FX11/EffectLoad.cpp

4041 строка
168 KiB
C++

//--------------------------------------------------------------------------------------
// File: EffectLoad.cpp
//
// Direct3D Effects file loading code
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/p/?LinkId=271568
//--------------------------------------------------------------------------------------
#include "pchfx.h"
#include "EffectStates11.h"
#define PRIVATENEW new(m_BulkHeap)
namespace D3DX11Effects
{
static LPCSTR g_szEffectLoadArea = "D3D11EffectLoader";
SRasterizerBlock g_NullRasterizer;
SDepthStencilBlock g_NullDepthStencil;
SBlendBlock g_NullBlend;
SShaderResource g_NullTexture;
SInterface g_NullInterface;
SUnorderedAccessView g_NullUnorderedAccessView;
SRenderTargetView g_NullRenderTargetView;
SDepthStencilView g_NullDepthStencilView;
// these VTables must be setup in the proper order:
// 1) SetShader
// 2) SetConstantBuffers
// 3) SetSamplers
// 4) SetShaderResources
// 5) CreateShader
SD3DShaderVTable g_vtPS = {
(void (__stdcall ID3D11DeviceContext::*)(ID3D11DeviceChild*, ID3D11ClassInstance*const*, uint32_t)) &ID3D11DeviceContext::PSSetShader,
&ID3D11DeviceContext::PSSetConstantBuffers,
&ID3D11DeviceContext::PSSetSamplers,
&ID3D11DeviceContext::PSSetShaderResources,
(HRESULT (__stdcall ID3D11Device::*)(const void *, size_t, ID3D11ClassLinkage*, ID3D11DeviceChild **)) &ID3D11Device::CreatePixelShader
};
SD3DShaderVTable g_vtVS = {
(void (__stdcall ID3D11DeviceContext::*)(ID3D11DeviceChild*, ID3D11ClassInstance*const*, uint32_t)) &ID3D11DeviceContext::VSSetShader,
&ID3D11DeviceContext::VSSetConstantBuffers,
&ID3D11DeviceContext::VSSetSamplers,
&ID3D11DeviceContext::VSSetShaderResources,
(HRESULT (__stdcall ID3D11Device::*)(const void *, size_t, ID3D11ClassLinkage*, ID3D11DeviceChild **)) &ID3D11Device::CreateVertexShader
};
SD3DShaderVTable g_vtGS = {
(void (__stdcall ID3D11DeviceContext::*)(ID3D11DeviceChild*, ID3D11ClassInstance*const*, uint32_t)) &ID3D11DeviceContext::GSSetShader,
&ID3D11DeviceContext::GSSetConstantBuffers,
&ID3D11DeviceContext::GSSetSamplers,
&ID3D11DeviceContext::GSSetShaderResources,
(HRESULT (__stdcall ID3D11Device::*)(const void *, size_t, ID3D11ClassLinkage*, ID3D11DeviceChild **)) &ID3D11Device::CreateGeometryShader
};
SD3DShaderVTable g_vtHS = {
(void (__stdcall ID3D11DeviceContext::*)(ID3D11DeviceChild*, ID3D11ClassInstance*const*, uint32_t)) &ID3D11DeviceContext::HSSetShader,
&ID3D11DeviceContext::HSSetConstantBuffers,
&ID3D11DeviceContext::HSSetSamplers,
&ID3D11DeviceContext::HSSetShaderResources,
(HRESULT (__stdcall ID3D11Device::*)(const void *, size_t, ID3D11ClassLinkage*, ID3D11DeviceChild **)) &ID3D11Device::CreateHullShader
};
SD3DShaderVTable g_vtDS = {
(void (__stdcall ID3D11DeviceContext::*)(ID3D11DeviceChild*, ID3D11ClassInstance*const*, uint32_t)) &ID3D11DeviceContext::DSSetShader,
&ID3D11DeviceContext::DSSetConstantBuffers,
&ID3D11DeviceContext::DSSetSamplers,
&ID3D11DeviceContext::DSSetShaderResources,
(HRESULT (__stdcall ID3D11Device::*)(const void *, size_t, ID3D11ClassLinkage*, ID3D11DeviceChild **)) &ID3D11Device::CreateDomainShader
};
SD3DShaderVTable g_vtCS = {
(void (__stdcall ID3D11DeviceContext::*)(ID3D11DeviceChild*, ID3D11ClassInstance*const*, uint32_t)) &ID3D11DeviceContext::CSSetShader,
&ID3D11DeviceContext::CSSetConstantBuffers,
&ID3D11DeviceContext::CSSetSamplers,
&ID3D11DeviceContext::CSSetShaderResources,
(HRESULT (__stdcall ID3D11Device::*)(const void *, size_t, ID3D11ClassLinkage*, ID3D11DeviceChild **)) &ID3D11Device::CreateComputeShader
};
SShaderBlock g_NullVS(&g_vtVS);
SShaderBlock g_NullGS(&g_vtGS);
SShaderBlock g_NullPS(&g_vtPS);
SShaderBlock g_NullHS(&g_vtHS);
SShaderBlock g_NullDS(&g_vtDS);
SShaderBlock g_NullCS(&g_vtCS);
D3D_SHADER_VARIABLE_TYPE GetSimpleParameterTypeFromObjectType(EObjectType ObjectType)
{
switch (ObjectType)
{
case EOT_String:
return D3D_SVT_STRING;
case EOT_Blend:
return D3D_SVT_BLEND;
case EOT_DepthStencil:
return D3D_SVT_DEPTHSTENCIL;
case EOT_Rasterizer:
return D3D_SVT_RASTERIZER;
case EOT_PixelShader:
case EOT_PixelShader5:
return D3D_SVT_PIXELSHADER;
case EOT_VertexShader:
case EOT_VertexShader5:
return D3D_SVT_VERTEXSHADER;
case EOT_GeometryShader:
case EOT_GeometryShaderSO:
case EOT_GeometryShader5:
return D3D_SVT_GEOMETRYSHADER;
case EOT_HullShader5:
return D3D_SVT_HULLSHADER;
case EOT_DomainShader5:
return D3D_SVT_DOMAINSHADER;
case EOT_ComputeShader5:
return D3D_SVT_COMPUTESHADER;
case EOT_RenderTargetView:
return D3D_SVT_RENDERTARGETVIEW;
case EOT_DepthStencilView:
return D3D_SVT_DEPTHSTENCILVIEW;
case EOT_Texture:
case EOT_Texture1D:
case EOT_Texture1DArray:
case EOT_Texture2D:
case EOT_Texture2DArray:
case EOT_Texture2DMS:
case EOT_Texture2DMSArray:
case EOT_Texture3D:
case EOT_TextureCube:
case EOT_TextureCubeArray:
return D3D_SVT_TEXTURE;
case EOT_Buffer:
return D3D_SVT_BUFFER;
case EOT_Sampler:
return D3D_SVT_SAMPLER;
case EOT_ByteAddressBuffer:
return D3D_SVT_BYTEADDRESS_BUFFER;
case EOT_StructuredBuffer:
return D3D_SVT_STRUCTURED_BUFFER;
case EOT_RWTexture1D:
return D3D_SVT_RWTEXTURE1D;
case EOT_RWTexture1DArray:
return D3D_SVT_RWTEXTURE1DARRAY;
case EOT_RWTexture2D:
return D3D_SVT_RWTEXTURE2D;
case EOT_RWTexture2DArray:
return D3D_SVT_RWTEXTURE2DARRAY;
case EOT_RWTexture3D:
return D3D_SVT_RWTEXTURE3D;
case EOT_RWBuffer:
return D3D_SVT_RWBUFFER;
case EOT_RWByteAddressBuffer:
return D3D_SVT_RWBYTEADDRESS_BUFFER;
case EOT_RWStructuredBuffer:
case EOT_RWStructuredBufferAlloc:
case EOT_RWStructuredBufferConsume:
return D3D_SVT_RWSTRUCTURED_BUFFER;
case EOT_AppendStructuredBuffer:
return D3D_SVT_APPEND_STRUCTURED_BUFFER;
case EOT_ConsumeStructuredBuffer:
return D3D_SVT_CONSUME_STRUCTURED_BUFFER;
default:
assert(0);
}
return D3D_SVT_VOID;
}
inline HRESULT VerifyPointer(uint32_t oBase, uint32_t dwSize, uint32_t dwMaxSize)
{
uint32_t dwAdd = oBase + dwSize;
if (dwAdd < oBase || dwAdd > dwMaxSize)
return E_FAIL;
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// EffectHeap
// A simple class which assists in adding data to a block of memory
//////////////////////////////////////////////////////////////////////////
CEffectHeap::CEffectHeap() noexcept :
m_pData(nullptr),
m_dwBufferSize(0),
m_dwSize(0)
{
}
CEffectHeap::~CEffectHeap()
{
SAFE_DELETE_ARRAY(m_pData);
}
uint32_t CEffectHeap::GetSize()
{
return m_dwSize;
}
HRESULT CEffectHeap::ReserveMemory(uint32_t dwSize)
{
HRESULT hr = S_OK;
assert(!m_pData);
assert(dwSize == AlignToPowerOf2(dwSize, c_DataAlignment));
m_dwBufferSize = dwSize;
VN( m_pData = new uint8_t[m_dwBufferSize] );
// make sure that we have machine word alignment
assert(m_pData == AlignToPowerOf2(m_pData, c_DataAlignment));
lExit:
return hr;
}
_Use_decl_annotations_
HRESULT CEffectHeap::AddString(const char *pString, char **ppPointer)
{
size_t size = strlen(pString) + 1;
assert( size <= 0xffffffff );
return AddData(pString, (uint32_t)size, (void**) ppPointer);
}
// This data is forcibly aligned, so make sure you account for that in calculating heap size
template <bool bCopyData>
HRESULT CEffectHeap::AddDataInternal(_In_reads_bytes_(dwSize) const void *pData, _In_ uint32_t dwSize, _Outptr_ void **ppPointer)
{
CCheckedDword chkFinalSize( m_dwSize );
uint32_t finalSize;
HRESULT hr = S_OK;
chkFinalSize += dwSize;
chkFinalSize += c_DataAlignment; // account for alignment
VHD( chkFinalSize.GetValue(&finalSize), "Overflow while adding data to Effect heap." );
// align original value
finalSize = AlignToPowerOf2(finalSize - c_DataAlignment, c_DataAlignment);
VBD( finalSize <= m_dwBufferSize, "Overflow adding data to Effect heap." );
*ppPointer = m_pData + m_dwSize;
assert(*ppPointer == AlignToPowerOf2(*ppPointer, c_DataAlignment));
if( bCopyData )
{
memcpy(*ppPointer, pData, dwSize);
}
m_dwSize = finalSize;
lExit:
if (FAILED(hr))
*ppPointer = nullptr;
return hr;
}
_Use_decl_annotations_
HRESULT CEffectHeap::AddData(const void *pData, uint32_t dwSize, void **ppPointer)
{
return AddDataInternal<true>( pData, dwSize, ppPointer );
}
// Moves a string from the general heap to the private heap and modifies the pointer to
// point to the new memory block.
// The general heap is freed as a whole, so we don't worry about leaking the given string pointer.
// This data is forcibly aligned, so make sure you account for that in calculating heap size
_Use_decl_annotations_
HRESULT CEffectHeap::MoveString(char **ppString)
{
HRESULT hr;
char *pNewPointer;
if (*ppString == nullptr)
return S_OK;
hr = AddString(*ppString, &pNewPointer);
if ( SUCCEEDED(hr) )
*ppString = pNewPointer;
return hr;
}
// Allocates space but does not move data
// The general heap is freed as a whole, so we don't worry about leaking the given string pointer.
// This data is forcibly aligned, so make sure you account for that in calculating heap size
_Use_decl_annotations_
HRESULT CEffectHeap::MoveEmptyDataBlock(void **ppData, uint32_t size)
{
HRESULT hr;
void *pNewPointer;
hr = AddDataInternal<false>(*ppData, size, &pNewPointer);
if (SUCCEEDED(hr))
{
*ppData = pNewPointer;
if (size == 0)
{
// To help catch bugs, set zero-byte blocks to null. There's no real reason to do this
*ppData = nullptr;
}
}
return hr;
}
// Moves an array of SInterfaceParameters from the general heap to the private heap and modifies the pointer to
// point to the new memory block.
