// d3d-util.cpp #include "d3d-util.h" #include // We will use the C standard library just for printing error messages. #include namespace renderer_test { using namespace Slang; /* static */D3D_PRIMITIVE_TOPOLOGY D3DUtil::getPrimitiveTopology(PrimitiveTopology topology) { switch (topology) { case PrimitiveTopology::TriangleList: { return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; } default: break; } return D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED; } /* static */DXGI_FORMAT D3DUtil::getMapFormat(Format format) { switch (format) { case Format::RGBA_Float32: return DXGI_FORMAT_R32G32B32A32_FLOAT; case Format::RGB_Float32: return DXGI_FORMAT_R32G32B32_FLOAT; case Format::RG_Float32: return DXGI_FORMAT_R32G32_FLOAT; case Format::R_Float32: return DXGI_FORMAT_R32_FLOAT; case Format::RGBA_Unorm_UInt8: return DXGI_FORMAT_R8G8B8A8_UNORM; case Format::R_UInt32: return DXGI_FORMAT_R32_UINT; case Format::D_Float32: return DXGI_FORMAT_D32_FLOAT; case Format::D_Unorm24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT; default: return DXGI_FORMAT_UNKNOWN; } } /* static */DXGI_FORMAT D3DUtil::calcResourceFormat(UsageType usage, Int usageFlags, DXGI_FORMAT format) { SLANG_UNUSED(usage); if (usageFlags) { switch (format) { case DXGI_FORMAT_R32_FLOAT: /* fallthru */ case DXGI_FORMAT_R32_UINT: case DXGI_FORMAT_D32_FLOAT: { return DXGI_FORMAT_R32_TYPELESS; } case DXGI_FORMAT_D24_UNORM_S8_UINT: return DXGI_FORMAT_R24G8_TYPELESS; default: break; } return format; } return format; } /* static */DXGI_FORMAT D3DUtil::calcFormat(UsageType usage, DXGI_FORMAT format) { switch (usage) { case USAGE_COUNT_OF: case USAGE_UNKNOWN: { return DXGI_FORMAT_UNKNOWN; } case USAGE_DEPTH_STENCIL: { switch (format) { case DXGI_FORMAT_D32_FLOAT: /* fallthru */ case DXGI_FORMAT_R32_TYPELESS: { return DXGI_FORMAT_D32_FLOAT; } case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: return DXGI_FORMAT_D24_UNORM_S8_UINT; case DXGI_FORMAT_R24G8_TYPELESS: return DXGI_FORMAT_D24_UNORM_S8_UINT; default: break; } return format; } case USAGE_TARGET: { switch (format) { case DXGI_FORMAT_D32_FLOAT: /* fallthru */ case DXGI_FORMAT_D24_UNORM_S8_UINT: { return DXGI_FORMAT_UNKNOWN; } case DXGI_FORMAT_R32_TYPELESS: return DXGI_FORMAT_R32_FLOAT; default: break; } return format; } case USAGE_SRV: { switch (format) { case DXGI_FORMAT_D32_FLOAT: /* fallthru */ case DXGI_FORMAT_R32_TYPELESS: { return DXGI_FORMAT_R32_FLOAT; } case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: return DXGI_FORMAT_R24_UNORM_X8_TYPELESS; default: break; } return format; } } assert(!"Not reachable"); return DXGI_FORMAT_UNKNOWN; } bool D3DUtil::isTypeless(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R32G32B32A32_TYPELESS: case DXGI_FORMAT_R32G32B32_TYPELESS: case DXGI_FORMAT_R16G16B16A16_TYPELESS: case DXGI_FORMAT_R32G32_TYPELESS: case DXGI_FORMAT_R32G8X24_TYPELESS: case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: case DXGI_FORMAT_R10G10B10A2_TYPELESS: case DXGI_FORMAT_R8G8B8A8_TYPELESS: case DXGI_FORMAT_R16G16_TYPELESS: case DXGI_FORMAT_R32_TYPELESS: case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: case DXGI_FORMAT_R24G8_TYPELESS: case DXGI_FORMAT_R8G8_TYPELESS: case DXGI_FORMAT_R16_TYPELESS: case DXGI_FORMAT_R8_TYPELESS: case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_B8G8R8A8_TYPELESS: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC7_TYPELESS: { return true; } default: break; } return false; } /* static */Int D3DUtil::getNumColorChannelBits(DXGI_FORMAT fmt) { switch (fmt) { case DXGI_FORMAT_R32G32B32A32_TYPELESS: case DXGI_FORMAT_R32G32B32A32_FLOAT: case DXGI_FORMAT_R32G32B32A32_UINT: case DXGI_FORMAT_R32G32B32A32_SINT: case DXGI_FORMAT_R32G32B32_TYPELESS: case DXGI_FORMAT_R32G32B32_FLOAT: case DXGI_FORMAT_R32G32B32_UINT: case DXGI_FORMAT_R32G32B32_SINT: { return 32; } case DXGI_FORMAT_R16G16B16A16_TYPELESS: case DXGI_FORMAT_R16G16B16A16_FLOAT: case DXGI_FORMAT_R16G16B16A16_UNORM: case DXGI_FORMAT_R16G16B16A16_UINT: case DXGI_FORMAT_R16G16B16A16_SNORM: case DXGI_FORMAT_R16G16B16A16_SINT: { return 16; } case DXGI_FORMAT_R10G10B10A2_TYPELESS: case DXGI_FORMAT_R10G10B10A2_UNORM: case DXGI_FORMAT_R10G10B10A2_UINT: case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM: { return 10; } case DXGI_FORMAT_R8G8B8A8_TYPELESS: case DXGI_FORMAT_R8G8B8A8_UNORM: case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: case DXGI_FORMAT_R8G8B8A8_UINT: case DXGI_FORMAT_R8G8B8A8_SNORM: case DXGI_FORMAT_R8G8B8A8_SINT: case DXGI_FORMAT_B8G8R8A8_UNORM: case DXGI_FORMAT_B8G8R8X8_UNORM: case DXGI_FORMAT_B8G8R8A8_TYPELESS: case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: case DXGI_FORMAT_B8G8R8X8_TYPELESS: case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: { return 8; } case DXGI_FORMAT_B5G6R5_UNORM: case DXGI_FORMAT_B5G5R5A1_UNORM: { return 5; } case DXGI_FORMAT_B4G4R4A4_UNORM: return 4; default: return 0; } } /* static */Result D3DUtil::compileHLSLShader(char const* sourcePath, char const* source, char const* entryPointName, char const* dxProfileName, ComPtr& shaderBlobOut) { // Rather than statically link against the `d3dcompile` library, we // dynamically load it. // // Note: A more realistic application would compile from HLSL text to D3D // shader bytecode as part of an offline process, rather than doing it // on-the-fly like this // static pD3DCompile compileFunc = nullptr; if (!compileFunc) { // TODO(tfoley): maybe want to search for one of a few versions of the DLL HMODULE compilerModule = LoadLibraryA("d3dcompiler_47.dll"); if (!compilerModule) { fprintf(stderr, "error: failed load 'd3dcompiler_47.dll'\n"); return SLANG_FAIL; } compileFunc = (pD3DCompile)GetProcAddress(compilerModule, "D3DCompile"); if (!compileFunc) { fprintf(stderr, "error: failed load symbol 'D3DCompile'\n"); return SLANG_FAIL; } } // For this example, we turn on debug output, and turn off all // optimization. A real application would only use these flags // when shader debugging is needed. UINT flags = 0; flags |= D3DCOMPILE_DEBUG; flags |= D3DCOMPILE_OPTIMIZATION_LEVEL0 | D3DCOMPILE_SKIP_OPTIMIZATION; // We will always define `__HLSL__` when compiling here, so that // input code can react differently to being compiled as pure HLSL. D3D_SHADER_MACRO defines[] = { { "__HLSL__", "1" }, { nullptr, nullptr }, }; // The `D3DCompile` entry point takes a bunch of parameters, but we // don't really need most of them for Slang-generated code. ComPtr shaderBlob; ComPtr errorBlob; HRESULT hr = compileFunc(source, strlen(source), sourcePath, &defines[0], nullptr, entryPointName, dxProfileName, flags, 0, shaderBlob.writeRef(), errorBlob.writeRef()); // If the HLSL-to-bytecode compilation produced any diagnostic messages // then we will print them out (whether or not the compilation failed). if (errorBlob) { ::fputs((const char*)errorBlob->GetBufferPointer(), stderr); ::fflush(stderr); ::OutputDebugStringA((const char*)errorBlob->GetBufferPointer()); } SLANG_RETURN_ON_FAIL(hr); shaderBlobOut.swap(shaderBlob); return SLANG_OK; } /* static */void D3DUtil::appendWideChars(const char* in, List& out) { size_t len = ::strlen(in); const DWORD dwFlags = 0; int outSize = ::MultiByteToWideChar(CP_UTF8, dwFlags, in, int(len), nullptr, 0); if (outSize > 0) { const UInt prevSize = out.Count(); out.SetSize(prevSize + len + 1); WCHAR* dst = out.Buffer() + prevSize; ::MultiByteToWideChar(CP_UTF8, dwFlags, in, int(len), dst, outSize); // Make null terminated dst[outSize] = 0; // Remove terminating 0 from array out.UnsafeShrinkToSize(prevSize + outSize); } } } // renderer_test