAttributeRef(
                omStencilRefAttr,
                block,
                pipelineEnv);

            block.CallCOM(
                submitContext,
                "ID3D11DeviceContext",
                "OMSetDepthStencilState",
                omDepthStencilStateVal,
                omStencilRefVal);



            implClass.Seal();

            // Now we need to constrct the class-info
            // structure, that will be used as a kind of
            // virtual function table at runtime.

            var classInfoVal = emitModule.EmitGlobalStruct(
                className,
                new IEmitVal[] {
                Target.LiteralU32(implClass.Size),
                Target.LiteralU32((UInt32)facetInfoCount),
                facetInfoVal,
                emitModule.GetMethodPointer(ctor),
                emitModule.GetMethodPointer(dtor),
                emitModule.GetMethodPointer(submit),
            });

            if (emitModule is Emit.CPlusPlus.EmitModuleCPP)
            {
                var moduleCPP = (Emit.CPlusPlus.EmitModuleCPP)emitModule;

                moduleCPP.SourceSpan.WriteLine(
                    "const spark::ShaderClassDesc* {0}::GetShaderClassDesc() {{ return reinterpret_cast<const spark::ShaderClassDesc*>(&({1})); }}",
                    ifaceClass,
                    classInfoVal);
            }
        }