// The general heap is freed as a whole, so we don't worry about leaking the given string pointer.
// This data is forcibly aligned, so make sure you account for that in calculating heap size
_Use_decl_annotations_
HRESULT CEffectHeap::MoveInterfaceParameters(uint32_t InterfaceCount, SShaderBlock::SInterfaceParameter **ppInterfaces)
{
HRESULT hr;
SShaderBlock::SInterfaceParameter *pNewPointer;
if (*ppInterfaces == nullptr)
return S_OK;
VBD( InterfaceCount <= D3D11_SHADER_MAX_INTERFACES, "Internal loading error: InterfaceCount > D3D11_SHADER_MAX_INTERFACES." );
VH( AddData(*ppInterfaces, InterfaceCount * sizeof(SShaderBlock::SInterfaceParameter), (void**)&pNewPointer) );
for( size_t i=0; i < InterfaceCount; i++ )
{
VH( MoveString( &pNewPointer[i].pName ) );
}
*ppInterfaces = pNewPointer;
lExit:
return hr;
}
// Moves data from the general heap to the private heap and modifies the pointer to
// point to the new memory block
// The general heap is freed as a whole, so we don't worry about leaking the given pointer.
// This data is forcibly aligned, so make sure you account for that in calculating heap size
_Use_decl_annotations_
HRESULT CEffectHeap::MoveData(void **ppData, uint32_t size)
{
HRESULT hr;
void *pNewPointer;
hr = AddData(*ppData, size, &pNewPointer);
if ( SUCCEEDED(hr) )
{
*ppData = pNewPointer;
if (size == 0)
{
// To help catch bugs, set zero-byte blocks to null. There's no real reason to do this
*ppData = nullptr;
}
}
return hr;
}
//////////////////////////////////////////////////////////////////////////
// Load API
//////////////////////////////////////////////////////////////////////////
_Use_decl_annotations_
HRESULT CEffect::LoadEffect(const void *pEffectBuffer, uint32_t cbEffectBuffer)
{
HRESULT hr = S_OK;
CEffectLoader loader;
if (!pEffectBuffer)
{
DPF(0, "%s: pEffectBuffer is nullptr.", g_szEffectLoadArea);
VH( E_INVALIDARG );
}
VH( loader.LoadEffect(this, pEffectBuffer, cbEffectBuffer) );
lExit:
if( FAILED( hr ) )
{
// Release here because m_pShaderBlocks may still be in loader.m_BulkHeap if loading failed before we reallocated the memory
ReleaseShaderRefection();
}
return hr;
}
//////////////////////////////////////////////////////////////////////////
// CEffectLoader
// A helper class which loads an effect
//////////////////////////////////////////////////////////////////////////
CEffectLoader::CEffectLoader() noexcept :
m_pData(nullptr),
m_pHeader(nullptr),
m_Version(0),
m_pEffect(nullptr),
m_pReflection(nullptr),
m_dwBufferSize(0),
m_pOldVars(nullptr),
m_pOldShaders(nullptr),
m_pOldDS(nullptr),
m_pOldAB(nullptr),
m_pOldRS(nullptr),
m_pOldCBs(nullptr),
m_pOldSamplers(nullptr),
m_OldInterfaceCount(0),
m_pOldInterfaces(nullptr),
m_pOldShaderResources(nullptr),
m_pOldUnorderedAccessViews(nullptr),
m_pOldRenderTargetViews(nullptr),
m_pOldDepthStencilViews(nullptr),
m_pOldStrings(nullptr),
m_pOldMemberDataBlocks(nullptr),
m_pvOldMemberInterfaces(nullptr),
m_pOldGroups(nullptr),
m_EffectMemory(0),
m_ReflectionMemory(0)
{
}
_Use_decl_annotations_
HRESULT CEffectLoader::GetUnstructuredDataBlock(uint32_t offset, uint32_t *pdwSize, void **ppData)
{
HRESULT hr = S_OK;
uint32_t *pBlockSize;
VH( m_msUnstructured.ReadAtOffset(offset, sizeof(*pBlockSize), (void**) &pBlockSize ) );
*pdwSize = *pBlockSize;
VH( m_msUnstructured.Read(ppData, *pdwSize) );
lExit:
return hr;
}
// position in buffer is lost on error
//
// This function should be used in 1:1 conjunction with CEffectHeap::MoveString;
// that is, any string added to the reflection heap with this function
// must be relocated with MoveString at some point later on.
_Use_decl_annotations_
HRESULT CEffectLoader::GetStringAndAddToReflection(uint32_t offset, char **ppString)
{
HRESULT hr = S_OK;
LPCSTR pName;
size_t oldPos;
if (offset == 0)
{
*ppString = nullptr;
goto lExit;
}
oldPos = m_msUnstructured.GetPosition();
VH( m_msUnstructured.ReadAtOffset(offset, &pName) );
m_ReflectionMemory += AlignToPowerOf2( (uint32_t)strlen(pName) + 1, c_DataAlignment);
*ppString = const_cast<char*>(pName);
m_msUnstructured.Seek(oldPos);
lExit:
return hr;
}
// position in buffer is lost on error
//
// This function should be used in 1:1 conjunction with CEffectHeap::MoveInterfaceParameters;
// that is, any array of parameters added to the reflection heap with this function
// must be relocated with MoveInterfaceParameters at some point later on.
_Use_decl_annotations_
HRESULT CEffectLoader::GetInterfaceParametersAndAddToReflection( uint32_t InterfaceCount, uint32_t offset, SShaderBlock::SInterfaceParameter **ppInterfaces )
{
HRESULT hr = S_OK;
SBinaryInterfaceInitializer* pInterfaceInitializer;
size_t oldPos;
if (offset == 0)
{
*ppInterfaces = nullptr;
goto lExit;
}
oldPos = m_msUnstructured.GetPosition();
VBD( InterfaceCount <= D3D11_SHADER_MAX_INTERFACES, "Internal loading error: InterfaceCount > D3D11_SHADER_MAX_INTERFACES." );
m_ReflectionMemory += AlignToPowerOf2(InterfaceCount * sizeof(SShaderBlock::SInterfaceParameter), c_DataAlignment);
assert( ppInterfaces != 0 );
_Analysis_assume_( ppInterfaces != 0 );
(*ppInterfaces) = PRIVATENEW SShaderBlock::SInterfaceParameter[InterfaceCount];
VN( *ppInterfaces );
VHD( m_msUnstructured.ReadAtOffset(offset, sizeof(SBinaryInterfaceInitializer) * InterfaceCount, (void**)&pInterfaceInitializer),
"Invalid pEffectBuffer: cannot read interface initializer." );
for( size_t i=0; i < InterfaceCount; i++ )
{
(*ppInterfaces)[i].Index = pInterfaceInitializer[i].ArrayIndex;
VHD( m_msUnstructured.ReadAtOffset(pInterfaceInitializer[i].oInstanceName, const_cast<LPCSTR*>(&(*ppInterfaces)[i].pName)),
"Invalid pEffectBuffer: cannot read interface initializer." );
m_ReflectionMemory += AlignToPowerOf2( (uint32_t)strlen((*ppInterfaces)[i].pName) + 1, c_DataAlignment);
}
m_msUnstructured.Seek(oldPos);
lExit:
return hr;
}
HRESULT CEffectLoader::FixupCBPointer(_Inout_ SConstantBuffer **ppCB)
{
HRESULT hr = S_OK;
size_t index = (SConstantBuffer*)*ppCB - m_pOldCBs;
assert( index * sizeof(SConstantBuffer) == ((size_t)(SConstantBuffer*)*ppCB - (size_t)m_pOldCBs) );
VBD( index < m_pEffect->m_CBCount, "Internal loading error: invalid constant buffer index." );
*ppCB = (SConstantBuffer*)(m_pEffect->m_pCBs + index);
lExit:
return hr;
}
HRESULT CEffectLoader::FixupShaderPointer(_Inout_ SShaderBlock **ppShaderBlock)
{
HRESULT hr = S_OK;
if (*ppShaderBlock != &g_NullVS && *ppShaderBlock != &g_NullGS && *ppShaderBlock != &g_NullPS &&
*ppShaderBlock != &g_NullHS && *ppShaderBlock != &g_NullDS && *ppShaderBlock != &g_NullCS &&
*ppShaderBlock != nullptr)
{
size_t index = *ppShaderBlock - m_pOldShaders;
assert( index * sizeof(SShaderBlock) == ((size_t)*ppShaderBlock - (size_t)m_pOldShaders) );
VBD( index < m_pEffect->m_ShaderBlockCount, "Internal loading error: invalid shader index." );
*ppShaderBlock = m_pEffect->m_pShaderBlocks + index;
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupDSPointer(_Inout_ SDepthStencilBlock **ppDSBlock)
{
HRESULT hr = S_OK;
if (*ppDSBlock != &g_NullDepthStencil && *ppDSBlock != nullptr)
{
size_t index = *ppDSBlock - m_pOldDS;
assert( index * sizeof(SDepthStencilBlock) == ((size_t)*ppDSBlock - (size_t)m_pOldDS) );
VBD( index < m_pEffect->m_DepthStencilBlockCount, "Internal loading error: invalid depth-stencil state index." );
*ppDSBlock = m_pEffect->m_pDepthStencilBlocks + index;
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupABPointer(_Inout_ SBlendBlock **ppABBlock)
{
HRESULT hr = S_OK;
if (*ppABBlock != &g_NullBlend && *ppABBlock != nullptr)
{
size_t index = *ppABBlock - m_pOldAB;
assert( index * sizeof(SBlendBlock) == ((size_t)*ppABBlock - (size_t)m_pOldAB) );
VBD( index < m_pEffect->m_BlendBlockCount, "Internal loading error: invalid blend state index." );
*ppABBlock = m_pEffect->m_pBlendBlocks + index;
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupRSPointer(_Inout_ SRasterizerBlock **ppRSBlock)
{
HRESULT hr = S_OK;
if (*ppRSBlock != &g_NullRasterizer && *ppRSBlock != nullptr)
{
size_t index = *ppRSBlock - m_pOldRS;
assert( index * sizeof(SRasterizerBlock) == ((size_t)*ppRSBlock - (size_t)m_pOldRS) );
VBD( index < m_pEffect->m_RasterizerBlockCount, "Internal loading error: invalid rasterizer state index." );
*ppRSBlock = m_pEffect->m_pRasterizerBlocks + index;
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupSamplerPointer(_Inout_ SSamplerBlock **ppSampler)
{
HRESULT hr = S_OK;
size_t index = *ppSampler - m_pOldSamplers;
assert( index * sizeof(SSamplerBlock) == ((size_t)*ppSampler - (size_t)m_pOldSamplers) );
VBD( index < m_pEffect->m_SamplerBlockCount, "Internal loading error: invalid sampler index." );
*ppSampler = m_pEffect->m_pSamplerBlocks + index;
lExit:
return hr;
}
HRESULT CEffectLoader::FixupInterfacePointer(_Inout_ SInterface **ppInterface, _In_ bool CheckBackgroundInterfaces)
{
HRESULT hr = S_OK;
if (*ppInterface != &g_NullInterface && *ppInterface != nullptr)
{
size_t index = *ppInterface - m_pOldInterfaces;
if(index < m_OldInterfaceCount)
{
assert( index * sizeof(SInterface) == ((size_t)*ppInterface - (size_t)m_pOldInterfaces) );
*ppInterface = m_pEffect->m_pInterfaces + index;
}
else
{
VBD( CheckBackgroundInterfaces, "Internal loading error: invalid interface pointer." );
for( index=0; index < m_BackgroundInterfaces.GetSize(); index++ )
{
if( *ppInterface == m_BackgroundInterfaces[ (uint32_t)index ] )
{
// The interfaces m_BackgroundInterfaces were concatenated to the original ones in m_pEffect->m_pInterfaces
*ppInterface = m_pEffect->m_pInterfaces + (m_OldInterfaceCount + index);
break;
}
}
VBD( index < m_BackgroundInterfaces.GetSize(), "Internal loading error: invalid interface pointer." );
}
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupShaderResourcePointer(_Inout_ SShaderResource **ppResource)
{
HRESULT hr = S_OK;
if (*ppResource != &g_NullTexture && *ppResource != nullptr)
{
size_t index = *ppResource - m_pOldShaderResources;
assert( index * sizeof(SShaderResource) == ((size_t)*ppResource - (size_t)m_pOldShaderResources) );
// could be a TBuffer or a texture; better check first
if (index < m_pEffect->m_ShaderResourceCount)
{
*ppResource = m_pEffect->m_pShaderResources + index;
}
else
{
// if this is a TBuffer, then the shader resource pointer
// actually points into a SConstantBuffer's TBuffer field
index = (SConstantBuffer*)*ppResource - (SConstantBuffer*)&m_pOldCBs->TBuffer;
assert( index * sizeof(SConstantBuffer) == ((size_t)(SConstantBuffer*)*ppResource - (size_t)(SConstantBuffer*)&m_pOldCBs->TBuffer) );
VBD( index < m_pEffect->m_CBCount, "Internal loading error: invalid SRV index." );
*ppResource = &m_pEffect->m_pCBs[index].TBuffer;
}
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupUnorderedAccessViewPointer(_Inout_ SUnorderedAccessView **ppUnorderedAccessView)
{
HRESULT hr = S_OK;
if (*ppUnorderedAccessView != &g_NullUnorderedAccessView && *ppUnorderedAccessView != nullptr)
{
size_t index = *ppUnorderedAccessView - m_pOldUnorderedAccessViews;
assert( index * sizeof(SUnorderedAccessView) == ((size_t)*ppUnorderedAccessView - (size_t)m_pOldUnorderedAccessViews) );
VBD( index < m_pEffect->m_UnorderedAccessViewCount, "Internal loading error: invalid UAV index." );
*ppUnorderedAccessView = m_pEffect->m_pUnorderedAccessViews + index;
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupRenderTargetViewPointer(_Inout_ SRenderTargetView **ppRenderTargetView)
{
HRESULT hr = S_OK;
if (*ppRenderTargetView != &g_NullRenderTargetView && *ppRenderTargetView != nullptr)
{
size_t index = *ppRenderTargetView - m_pOldRenderTargetViews;
assert( index * sizeof(SRenderTargetView) == ((size_t)*ppRenderTargetView - (size_t)m_pOldRenderTargetViews) );
VBD( index < m_pEffect->m_RenderTargetViewCount, "Internal loading error: invalid RTV index." );
*ppRenderTargetView = m_pEffect->m_pRenderTargetViews + index;
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupDepthStencilViewPointer(_Inout_ SDepthStencilView **ppDepthStencilView)
{
HRESULT hr = S_OK;
if (*ppDepthStencilView != &g_NullDepthStencilView && *ppDepthStencilView != nullptr)
{
size_t index = *ppDepthStencilView - m_pOldDepthStencilViews;
assert( index * sizeof(SDepthStencilView) == ((size_t)*ppDepthStencilView - (size_t)m_pOldDepthStencilViews) );
VBD( index < m_pEffect->m_DepthStencilViewCount, "Internal loading error: invalid DSV index." );
*ppDepthStencilView = m_pEffect->m_pDepthStencilViews + index;
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupStringPointer(_Inout_ SString **ppString)
{
HRESULT hr = S_OK;
size_t index = *ppString - m_pOldStrings;
assert( index * sizeof(SString) == ((size_t)*ppString - (size_t)m_pOldStrings) );
VBD(index < m_pEffect->m_StringCount, "Internal loading error: invalid string index." );
*ppString = m_pEffect->m_pStrings + index;
lExit:
return hr;
}
HRESULT CEffectLoader::FixupMemberDataPointer(_Inout_ SMemberDataPointer **ppMemberData)
{
HRESULT hr = S_OK;
size_t index = *ppMemberData - m_pOldMemberDataBlocks;
assert( index * sizeof(SMemberDataPointer) == ((size_t)*ppMemberData - (size_t)m_pOldMemberDataBlocks) );
VBD( index < m_pEffect->m_MemberDataCount, "Internal loading error: invalid member block index." );
*ppMemberData = m_pEffect->m_pMemberDataBlocks + index;
lExit:
return hr;
}
HRESULT CEffectLoader::FixupVariablePointer(_Inout_ SGlobalVariable **ppVar)
{
HRESULT hr = S_OK;
size_t index = *ppVar - m_pOldVars;
if( index < m_pEffect->m_VariableCount )
{
assert( index * sizeof(SGlobalVariable) == ((size_t)*ppVar - (size_t)m_pOldVars) );
*ppVar = m_pEffect->m_pVariables + index;
}
else if( m_pvOldMemberInterfaces )
{
// When cloning, m_pvOldMemberInterfaces may be non-nullptr, and *ppVar may point to a variable in it.
const size_t Members = m_pvOldMemberInterfaces->GetSize();
for( index=0; index < Members; index++ )
{
if( (ID3DX11EffectVariable*)(*m_pvOldMemberInterfaces)[ (uint32_t)index] == (ID3DX11EffectVariable*)*ppVar )
{
break;
}
}
VBD( index < Members, "Internal loading error: invalid member pointer." );
*ppVar = (SGlobalVariable*)m_pEffect->m_pMemberInterfaces[ (uint32_t)index];
}
lExit:
return hr;
}
HRESULT CEffectLoader::FixupGroupPointer(_Inout_ SGroup **ppGroup)
{
HRESULT hr = S_OK;
if( *ppGroup != nullptr )
{
size_t index = *ppGroup - m_pOldGroups;
assert( index * sizeof(SGroup) == ((size_t)*ppGroup - (size_t)m_pOldGroups) );
VBD( index < m_pEffect->m_GroupCount, "Internal loading error: invalid group index." );
*ppGroup = m_pEffect->m_pGroups + index;
}
lExit:
return hr;
}
static HRESULT GetEffectVersion( _In_ uint32_t effectFileTag, _Out_ DWORD* pVersion )
{
assert( pVersion != nullptr );
if( !pVersion )
return E_FAIL;
for( size_t i = 0; i < _countof(g_EffectVersions); i++ )
{
if( g_EffectVersions[i].m_Tag == effectFileTag )
{
*pVersion = g_EffectVersions[i].m_Version;
return S_OK;
}
}
return E_FAIL;
}
_Use_decl_annotations_
HRESULT CEffectLoader::LoadEffect(CEffect *pEffect, const void *pEffectBuffer, uint32_t cbEffectBuffer)
{
HRESULT hr = S_OK;
uint32_t i, varSize, cMemberDataBlocks;
CCheckedDword chkVariables = 0;
// Used for cloning
m_pvOldMemberInterfaces = nullptr;
m_BulkHeap.EnableAlignment();
assert(pEffect && pEffectBuffer);
m_pEffect = pEffect;
m_EffectMemory = m_ReflectionMemory = 0;
VN( m_pEffect->m_pReflection = new CEffectReflection() );
m_pReflection = m_pEffect->m_pReflection;
// Begin effect load
VN( m_pEffect->m_pTypePool = new CEffect::CTypeHashTable );
VN( m_pEffect->m_pStringPool = new CEffect::CStringHashTable );
VN( m_pEffect->m_pPooledHeap = new CDataBlockStore );
m_pEffect->m_pPooledHeap->EnableAlignment();
m_pEffect->m_pTypePool->SetPrivateHeap(m_pEffect->m_pPooledHeap);
m_pEffect->m_pStringPool->SetPrivateHeap(m_pEffect->m_pPooledHeap);
VH( m_pEffect->m_pTypePool->AutoGrow() );
VH( m_pEffect->m_pStringPool->AutoGrow() );
// Load from blob
m_pData = (uint8_t*)pEffectBuffer;
m_dwBufferSize = cbEffectBuffer;
VH( m_msStructured.SetData(m_pData, m_dwBufferSize) );
// At this point, we assume that the blob is valid
VHD( m_msStructured.Read((void**) &m_pHeader, sizeof(*m_pHeader)), "pEffectBuffer is too small." );
// Verify the version
if( FAILED( hr = GetEffectVersion( m_pHeader->Tag, &m_Version ) ) )
{
DPF(0, "Effect version is unrecognized. This runtime supports fx_5_0 to %s.", g_EffectVersions[_countof(g_EffectVersions)-1].m_pName );
VH( hr );
}
if( m_pHeader->RequiresPool() || m_pHeader->Pool.cObjectVariables > 0 || m_pHeader->Pool.cNumericVariables > 0 )
{
DPF(0, "Effect11 does not support EffectPools." );
VH( E_FAIL );
}
// Get shader block count
VBD( m_pHeader->cInlineShaders <= m_pHeader->cTotalShaders, "Invalid Effect header: cInlineShaders > cTotalShaders." );
// Make sure the counts for the Effect don't overflow
chkVariables = m_pHeader->Effect.cObjectVariables;
chkVariables += m_pHeader->Effect.cNumericVariables;
chkVariables += m_pHeader->cInterfaceVariables;
chkVariables *= sizeof(SGlobalVariable);
VH( chkVariables.GetValue(&varSize) );
// Make sure the counts for the SMemberDataPointers don't overflow
chkVariables = m_pHeader->cClassInstanceElements;
chkVariables += m_pHeader->cBlendStateBlocks;
chkVariables += m_pHeader->cRasterizerStateBlocks;
chkVariables += m_pHeader->cDepthStencilBlocks;
chkVariables += m_pHeader->cSamplers;
chkVariables += m_pHeader->Effect.cCBs; // Buffer (for CBuffers and TBuffers)
chkVariables += m_pHeader->Effect.cCBs; // SRV (for TBuffers)
VHD( chkVariables.GetValue(&cMemberDataBlocks), "Overflow: too many Effect variables." );
// Allocate effect resources
VN( m_pEffect->m_pCBs = PRIVATENEW SConstantBuffer[m_pHeader->Effect.cCBs] );
VN( m_pEffect->m_pDepthStencilBlocks = PRIVATENEW SDepthStencilBlock[m_pHeader->cDepthStencilBlocks] );
VN( m_pEffect->m_pRasterizerBlocks = PRIVATENEW SRasterizerBlock[m_pHeader->cRasterizerStateBlocks] );
VN( m_pEffect->m_pBlendBlocks = PRIVATENEW SBlendBlock[m_pHeader->cBlendStateBlocks] );
VN( m_pEffect->m_pSamplerBlocks = PRIVATENEW SSamplerBlock[m_pHeader->cSamplers] );
// we allocate raw bytes for variables because they are polymorphic types that need to be placement new'ed
VN( m_pEffect->m_pVariables = (SGlobalVariable *)PRIVATENEW uint8_t[varSize] );
VN( m_pEffect->m_pAnonymousShaders = PRIVATENEW SAnonymousShader[m_pHeader->cInlineShaders] );
VN( m_pEffect->m_pGroups = PRIVATENEW SGroup[m_pHeader->cGroups] );
VN( m_pEffect->m_pShaderBlocks = PRIVATENEW SShaderBlock[m_pHeader->cTotalShaders] );
VN( m_pEffect->m_pStrings = PRIVATENEW SString[m_pHeader->cStrings] );
VN( m_pEffect->m_pShaderResources = PRIVATENEW SShaderResource[m_pHeader->cShaderResources] );
VN( m_pEffect->m_pUnorderedAccessViews = PRIVATENEW SUnorderedAccessView[m_pHeader->cUnorderedAccessViews] );
VN( m_pEffect->m_pInterfaces = PRIVATENEW SInterface[m_pHeader->cInterfaceVariableElements] );
VN( m_pEffect->m_pMemberDataBlocks = PRIVATENEW SMemberDataPointer[cMemberDataBlocks] );
VN( m_pEffect->m_pRenderTargetViews = PRIVATENEW SRenderTargetView[m_pHeader->cRenderTargetViews] );
VN( m_pEffect->m_pDepthStencilViews = PRIVATENEW SDepthStencilView[m_pHeader->cDepthStencilViews] );
uint32_t oStructured = m_pHeader->cbUnstructured + sizeof(SBinaryHeader5);
VHD( m_msStructured.Seek(oStructured), "Invalid pEffectBuffer: Missing structured data block." );
VH( m_msUnstructured.SetData(m_pData + sizeof(SBinaryHeader5), oStructured - sizeof(SBinaryHeader5)) );
VH( LoadCBs() );
VH( LoadObjectVariables() );
VH( LoadInterfaceVariables() );
VH( LoadGroups() );
// Build shader dependencies
for (i=0; i<m_pEffect->m_ShaderBlockCount; i++)
{
VH( BuildShaderBlock(&m_pEffect->m_pShaderBlocks[i]) );
}
for( size_t iGroup=0; iGroup<m_pHeader->cGroups; iGroup++ )
{
SGroup *pGroup = &m_pEffect->m_pGroups[iGroup];
pGroup->HasDependencies = false;
for( size_t iTechnique=0; iTechnique < pGroup->TechniqueCount; iTechnique++ )
{
STechnique* pTech = &pGroup->pTechniques[iTechnique];
pTech->HasDependencies = false;
for( size_t iPass=0; iPass < pTech->PassCount; iPass++ )
{
SPassBlock *pPass = &pTech->pPasses[iPass];
pTech->HasDependencies |= pPass->CheckDependencies();
}
pGroup->HasDependencies |= pTech->HasDependencies;
}
}
VH( InitializeReflectionDataAndMoveStrings() );
VH( ReallocateReflectionData() );
VH( ReallocateEffectData() );
VB( m_pReflection->m_Heap.GetSize() == m_ReflectionMemory );
// Verify that all of the various block/variable types were loaded
VBD( m_pEffect->m_VariableCount == (m_pHeader->Effect.cObjectVariables + m_pHeader->Effect.cNumericVariables + m_pHeader->cInterfaceVariables), "Internal loading error: mismatched variable count." );
VBD( m_pEffect->m_ShaderBlockCount == m_pHeader->cTotalShaders, "Internal loading error: mismatched shader block count." );
VBD( m_pEffect->m_AnonymousShaderCount == m_pHeader->cInlineShaders, "Internal loading error: mismatched anonymous variable count." );
VBD( m_pEffect->m_ShaderResourceCount == m_pHeader->cShaderResources, "Internal loading error: mismatched SRV count." );
VBD( m_pEffect->m_InterfaceCount == m_pHeader->cInterfaceVariableElements + m_BackgroundInterfaces.GetSize(), "Internal loading error: mismatched interface count." );
VBD( m_pEffect->m_UnorderedAccessViewCount == m_pHeader->cUnorderedAccessViews, "Internal loading error: mismatched UAV count." );
VBD( m_pEffect->m_MemberDataCount == cMemberDataBlocks, "Internal loading error: mismatched member data block count." );
VBD( m_pEffect->m_RenderTargetViewCount == m_pHeader->cRenderTargetViews, "Internal loading error: mismatched RTV count." );
VBD( m_pEffect->m_DepthStencilViewCount == m_pHeader->cDepthStencilViews, "Internal loading error: mismatched DSV count." );
VBD( m_pEffect->m_DepthStencilBlockCount == m_pHeader->cDepthStencilBlocks, "Internal loading error: mismatched depth-stencil state count." );
VBD( m_pEffect->m_BlendBlockCount == m_pHeader->cBlendStateBlocks, "Internal loading error: mismatched blend state count." );
VBD( m_pEffect->m_RasterizerBlockCount == m_pHeader->cRasterizerStateBlocks, "Internal loading error: mismatched rasterizer state count." );
VBD( m_pEffect->m_SamplerBlockCount == m_pHeader->cSamplers, "Internal loading error: mismatched sampler count." );
VBD( m_pEffect->m_StringCount == m_pHeader->cStrings, "Internal loading error: mismatched string count." );
// Uncomment if you really need this information
// DPF(0, "Effect heap size: %d, reflection heap size: %d, allocations avoided: %d", m_EffectMemory, m_ReflectionMemory, m_BulkHeap.m_cAllocations);
lExit:
return hr;
}
// position in buffer is lost on error
_Use_decl_annotations_
HRESULT CEffectLoader::LoadStringAndAddToPool(char **ppString, uint32_t dwOffset)
{
HRESULT hr = S_OK;
char *pName;
uint32_t hash;
size_t oldPos;
CEffect::CStringHashTable::CIterator iter;
uint32_t len;
if (dwOffset == 0)
{
*ppString = nullptr;
goto lExit;
}
oldPos = m_msUnstructured.GetPosition();
VHD( m_msUnstructured.ReadAtOffset(dwOffset, (LPCSTR *) &pName), "Invalid pEffectBuffer: cannot read string." );
len = (uint32_t)strlen(pName);
hash = ComputeHash((uint8_t *)pName, len);
if (FAILED(m_pEffect->m_pStringPool->FindValueWithHash(pName, hash, &iter)))
{
assert( m_pEffect->m_pPooledHeap != 0 );
_Analysis_assume_( m_pEffect->m_pPooledHeap != 0 );
VN( (*ppString) = new(*m_pEffect->m_pPooledHeap) char[len + 1] );
memcpy(*ppString, pName, len + 1);
VHD( m_pEffect->m_pStringPool->AddValueWithHash(*ppString, hash), "Internal loading error: failed to add string to pool." );
}
else
{
*ppString = const_cast<LPSTR>(iter.GetData());
}
m_msUnstructured.Seek(oldPos);
lExit:
return hr;
}
_Use_decl_annotations_
HRESULT CEffectLoader::LoadTypeAndAddToPool(SType **ppType, uint32_t dwOffset)
{
HRESULT hr = S_OK;
SBinaryType *psType;
SBinaryNumericType *pNumericType;
EObjectType *pObjectType;
uint32_t cMembers, iMember, cInterfaces;
uint32_t oBaseClassType;
SType temporaryType;
CEffect::CTypeHashTable::CIterator iter;
uint8_t *pHashBuffer;
uint32_t hash;
SVariable *pTempMembers = nullptr;
m_HashBuffer.Empty();
VHD( m_msUnstructured.ReadAtOffset(dwOffset, sizeof(SBinaryType), (void**) &psType), "Invalid pEffectBuffer: cannot read type." );
VHD( LoadStringAndAddToPool(&temporaryType.pTypeName, psType->oTypeName), "Invalid pEffectBuffer: cannot read type name." );
temporaryType.VarType = psType->VarType;
temporaryType.Elements = psType->Elements;
temporaryType.TotalSize = psType->TotalSize;
temporaryType.Stride = psType->Stride;
temporaryType.PackedSize = psType->PackedSize;
// sanity check elements, size, stride, etc.
uint32_t cElements = std::max<uint32_t>(1, temporaryType.Elements);
VBD( cElements * temporaryType.Stride == AlignToPowerOf2(temporaryType.TotalSize, SType::c_RegisterSize), "Invalid pEffectBuffer: invalid type size." );
VBD( temporaryType.Stride % SType::c_RegisterSize == 0, "Invalid pEffectBuffer: invalid type stride." );
VBD( temporaryType.PackedSize <= temporaryType.TotalSize && temporaryType.PackedSize % cElements == 0, "Invalid pEffectBuffer: invalid type packed size." );
switch(temporaryType.VarType)
{
case EVT_Object:
VHD( m_msUnstructured.Read((void**) &pObjectType, sizeof(uint32_t)), "Invalid pEffectBuffer: cannot read object type." );
temporaryType.ObjectType = *pObjectType;
VBD( temporaryType.VarType > EVT_Invalid && temporaryType.VarType < EVT_Count, "Invalid pEffectBuffer: invalid object type." );
VN( pHashBuffer = m_HashBuffer.AddRange(sizeof(temporaryType.VarType) + sizeof(temporaryType.Elements) +
sizeof(temporaryType.pTypeName) + sizeof(temporaryType.ObjectType)) );
memcpy(pHashBuffer, &temporaryType.VarType, sizeof(temporaryType.VarType));
pHashBuffer += sizeof(temporaryType.VarType);
memcpy(pHashBuffer, &temporaryType.Elements, sizeof(temporaryType.Elements));
pHashBuffer += sizeof(temporaryType.Elements);
memcpy(pHashBuffer, &temporaryType.pTypeName, sizeof(temporaryType.pTypeName));
pHashBuffer += sizeof(temporaryType.pTypeName);
memcpy(pHashBuffer, &temporaryType.ObjectType, sizeof(temporaryType.ObjectType));
break;
case EVT_Interface:
temporaryType.InterfaceType = nullptr;
VN( pHashBuffer = m_HashBuffer.AddRange(sizeof(temporaryType.VarType) + sizeof(temporaryType.Elements) +
sizeof(temporaryType.pTypeName) + sizeof(temporaryType.ObjectType)) );
memcpy(pHashBuffer, &temporaryType.VarType, sizeof(temporaryType.VarType));
pHashBuffer += sizeof(temporaryType.VarType);
memcpy(pHashBuffer, &temporaryType.Elements, sizeof(temporaryType.Elements));
pHashBuffer += sizeof(temporaryType.Elements);
memcpy(pHashBuffer, &temporaryType.pTypeName, sizeof(temporaryType.pTypeName));
pHashBuffer += sizeof(temporaryType.pTypeName);
memcpy(pHashBuffer, &temporaryType.ObjectType, sizeof(temporaryType.ObjectType));
break;
case EVT_Numeric:
VHD( m_msUnstructured.Read((void**) &pNumericType, sizeof(SBinaryNumericType)), "Invalid pEffectBuffer: cannot read numeric type." );
temporaryType.NumericType = *pNumericType;
VBD( temporaryType.NumericType.Rows >= 1 && temporaryType.NumericType.Rows <= 4 &&
temporaryType.NumericType.Columns >= 1 && temporaryType.NumericType.Columns <= 4 &&
temporaryType.NumericType.NumericLayout != ENL_Invalid && temporaryType.NumericType.NumericLayout < ENL_Count &&
temporaryType.NumericType.ScalarType > EST_Invalid && temporaryType.NumericType.ScalarType < EST_Count,
"Invalid pEffectBuffer: invalid numeric type.");
if (temporaryType.NumericType.NumericLayout != ENL_Matrix)
{
VBD( temporaryType.NumericType.IsColumnMajor == false, "Invalid pEffectBuffer: only matricies can be column major." );
}
VN( pHashBuffer = m_HashBuffer.AddRange(sizeof(temporaryType.VarType) + sizeof(temporaryType.Elements) +
sizeof(temporaryType.pTypeName) + sizeof(temporaryType.NumericType)) );
memcpy(pHashBuffer, &temporaryType.VarType, sizeof(temporaryType.VarType));
pHashBuffer += sizeof(temporaryType.VarType);
memcpy(pHashBuffer, &temporaryType.Elements, sizeof(temporaryType.Elements));
pHashBuffer += sizeof(temporaryType.Elements);
memcpy(pHashBuffer, &temporaryType.pTypeName, sizeof(temporaryType.pTypeName));
pHashBuffer += sizeof(temporaryType.pTypeName);
memcpy(pHashBuffer, &temporaryType.NumericType, sizeof(temporaryType.NumericType));
break;
case EVT_Struct:
VHD( m_msUnstructured.Read(&cMembers), "Invalid pEffectBuffer: cannot read struct." );
temporaryType.StructType.Members = cMembers;
VN( pTempMembers = new SVariable[cMembers] );
temporaryType.StructType.pMembers = pTempMembers;
// read up all of the member descriptors at once
SBinaryType::SBinaryMember *psMember;
VHD( m_msUnstructured.Read((void**) &psMember, cMembers * sizeof(*psMember)), "Invalid pEffectBuffer: cannot read struct members." );
{
// Determine if this type implements an interface
VHD( m_msUnstructured.Read(&oBaseClassType), "Invalid pEffectBuffer: cannot read base class type." );
VHD( m_msUnstructured.Read(&cInterfaces), "Invalid pEffectBuffer: cannot read interfaces." );
if( cInterfaces > 0 )
{
temporaryType.StructType.ImplementsInterface = 1;
temporaryType.StructType.HasSuperClass = ( oBaseClassType > 0 ) ? 1 : 0;
}
else if( oBaseClassType > 0 )
{
// Get parent type and copy its ImplementsInterface
SType* pBaseClassType;
VH( LoadTypeAndAddToPool(&pBaseClassType, oBaseClassType) );
temporaryType.StructType.ImplementsInterface = pBaseClassType->StructType.ImplementsInterface;
temporaryType.StructType.HasSuperClass = 1;
}
// Read (and ignore) the interface types
uint32_t *poInterface;
VHD( m_msUnstructured.Read((void**) &poInterface, cInterfaces * sizeof(poInterface)), "Invalid pEffectBuffer: cannot read interface types." );
}
uint32_t totalSize;
totalSize = 0;
for (iMember=0; iMember<cMembers; iMember++)
{
SVariable *pMember;
pMember = temporaryType.StructType.pMembers + iMember;
VBD( psMember[iMember].Offset == totalSize ||
psMember[iMember].Offset == AlignToPowerOf2(totalSize, SType::c_RegisterSize),
"Internal loading error: invalid member offset." );
pMember->Data.Offset = psMember[iMember].Offset;
VH( LoadTypeAndAddToPool(&pMember->pType, psMember[iMember].oType) );
VH( LoadStringAndAddToPool(&pMember->pName, psMember[iMember].oName) );
VH( LoadStringAndAddToPool(&pMember->pSemantic, psMember[iMember].oSemantic) );
totalSize = psMember[iMember].Offset + pMember->pType->TotalSize;
}
VBD( AlignToPowerOf2(totalSize, SType::c_RegisterSize) == temporaryType.Stride, "Internal loading error: invlid type size." );
VN( pHashBuffer = m_HashBuffer.AddRange(sizeof(temporaryType.VarType) + sizeof(temporaryType.Elements) +
sizeof(temporaryType.pTypeName) + sizeof(temporaryType.StructType.Members) + cMembers * sizeof(SVariable)) );
memcpy(pHashBuffer, &temporaryType.VarType, sizeof(temporaryType.VarType));
pHashBuffer += sizeof(temporaryType.VarType);
memcpy(pHashBuffer, &temporaryType.Elements, sizeof(temporaryType.Elements));
pHashBuffer += sizeof(temporaryType.Elements);
memcpy(pHashBuffer, &temporaryType.pTypeName, sizeof(temporaryType.pTypeName));
pHashBuffer += sizeof(temporaryType.pTypeName);
memcpy(pHashBuffer, &temporaryType.StructType.Members, sizeof(temporaryType.StructType.Members));
pHashBuffer += sizeof(temporaryType.StructType.Members);
memcpy(pHashBuffer, temporaryType.StructType.pMembers, cMembers * sizeof(SVariable));
break;
default:
assert(0);
VHD( E_FAIL, "Internal loading error: invalid variable type." );
}
hash = ComputeHash(&m_HashBuffer[0], m_HashBuffer.GetSize());
if (FAILED(m_pEffect->m_pTypePool->FindValueWithHash(&temporaryType, hash, &iter)))
{
assert( m_pEffect->m_pPooledHeap != nullptr );
// allocate real member array, if necessary
if (temporaryType.VarType == EVT_Struct)
{
VN( temporaryType.StructType.pMembers = new(*m_pEffect->m_pPooledHeap) SVariable[temporaryType.StructType.Members] );
memcpy(temporaryType.StructType.pMembers, pTempMembers, temporaryType.StructType.Members * sizeof(SVariable));
}
// allocate real type
VN( (*ppType) = new(*m_pEffect->m_pPooledHeap) SType );
memcpy(*ppType, &temporaryType, sizeof(temporaryType));
ZeroMemory(&temporaryType, sizeof(temporaryType));
VH( m_pEffect->m_pTypePool->AddValueWithHash(*ppType, hash) );
}
else
{
*ppType = iter.GetData();
}
lExit:
SAFE_DELETE_ARRAY(pTempMembers);
return hr;
}
// Numeric data in annotations are tightly packed (unlike in CBs which follow D3D11 packing rules). This unpacks them.
uint32_t CEffectLoader::UnpackData(uint8_t *pDestData, uint8_t *pSrcData, uint32_t PackedDataSize, SType *pType, uint32_t *pBytesRead)
{
uint32_t bytesRead = 0;
HRESULT hr = S_OK;
uint32_t elementsToCopy = std::max<uint32_t>(pType->Elements, 1);
switch (pType->VarType)
{
case EVT_Struct:
for (size_t i = 0; i < elementsToCopy; ++ i)
{
for (size_t j = 0; j < pType->StructType.Members; ++ j)
{
uint32_t br;
assert(PackedDataSize > bytesRead);
VH( UnpackData(pDestData + pType->StructType.pMembers[j].Data.Offset,
pSrcData + bytesRead, PackedDataSize - bytesRead,
pType->StructType.pMembers[j].pType, &br) );
bytesRead += br;
}
pDestData += pType->Stride;
}
break;
case EVT_Numeric:
if (pType->NumericType.IsPackedArray)
{
// No support for packed arrays
assert(0);
VHD(E_FAIL, "Internal loading error: packed arrays are not supported." );
}
else
{
uint32_t bytesToCopy;
if (pType->NumericType.IsColumnMajor)
{
uint32_t registers = pType->NumericType.Columns;
uint32_t entries = pType->NumericType.Rows;
bytesToCopy = entries * registers * SType::c_ScalarSize;
for (size_t i = 0; i < elementsToCopy; ++ i)
{
for (size_t j = 0; j < registers; ++ j)
{
for (size_t k = 0; k < entries; ++ k)
{
// type cast to an arbitrary scalar
((uint32_t*)pDestData)[k] = ((uint32_t*)pSrcData)[k * registers + j];
}
pDestData += SType::c_RegisterSize; // advance to next register
}
pSrcData += bytesToCopy;
bytesRead += bytesToCopy;
}
}
else
{
uint32_t registers = pType->NumericType.Rows;
uint32_t entries = pType->NumericType.Columns;
bytesToCopy = entries * SType::c_ScalarSize;
for (size_t i = 0; i < elementsToCopy; ++ i)
{
for (size_t j = 0; j < registers; ++ j)
{
memcpy(pDestData, pSrcData, bytesToCopy);
pDestData += SType::c_RegisterSize; // advance to next register
pSrcData += bytesToCopy;
bytesRead += bytesToCopy;
}
}
}
}
break;
default:
// shouldn't be called on non-struct/numeric types
assert(0);
VHD(E_FAIL, "Internal loading error: UnpackData should not be called on non-struct, non-numeric types." );
}
lExit:
*pBytesRead = bytesRead;
return hr;
}
// Read info from the compiled blob and initialize a numeric variable
HRESULT CEffectLoader::LoadNumericVariable(_In_ SConstantBuffer *pParentCB)
{
HRESULT hr = S_OK;
SBinaryNumericVariable *psVar;
SGlobalVariable *pVar;
SType *pType;
void *pDefaultValue;
// Read variable info
VHD( m_msStructured.Read((void**) &psVar, sizeof(*psVar)), "Invalid pEffectBuffer: cannot read numeric variable." );
VBD( m_pEffect->m_VariableCount < (m_pHeader->Effect.cObjectVariables + m_pHeader->Effect.cNumericVariables + m_pHeader->cInterfaceVariables),
"Internal loading error: invalid variable counts.");
pVar = &m_pEffect->m_pVariables[m_pEffect->m_VariableCount];
// Get type
VH( LoadTypeAndAddToPool(&pType, psVar->oType) );
// Make sure the right polymorphic type is created
VH( PlacementNewVariable(pVar, pType, false) );
if (psVar->Flags & D3DX11_EFFECT_VARIABLE_EXPLICIT_BIND_POINT)
{
pVar->ExplicitBindPoint = psVar->Offset;
}
else
{
pVar->ExplicitBindPoint = uint32_t(-1);
}
pVar->pEffect = m_pEffect;
pVar->pType = pType;
pVar->pCB = pParentCB;
pVar->Data.pGeneric = pParentCB->pBackingStore + psVar->Offset;
VBD( psVar->Offset + pVar->pType->TotalSize <= pVar->pCB->Size, "Invalid pEffectBuffer: invalid variable offset." );
if (pType->VarType == EVT_Struct && pType->StructType.ImplementsInterface && !pParentCB->IsTBuffer)
{
pVar->MemberDataOffsetPlus4 = m_pEffect->m_MemberDataCount * sizeof(SMemberDataPointer) + 4;
m_pEffect->m_MemberDataCount += std::max<uint32_t>(pType->Elements,1);
}
// Get name & semantic
VHD( GetStringAndAddToReflection(psVar->oName, &pVar->pName), "Invalid pEffectBuffer: cannot read variable name." );
VHD( GetStringAndAddToReflection(psVar->oSemantic, &pVar->pSemantic), "Invalid pEffectBuffer: cannot read variable semantic." );
// Ensure the variable fits in the CBuffer and doesn't overflow
VBD( pType->TotalSize + psVar->Offset <= pParentCB->Size &&
pType->TotalSize + psVar->Offset >= pType->TotalSize, "Invalid pEffectBuffer: variable does not fit in CB." );
ZeroMemory(pVar->Data.pGeneric, pType->TotalSize);
// Get default value
if (0 != psVar->oDefaultValue)
{
uint32_t bytesUnpacked;
VHD( m_msUnstructured.ReadAtOffset(psVar->oDefaultValue, pType->PackedSize, &pDefaultValue), "Invalid pEffectBuffer: cannot read default value." );
VH( UnpackData((uint8_t*) pVar->Data.pGeneric, (uint8_t*) pDefaultValue, pType->PackedSize, pType, &bytesUnpacked) );
VBD( bytesUnpacked == pType->PackedSize, "Invalid pEffectBuffer: invalid type packed size.");
}
// We need to use offsets until we fixup
pVar->Data.Offset = psVar->Offset;
// Read annotations
VH( LoadAnnotations(&pVar->AnnotationCount, &pVar->pAnnotations) );
m_pEffect->m_VariableCount++;
lExit:
return hr;
}
// Read info from the compiled blob and initialize a constant buffer
HRESULT CEffectLoader::LoadCBs()
{
HRESULT hr = S_OK;
uint32_t iCB, iVar;
for (iCB=0; iCB<m_pHeader->Effect.cCBs; iCB++)
{
SBinaryConstantBuffer *psCB;
SConstantBuffer *pCB;
VHD( m_msStructured.Read((void**) &psCB, sizeof(*psCB)), "Invalid pEffectBuffer: cannot read CB." );
pCB = &m_pEffect->m_pCBs[iCB];
VHD( GetStringAndAddToReflection(psCB->oName, &pCB->pName), "Invalid pEffectBuffer: cannot read CB name." );
pCB->IsTBuffer = (psCB->Flags & SBinaryConstantBuffer::c_IsTBuffer) != 0 ? true : false;
pCB->IsSingle = (psCB->Flags & SBinaryConstantBuffer::c_IsSingle) != 0 ? true : false;
pCB->Size = psCB->Size;
pCB->ExplicitBindPoint = psCB->ExplicitBindPoint;
VBD( pCB->Size == AlignToPowerOf2(pCB->Size, SType::c_RegisterSize), "Invalid pEffectBuffer: CB size not a power of 2." );
VN( pCB->pBackingStore = PRIVATENEW uint8_t[pCB->Size] );
pCB->MemberDataOffsetPlus4 = m_pEffect->m_MemberDataCount * sizeof(SMemberDataPointer) + 4;
m_pEffect->m_MemberDataCount += 2;
// point this CB to variables that it owns
pCB->VariableCount = psCB->cVariables;
if (pCB->VariableCount > 0)
{
pCB->pVariables = &m_pEffect->m_pVariables[m_pEffect->m_VariableCount];
}
else
{
pCB->pVariables = nullptr;
}
// Read annotations
VH( LoadAnnotations(&pCB->AnnotationCount, &pCB->pAnnotations) );
for (iVar=0; iVar<psCB->cVariables; iVar++)
{
VH( LoadNumericVariable(pCB) );
}
}
m_pEffect->m_CBCount = m_pHeader->Effect.cCBs;
lExit:
return hr;
}
// Used by LoadAssignment to initialize members on load
_Use_decl_annotations_
HRESULT CEffectLoader::ExecuteConstantAssignment(const SBinaryConstant *pConstant, void *pLHS, D3D_SHADER_VARIABLE_TYPE lhsType)
{
HRESULT hr = S_OK;
switch(pConstant->Type)
{
case EST_UInt:
case EST_Int:
case EST_Bool:
switch(lhsType)
{
case D3D_SVT_BOOL:
case D3D_SVT_INT:
case D3D_SVT_UINT:
*(uint32_t*) pLHS = pConstant->iValue;
break;
case D3D_SVT_UINT8:
*(uint8_t*) pLHS = (uint8_t) pConstant->iValue;
break;
case D3D_SVT_FLOAT:
*(float*) pLHS = (float) pConstant->iValue;
break;
default:
VHD( E_FAIL, "Internal loading error: invalid left-hand assignment type." );
}
break;
case EST_Float:
switch(lhsType)
{
case D3D_SVT_BOOL:
case D3D_SVT_INT:
case D3D_SVT_UINT:
*(uint32_t*) pLHS = (uint32_t) pConstant->fValue;
break;
case D3D_SVT_UINT8:
*(uint8_t*) pLHS = (uint8_t) pConstant->fValue;
break;
case D3D_SVT_FLOAT:
*(float*) pLHS = pConstant->fValue;
break;
default:
VHD( E_FAIL, "Internal loading error: invalid left-hand assignment type." );
}
break;
default:
VHD( E_FAIL, "Internal loading error: invalid left-hand assignment type." );
}
lExit:
return hr;
}
// Read info from the compiled blob and initialize a set of assignments
_Use_decl_annotations_
HRESULT CEffectLoader::LoadAssignments( uint32_t Assignments, SAssignment **ppAssignments,
uint8_t *pBackingStore, uint32_t *pRTVAssignments, uint32_t *pFinalAssignments )
{
HRESULT hr = S_OK;
uint32_t i, j;
SBinaryAssignment *psAssignments;
uint32_t finalAssignments = 0; // the number of assignments worth keeping
uint32_t renderTargetViewAssns = 0; // Number of render target view assns, used by passes since SetRTV is a vararg call
*pFinalAssignments = 0;
if (pRTVAssignments)
*pRTVAssignments = 0;
VHD( m_msStructured.Read((void**) &psAssignments, sizeof(*psAssignments) * Assignments), "Invalid pEffectBuffer: cannot read assignments." );
// allocate enough room to store all of the assignments (even though some may go unused)
VN( (*ppAssignments) = PRIVATENEW SAssignment[Assignments] )
//
// In this loop, we read assignments 1-by-1, keeping some and discarding others.
// We write to the "next" assignment which is given by &(*ppAssignments)[finalAssignments];
// if an assignment is worth keeping, we increment finalAssignments.
// This means that if you want to keep an assignment, you must be careful to initialize
// all members of SAssignment because old values from preceding discarded assignments might remain.
//
for (i = 0; i < Assignments; ++ i)
{
SGlobalVariable *pVarArray, *pVarIndex, *pVar;
const char *pGlobalVarName;
SAssignment *pAssignment = &(*ppAssignments)[finalAssignments];
uint8_t *pLHS;
VBD( psAssignments[i].iState < NUM_STATES, "Invalid pEffectBuffer: invalid assignment state." );
VBD( psAssignments[i].Index < g_lvGeneral[psAssignments[i].iState].m_Indices, "Invalid pEffectBuffer: invalid assignment index." );
pAssignment->LhsType = g_lvGeneral[psAssignments[i].iState].m_LhsType;
// Count RenderTargetView assignments
if (pAssignment->LhsType == ELHS_RenderTargetView)
renderTargetViewAssns++;
switch (g_lvGeneral[psAssignments[i].iState].m_Type)
{
case D3D_SVT_UINT8:
assert(g_lvGeneral[psAssignments[i].iState].m_Cols == 1); // uint8_t arrays not supported
pAssignment->DataSize = sizeof(uint8_t);
// Store an offset for destination instead of a pointer so that it's easy to relocate it later
break;
case D3D_SVT_BOOL:
case D3D_SVT_INT:
case D3D_SVT_UINT:
case D3D_SVT_FLOAT:
pAssignment->DataSize = SType::c_ScalarSize * g_lvGeneral[psAssignments[i].iState].m_Cols;
break;
case D3D_SVT_RASTERIZER:
pAssignment->DataSize = sizeof(SRasterizerBlock);
break;
case D3D_SVT_DEPTHSTENCIL:
pAssignment->DataSize = sizeof(SDepthStencilBlock);
break;
case D3D_SVT_BLEND:
pAssignment->DataSize = sizeof(SBlendBlock);
break;
case D3D_SVT_VERTEXSHADER:
case D3D_SVT_GEOMETRYSHADER:
case D3D_SVT_PIXELSHADER:
case D3D_SVT_HULLSHADER:
case D3D_SVT_DOMAINSHADER:
case D3D_SVT_COMPUTESHADER:
pAssignment->DataSize = sizeof(SShaderBlock);
break;
case D3D_SVT_TEXTURE:
case D3D_SVT_TEXTURE1D:
case D3D_SVT_TEXTURE2D:
case D3D_SVT_TEXTURE2DMS:
case D3D_SVT_TEXTURE3D:
case D3D_SVT_TEXTURECUBE:
case D3D_SVT_TEXTURECUBEARRAY:
case D3D_SVT_BYTEADDRESS_BUFFER:
case D3D_SVT_STRUCTURED_BUFFER:
pAssignment->DataSize = sizeof(SShaderResource);
break;
case D3D_SVT_RENDERTARGETVIEW:
pAssignment->DataSize = sizeof(SRenderTargetView);
break;
case D3D_SVT_DEPTHSTENCILVIEW:
pAssignment->DataSize = sizeof(SDepthStencilView);
break;
case D3D_SVT_RWTEXTURE1D:
case D3D_SVT_RWTEXTURE1DARRAY:
case D3D_SVT_RWTEXTURE2D:
case D3D_SVT_RWTEXTURE2DARRAY:
case D3D_SVT_RWTEXTURE3D:
case D3D_SVT_RWBUFFER:
case D3D_SVT_RWBYTEADDRESS_BUFFER:
case D3D_SVT_RWSTRUCTURED_BUFFER:
case D3D_SVT_APPEND_STRUCTURED_BUFFER:
case D3D_SVT_CONSUME_STRUCTURED_BUFFER:
pAssignment->DataSize = sizeof(SUnorderedAccessView);
break;
case D3D_SVT_INTERFACE_POINTER:
pAssignment->DataSize = sizeof(SInterface);
break;
default:
assert(0);
VHD( E_FAIL, "Internal loading error: invalid assignment type.");
}
uint32_t lhsStride;
if( g_lvGeneral[psAssignments[i].iState].m_Stride > 0 )
lhsStride = g_lvGeneral[psAssignments[i].iState].m_Stride;
else
lhsStride = pAssignment->DataSize;
// Store only the destination offset so that the backing store pointers can be easily fixed up later
pAssignment->Destination.Offset = g_lvGeneral[psAssignments[i].iState].m_Offset + lhsStride * psAssignments[i].Index;
// As a result, you should use pLHS in this function instead of the destination pointer
pLHS = pBackingStore + pAssignment->Destination.Offset;
switch (psAssignments[i].AssignmentType)
{
case ECAT_Constant: // e.g. LHS = 1; or LHS = nullptr;
uint32_t *pNumConstants;
SBinaryConstant *pConstants;
VHD( m_msUnstructured.ReadAtOffset(psAssignments[i].oInitializer, sizeof(uint32_t), (void**) &pNumConstants), "Invalid pEffectBuffer: cannot read NumConstants." );
VHD( m_msUnstructured.Read((void **)&pConstants, sizeof(SBinaryConstant) * (*pNumConstants)), "Invalid pEffectBuffer: cannot read constants." );
if(pAssignment->IsObjectAssignment())
{
// make sure this is a nullptr assignment
VBD( *pNumConstants == 1 && (pConstants[0].Type == EST_Int || pConstants[0].Type == EST_UInt) && pConstants[0].iValue == 0,
"Invalid pEffectBuffer: non-nullptr constant assignment to object.");
switch (pAssignment->LhsType)
{
case ELHS_DepthStencilBlock:
*((void **)pLHS) = &g_NullDepthStencil;
break;
case ELHS_BlendBlock:
*((void **)pLHS) = &g_NullBlend;
break;
case ELHS_RasterizerBlock:
*((void **)pLHS) = &g_NullRasterizer;
break;
case ELHS_VertexShaderBlock:
*((void **)pLHS) = &g_NullVS;
break;
case ELHS_PixelShaderBlock:
*((void **)pLHS) = &g_NullPS;
break;
case ELHS_GeometryShaderBlock:
*((void **)pLHS) = &g_NullGS;
break;
case ELHS_HullShaderBlock:
*((void **)pLHS) = &g_NullHS;
break;
case ELHS_DomainShaderBlock:
*((void **)pLHS) = &g_NullDS;
break;
case ELHS_ComputeShaderBlock:
*((void **)pLHS) = &g_NullCS;
break;
case ELHS_Texture:
*((void **)pLHS) = &g_NullTexture;
break;
case ELHS_DepthStencilView:
*((void **)pLHS) = &g_NullDepthStencilView;
break;
case ELHS_RenderTargetView:
*((void **)pLHS) = &g_NullRenderTargetView;
break;
default:
assert(0);
}
}
else
{
VBD( *pNumConstants == g_lvGeneral[psAssignments[i].iState].m_Cols, "Internal loading error: mismatch constant count." );
for (j = 0; j < *pNumConstants; ++ j)
{
VH( ExecuteConstantAssignment(pConstants + j, pLHS, g_lvGeneral[psAssignments[i].iState].m_Type) );
pLHS += SType::c_ScalarSize; // arrays of constants will always be regular scalar sized, never byte-sized
}
}
// Can get rid of this assignment
break;
case ECAT_Variable: // e.g. LHS = myVar;
VHD( m_msUnstructured.ReadAtOffset(psAssignments[i].oInitializer, &pGlobalVarName), "Invalid pEffectBuffer: cannot read variable name." );
VBD( pVar = m_pEffect->FindVariableByName(pGlobalVarName), "Loading error: cannot find variable name." );
if (pAssignment->IsObjectAssignment())
{
VBD( pVar->pType->VarType == EVT_Object &&
GetSimpleParameterTypeFromObjectType(pVar->pType->ObjectType) == g_lvGeneral[psAssignments[i].iState].m_Type,
"Loading error: invalid variable type or object type." );
// Write directly into the state block's backing store
*((void **)pLHS) = pVar->Data.pGeneric;
// Now we can get rid of this assignment
}
else
{
VBD( pVar->pType->BelongsInConstantBuffer(), "Invalid pEffectBuffer: assignment type mismatch." );
pAssignment->DependencyCount = 1;
VN( pAssignment->pDependencies = PRIVATENEW SAssignment::SDependency[pAssignment->DependencyCount] );
pAssignment->pDependencies->pVariable = pVar;
// Store an offset for numeric values instead of a pointer so that it's easy to relocate it later
pAssignment->Source.Offset = pVar->Data.Offset;
pAssignment->AssignmentType = ERAT_NumericVariable;
// Can't get rid of this assignment
++ finalAssignments;
}
break;
case ECAT_ConstIndex: // e.g. LHS = myGS[1]
SBinaryAssignment::SConstantIndex *psConstIndex;
VHD( m_msUnstructured.ReadAtOffset(psAssignments[i].oInitializer, sizeof(*psConstIndex), (void**) &psConstIndex),
"Invalid pEffectBuffer: cannot read assignment initializer." );
VHD( m_msUnstructured.ReadAtOffset(psConstIndex->oArrayName, &pGlobalVarName), "Invalid pEffectBuffer: cannot read array name." );
VBD( pVarArray = m_pEffect->FindVariableByName(pGlobalVarName), "Loading error: cannot find array name." );
if (pAssignment->IsObjectAssignment())
{
VBD( psConstIndex->Index < pVarArray->pType->Elements, "Invalid pEffectBuffer: out of bounds array index." );
VBD( pVarArray->pType->VarType == EVT_Object &&
GetSimpleParameterTypeFromObjectType(pVarArray->pType->ObjectType) == g_lvGeneral[psAssignments[i].iState].m_Type,
"Loading error: invalid variable type or object type." );
// Write directly into the state block's backing store
*((void **)pLHS) = GetBlockByIndex(pVarArray->pType->VarType, pVarArray->pType->ObjectType, pVarArray->Data.pGeneric, psConstIndex->Index);
VBD( nullptr != *((void **)pLHS), "Internal loading error: invalid block." );
// Now we can get rid of this assignment
}
else
{
VBD( pVarArray->pType->BelongsInConstantBuffer(), "Invalid pEffectBuffer: assignment type mismatch." );
pAssignment->DependencyCount = 1;
VN( pAssignment->pDependencies = PRIVATENEW SAssignment::SDependency[pAssignment->DependencyCount] );
pAssignment->pDependencies->pVariable = pVarArray;
CCheckedDword chkDataLen = psConstIndex->Index;
uint32_t dataLen;
chkDataLen *= SType::c_ScalarSize;
chkDataLen += pAssignment->DataSize;
VHD( chkDataLen.GetValue(&dataLen), "Overflow: assignment size." );
VBD( dataLen <= pVarArray->pType->TotalSize, "Internal loading error: assignment size mismatch" );
pAssignment->Source.Offset = pVarArray->Data.Offset + psConstIndex->Index * SType::c_ScalarSize;
// _NumericConstIndex is not used here because _NumericVariable
// does the same stuff in a more general fashion with no perf hit.
pAssignment->AssignmentType = ERAT_NumericVariable;
// Can't get rid of this assignment
++ finalAssignments;
}
break;
case ECAT_VariableIndex: // e.g. LHS = myVar[numLights];
SBinaryAssignment::SVariableIndex *psVarIndex;
VHD( m_msUnstructured.ReadAtOffset(psAssignments[i].oInitializer, sizeof(*psVarIndex), (void**) &psVarIndex),
"Invalid pEffectBuffer: cannot read assignment initializer." );
VHD( m_msUnstructured.ReadAtOffset(psVarIndex->oArrayName, &pGlobalVarName), "Invalid pEffectBuffer: cannot read variable name." );
VBD( pVarArray = m_pEffect->FindVariableByName(pGlobalVarName), "Loading error: cannot find variable name." );
VHD( m_msUnstructured.ReadAtOffset(psVarIndex->oIndexVarName, &pGlobalVarName), "Invalid pEffectBuffer: cannot read index variable name." );
VBD( pVarIndex = m_pEffect->FindVariableByName(pGlobalVarName), "Loading error: cannot find index variable name." );
// Only support integer indices
VBD( pVarIndex->pType->VarType == EVT_Numeric && (pVarIndex->pType->NumericType.ScalarType == EST_Int || pVarIndex->pType->NumericType.ScalarType == EST_UInt),
"Invalid pEffectBuffer: invalid index variable type.");
VBD( pVarArray->pType->Elements > 0, "Invalid pEffectBuffer: array variable is not an array." );
pVarIndex->pCB->IsUsedByExpression = true;
if (pAssignment->IsObjectAssignment())
{
VBD( pVarArray->pType->VarType == EVT_Object &&
GetSimpleParameterTypeFromObjectType(pVarArray->pType->ObjectType) == g_lvGeneral[psAssignments[i].iState].m_Type,
"Loading error: invalid variable type or object type." );
// MaxElements is only 16-bits wide
VBD( pVarArray->pType->Elements <= 0xFFFF, "Internal error: array size is too large." );
pAssignment->MaxElements = pVarArray->pType->Elements;
pAssignment->DependencyCount = 1;
VN( pAssignment->pDependencies = PRIVATENEW SAssignment::SDependency[pAssignment->DependencyCount] );
pAssignment->pDependencies[0].pVariable = pVarIndex;
// Point this assignment to the start of the variable's object array.
// When this assignment is dirty, we write the value of this pointer plus
// the index given by its one dependency directly into the destination
pAssignment->Source = pVarArray->Data;
pAssignment->AssignmentType = ERAT_ObjectVariableIndex;
}
else
{
VBD( pVarArray->pType->BelongsInConstantBuffer(), "Invalid pEffectBuffer: assignment type mismatch." );
pAssignment->DependencyCount = 2;
VN( pAssignment->pDependencies = PRIVATENEW SAssignment::SDependency[pAssignment->DependencyCount] );
pAssignment->pDependencies[0].pVariable = pVarIndex;
pAssignment->pDependencies[1].pVariable = pVarArray;
// When pVarIndex is updated, we update the source pointer.
// When pVarArray is updated, we copy data from the source to the destination.
pAssignment->Source.pGeneric = nullptr;
pAssignment->AssignmentType = ERAT_NumericVariableIndex;
}
// Can't get rid of this assignment
++ finalAssignments;
break;
case ECAT_ExpressionIndex:// e.g. LHS = myVar[a + b * c];
case ECAT_Expression: // e.g. LHS = a + b * c;
// we do not support FXLVM
VHD( E_NOTIMPL, "FXLVM Expressions (complex assignments like myVar[i*2]) are not supported in Effects11." );
break;
case ECAT_InlineShader:
case ECAT_InlineShader5:
uint32_t cbShaderBin;
uint8_t *pShaderBin;
SShaderBlock *pShaderBlock;
SAnonymousShader *pAnonShader;
union
{
SBinaryAssignment::SInlineShader *psInlineShader;
SBinaryShaderData5 *psInlineShader5;
};
// Inline shader assignments must be object types
assert(pAssignment->IsObjectAssignment());
static_assert(offsetof(SBinaryAssignment::SInlineShader, oShader) == offsetof(SBinaryShaderData5, oShader), "ECAT_InlineShader issue");
static_assert(offsetof(SBinaryAssignment::SInlineShader, oSODecl) == offsetof(SBinaryShaderData5, oSODecls), "ECAT_InlineShader5 issue");
if( psAssignments[i].AssignmentType == ECAT_InlineShader )
{
VHD( m_msUnstructured.ReadAtOffset(psAssignments[i].oInitializer, sizeof(*psInlineShader), (void**) &psInlineShader),
"Invalid pEffectBuffer: cannot read inline shader." );
}
else
{
VHD( m_msUnstructured.ReadAtOffset(psAssignments[i].oInitializer, sizeof(*psInlineShader5), (void**) &psInlineShader5),
"Invalid pEffectBuffer: cannot read inline shader." );
}
VBD( m_pEffect->m_ShaderBlockCount < m_pHeader->cTotalShaders, "Internal loading error: shader count is out incorrect." );
VBD( m_pEffect->m_AnonymousShaderCount < m_pHeader->cInlineShaders, "Internal loading error: anonymous shader count is out incorrect." );
pShaderBlock = &m_pEffect->m_pShaderBlocks[m_pEffect->m_ShaderBlockCount];
pAnonShader = &m_pEffect->m_pAnonymousShaders[m_pEffect->m_AnonymousShaderCount];
pAnonShader->pShaderBlock = pShaderBlock;
++ m_pEffect->m_ShaderBlockCount;
++ m_pEffect->m_AnonymousShaderCount;
// Write directly into the state block's backing store
*((void **)pLHS) = pShaderBlock;
VHD( GetUnstructuredDataBlock(psInlineShader->oShader, &cbShaderBin, (void **) &pShaderBin), "Invalid pEffectBuffer: cannot read inline shader block." );
if (cbShaderBin > 0)
{
VN( pShaderBlock->pReflectionData = PRIVATENEW SShaderBlock::SReflectionData );
pShaderBlock->pReflectionData->BytecodeLength = cbShaderBin;
pShaderBlock->pReflectionData->pBytecode = (uint8_t*) pShaderBin;
pShaderBlock->pReflectionData->pStreamOutDecls[0] =
pShaderBlock->pReflectionData->pStreamOutDecls[1] =
pShaderBlock->pReflectionData->pStreamOutDecls[2] =
pShaderBlock->pReflectionData->pStreamOutDecls[3] = nullptr;
pShaderBlock->pReflectionData->RasterizedStream = 0;
pShaderBlock->pReflectionData->IsNullGS = FALSE;
pShaderBlock->pReflectionData->pReflection = nullptr;
pShaderBlock->pReflectionData->InterfaceParameterCount = 0;
pShaderBlock->pReflectionData->pInterfaceParameters = nullptr;
}
switch (pAssignment->LhsType)
{
case ELHS_PixelShaderBlock:
pShaderBlock->pVT = &g_vtPS;
VBD( psInlineShader->oSODecl == 0, "Internal loading error: pixel shaders cannot have stream out decls." );
break;
case ELHS_GeometryShaderBlock:
pShaderBlock->pVT = &g_vtGS;
if( psAssignments[i].AssignmentType == ECAT_InlineShader )
{
if (psInlineShader->oSODecl)
{
// This is a GS with SO
VHD( GetStringAndAddToReflection(psInlineShader->oSODecl, &pShaderBlock->pReflectionData->pStreamOutDecls[0]),
"Invalid pEffectBuffer: cannot read SO decl." );
}
}
else
{
// This is a GS with addressable stream out
for( size_t iDecl=0; iDecl < psInlineShader5->cSODecls; ++iDecl )
{
if (psInlineShader5->oSODecls[iDecl])
{
VHD( GetStringAndAddToReflection(psInlineShader5->oSODecls[iDecl], &pShaderBlock->pReflectionData->pStreamOutDecls[iDecl]),
"Invalid pEffectBuffer: cannot read SO decl." );
}
}
pShaderBlock->pReflectionData->RasterizedStream = psInlineShader5->RasterizedStream;
}
break;
case ELHS_VertexShaderBlock:
pShaderBlock->pVT = &g_vtVS;
VBD( psInlineShader->oSODecl == 0, "Internal loading error: vertex shaders cannot have stream out decls." );
break;
case ELHS_HullShaderBlock:
pShaderBlock->pVT = &g_vtHS;
VBD( psInlineShader->oSODecl == 0, "Internal loading error: hull shaders cannot have stream out decls." );
break;
case ELHS_DomainShaderBlock:
pShaderBlock->pVT = &g_vtDS;
VBD( psInlineShader->oSODecl == 0, "Internal loading error: domain shaders cannot have stream out decls." );
break;
case ELHS_ComputeShaderBlock:
pShaderBlock->pVT = &g_vtCS;
VBD( psInlineShader->oSODecl == 0, "Internal loading error: compute shaders cannot have stream out decls." );
break;
case ELHS_GeometryShaderSO:
assert(0); // Should never happen
#if (__cplusplus >= 201703L)
[[fallthrough]];
#elif defined(__clang__)
[[clang::fallthrough]];
#elif defined(_MSC_VER)
__fallthrough;
#endif
default:
VHD( E_FAIL, "Internal loading error: invalid shader type." );
}
if( psAssignments[i].AssignmentType == ECAT_InlineShader5 )
{
pShaderBlock->pReflectionData->InterfaceParameterCount = psInlineShader5->cInterfaceBindings;
VH( GetInterfaceParametersAndAddToReflection( psInlineShader5->cInterfaceBindings, psInlineShader5->oInterfaceBindings, &pShaderBlock->pReflectionData->pInterfaceParameters ) );
}
// Now we can get rid of this assignment
break;
default:
assert(0);
}
}
*pFinalAssignments = finalAssignments;
if (pRTVAssignments)
*pRTVAssignments = renderTargetViewAssns;
lExit:
return hr;
}
// Read info from the compiled blob and initialize an object variable
HRESULT CEffectLoader::LoadObjectVariables()
{
HRESULT hr = S_OK;
size_t cBlocks = m_pHeader->Effect.cObjectVariables;
for (size_t iBlock=0; iBlock<cBlocks; iBlock++)
{
SBinaryObjectVariable *psBlock;
SGlobalVariable *pVar;
SType *pType;
uint32_t elementsToRead;
CCheckedDword chkElementsTotal;
uint32_t elementsTotal;
// Read variable info
VHD( m_msStructured.Read((void**) &psBlock, sizeof(*psBlock)), "Invalid pEffectBuffer: cannot read object variable." );
VBD( m_pEffect->m_VariableCount < (m_pHeader->Effect.cObjectVariables + m_pHeader->Effect.cNumericVariables + m_pHeader->cInterfaceVariables),
"Internal loading error: variable count mismatch." );
pVar = &m_pEffect->m_pVariables[m_pEffect->m_VariableCount];
// Get type
VH( LoadTypeAndAddToPool(&pType, psBlock->oType) );
// Make sure the right polymorphic type is created
VH( PlacementNewVariable(pVar, pType, false) );
pVar->pEffect = m_pEffect;
pVar->pType = pType;
pVar->pCB = nullptr;
pVar->ExplicitBindPoint = psBlock->ExplicitBindPoint;
if( pType->IsStateBlockObject() )
{
pVar->MemberDataOffsetPlus4 = m_pEffect->m_MemberDataCount * sizeof(SMemberDataPointer) + 4;
m_pEffect->m_MemberDataCount += std::max<uint32_t>(pType->Elements,1);
}
// Get name
VHD( GetStringAndAddToReflection(psBlock->oName, &pVar->pName), "Invalid pEffectBuffer: cannot read object variable name." );
VHD( GetStringAndAddToReflection(psBlock->oSemantic, &pVar->pSemantic), "Invalid pEffectBuffer: cannot read object variable semantic." );
m_pEffect->m_VariableCount++;
elementsToRead = std::max<uint32_t>(1, pType->Elements);
chkElementsTotal = elementsToRead;
if (pType->IsStateBlockObject())
{
// State blocks
EBlockType blockType;
uint32_t *maxBlockCount;
uint32_t *currentBlockCount;
switch (pType->ObjectType)
{
case EOT_Blend:
pVar->Data.pBlock = &m_pEffect->m_pBlendBlocks[m_pEffect->m_BlendBlockCount];
maxBlockCount = &m_pHeader->cBlendStateBlocks;
currentBlockCount = &m_pEffect->m_BlendBlockCount;
blockType = EBT_Blend;
break;
case EOT_DepthStencil:
pVar->Data.pBlock = &m_pEffect->m_pDepthStencilBlocks[m_pEffect->m_DepthStencilBlockCount];
maxBlockCount = &m_pHeader->cDepthStencilBlocks;
currentBlockCount = &m_pEffect->m_DepthStencilBlockCount;
blockType = EBT_DepthStencil;
break;
case EOT_Rasterizer:
pVar->Data.pBlock = &m_pEffect->m_pRasterizerBlocks[m_pEffect->m_RasterizerBlockCount];
maxBlockCount = &m_pHeader->cRasterizerStateBlocks;
currentBlockCount = &m_pEffect->m_RasterizerBlockCount;
blockType = EBT_Rasterizer;
break;
default:
VB(pType->IsSampler());
pVar->Data.pBlock = &m_pEffect->m_pSamplerBlocks[m_pEffect->m_SamplerBlockCount];
maxBlockCount = &m_pHeader->cSamplers;
currentBlockCount = &m_pEffect->m_SamplerBlockCount;
blockType = EBT_Sampler;
}
chkElementsTotal += *currentBlockCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: vaiable elements." );
VBD( elementsTotal <= *maxBlockCount, "Internal loading error: element count overflow." );
*currentBlockCount += elementsToRead;
for (uint32_t iElement = 0; iElement < elementsToRead; ++ iElement)
{
SBaseBlock *pCurrentBlock;
uint32_t cAssignments;
pCurrentBlock = (SBaseBlock *) GetBlockByIndex(pVar->pType->VarType, pVar->pType->ObjectType, pVar->Data.pGeneric, iElement);
VBD( nullptr != pCurrentBlock, "Internal loading error: find state block." );
pCurrentBlock->BlockType = blockType;
VHD( m_msStructured.Read(&cAssignments), "Invalid pEffectBuffer: cannot read state block assignments." );
VH( LoadAssignments( cAssignments, &pCurrentBlock->pAssignments, (uint8_t*)pCurrentBlock, nullptr, &pCurrentBlock->AssignmentCount ) );
}
}
else if (pType->IsShader())
{
// Shaders
chkElementsTotal += m_pEffect->m_ShaderBlockCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: shader block count." );
VBD( elementsTotal <= m_pHeader->cTotalShaders, "Invalid pEffectBuffer: shader count mismatch." );
pVar->Data.pShader = &m_pEffect->m_pShaderBlocks[m_pEffect->m_ShaderBlockCount];
for (size_t iElement=0; iElement<elementsToRead; iElement++)
{
uint32_t cbShaderBin;
void *pShaderBin;
SShaderBlock *pShaderBlock;
union
{
uint32_t *pOffset;
SBinaryGSSOInitializer *psInlineGSSO4;
SBinaryShaderData5 *psInlineShader5;
};
static_assert(offsetof(SBinaryGSSOInitializer, oShader) == 0, "Union issue");
static_assert(offsetof(SBinaryShaderData5, oShader) == 0, "Union issue");
pShaderBlock = &m_pEffect->m_pShaderBlocks[m_pEffect->m_ShaderBlockCount];
m_pEffect->m_ShaderBlockCount++;
// Get shader binary
switch (pType->ObjectType)
{
case EOT_VertexShader:
case EOT_GeometryShader:
case EOT_PixelShader:
VHD( m_msStructured.Read((void**)&pOffset, sizeof(*pOffset)), "Invalid pEffectBuffer: cannot read shader block." );
break;
case EOT_GeometryShaderSO:
VHD( m_msStructured.Read((void**)&psInlineGSSO4, sizeof(*psInlineGSSO4)), "Invalid pEffectBuffer: cannot read inline GS with SO." );
break;
case EOT_VertexShader5:
case EOT_GeometryShader5:
case EOT_HullShader5:
case EOT_DomainShader5:
case EOT_PixelShader5:
case EOT_ComputeShader5:
VHD( m_msStructured.Read((void**)&psInlineShader5, sizeof(*psInlineShader5)), "Invalid pEffectBuffer: cannot read inline shader." );
break;
default:
VH( E_FAIL );
}
VHD( GetUnstructuredDataBlock(*pOffset, &cbShaderBin, &pShaderBin), "Invalid pEffectBuffer: cannot read shader byte code." );
if (cbShaderBin > 0)
{
VN( pShaderBlock->pReflectionData = PRIVATENEW SShaderBlock::SReflectionData );
pShaderBlock->pReflectionData->BytecodeLength = cbShaderBin;
pShaderBlock->pReflectionData->pBytecode = (uint8_t*) pShaderBin;
pShaderBlock->pReflectionData->pStreamOutDecls[0] =
pShaderBlock->pReflectionData->pStreamOutDecls[1] =
pShaderBlock->pReflectionData->pStreamOutDecls[2] =
pShaderBlock->pReflectionData->pStreamOutDecls[3] = nullptr;
pShaderBlock->pReflectionData->RasterizedStream = 0;
pShaderBlock->pReflectionData->IsNullGS = FALSE;
pShaderBlock->pReflectionData->pReflection = nullptr;
pShaderBlock->pReflectionData->InterfaceParameterCount = 0;
pShaderBlock->pReflectionData->pInterfaceParameters = nullptr;
}
switch (pType->ObjectType)
{
case EOT_PixelShader:
pShaderBlock->pVT = &g_vtPS;
break;
case EOT_GeometryShaderSO:
// Get StreamOut decl
//VH( m_msStructured.Read(&dwOffset) );
if (cbShaderBin > 0)
{
VHD( GetStringAndAddToReflection(psInlineGSSO4->oSODecl, &pShaderBlock->pReflectionData->pStreamOutDecls[0]),
"Invalid pEffectBuffer: cannot read stream out decl." );
}
pShaderBlock->pVT = &g_vtGS;
break;
case EOT_VertexShader5:
case EOT_GeometryShader5:
case EOT_HullShader5:
case EOT_DomainShader5:
case EOT_PixelShader5:
case EOT_ComputeShader5:
// Get StreamOut decls
if (cbShaderBin > 0)
{
for( size_t iDecl=0; iDecl < psInlineShader5->cSODecls; ++iDecl )
{
VHD( GetStringAndAddToReflection(psInlineShader5->oSODecls[iDecl], &pShaderBlock->pReflectionData->pStreamOutDecls[iDecl]),
"Invalid pEffectBuffer: cannot read stream out decls." );
}
pShaderBlock->pReflectionData->RasterizedStream = psInlineShader5->RasterizedStream;
pShaderBlock->pReflectionData->InterfaceParameterCount = psInlineShader5->cInterfaceBindings;
VH( GetInterfaceParametersAndAddToReflection( psInlineShader5->cInterfaceBindings, psInlineShader5->oInterfaceBindings, &pShaderBlock->pReflectionData->pInterfaceParameters ) );
}
switch (pType->ObjectType)
{
case EOT_VertexShader5:
pShaderBlock->pVT = &g_vtVS;
break;
case EOT_GeometryShader5:
pShaderBlock->pVT = &g_vtGS;
break;
case EOT_HullShader5:
pShaderBlock->pVT = &g_vtHS;
break;
case EOT_DomainShader5:
pShaderBlock->pVT = &g_vtDS;
break;
case EOT_PixelShader5:
pShaderBlock->pVT = &g_vtPS;
break;
case EOT_ComputeShader5:
pShaderBlock->pVT = &g_vtCS;
break;
default:
VH( E_FAIL );
}
break;
case EOT_GeometryShader:
pShaderBlock->pVT = &g_vtGS;
break;
case EOT_VertexShader:
pShaderBlock->pVT = &g_vtVS;
break;
default:
VHD( E_FAIL, "Invalid pEffectBuffer: invalid shader type." );
}
}
}
else if (pType->IsObjectType(EOT_String))
{
// Strings
chkElementsTotal += m_pEffect->m_StringCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: string object count." );
VBD( elementsTotal <= m_pHeader->cStrings, "Invalid pEffectBuffer: string count mismatch." );
pVar->Data.pString = &m_pEffect->m_pStrings[m_pEffect->m_StringCount];
for (size_t iElement=0; iElement<elementsToRead; iElement++)
{
uint32_t dwOffset;
SString *pString;
pString = &m_pEffect->m_pStrings[m_pEffect->m_StringCount];
m_pEffect->m_StringCount++;
// Get string
VHD( m_msStructured.Read(&dwOffset), "Invalid pEffectBuffer: cannot read string offset." );
VHD( GetStringAndAddToReflection(dwOffset, &pString->pString), "Invalid pEffectBuffer: cannot read string." );
}
}
else if (pType->IsShaderResource())
{
// Textures/buffers
chkElementsTotal += m_pEffect->m_ShaderResourceCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: SRV object count." );
VBD( elementsTotal <= m_pHeader->cShaderResources, "Invalid pEffectBuffer: SRV count mismatch." );
pVar->Data.pShaderResource = &m_pEffect->m_pShaderResources[m_pEffect->m_ShaderResourceCount];
m_pEffect->m_ShaderResourceCount += elementsToRead;
}
else if (pType->IsUnorderedAccessView())
{
// UnorderedAccessViews
chkElementsTotal += m_pEffect->m_UnorderedAccessViewCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: UAV object count." );
VBD( elementsTotal <= m_pHeader->cUnorderedAccessViews, "Invalid pEffectBuffer: UAV count mismatch." );
pVar->Data.pUnorderedAccessView = &m_pEffect->m_pUnorderedAccessViews[m_pEffect->m_UnorderedAccessViewCount];
m_pEffect->m_UnorderedAccessViewCount += elementsToRead;
}
else if (pType->IsRenderTargetView())
{
// RenderTargets
chkElementsTotal += m_pEffect->m_RenderTargetViewCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: RTV object count." );
VBD( elementsTotal <= m_pHeader->cRenderTargetViews, "Invalid pEffectBuffer: RTV count mismatch." );
pVar->Data.pRenderTargetView = &m_pEffect->m_pRenderTargetViews[m_pEffect->m_RenderTargetViewCount];
m_pEffect->m_RenderTargetViewCount += elementsToRead;
}
else if (pType->IsDepthStencilView())
{
// DepthStencilViews
chkElementsTotal += m_pEffect->m_DepthStencilViewCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: DSV object count." );
VBD( elementsTotal <= m_pHeader->cDepthStencilViews, "Invalid pEffectBuffer: DSV count mismatch." );
pVar->Data.pDepthStencilView = &m_pEffect->m_pDepthStencilViews[m_pEffect->m_DepthStencilViewCount];
m_pEffect->m_DepthStencilViewCount += elementsToRead;
}
else
{
VHD( E_FAIL, "Invalid pEffectBuffer: DSV count mismatch." );
}
// Read annotations
VH( LoadAnnotations(&pVar->AnnotationCount, &pVar->pAnnotations) );
}
lExit:
return hr;
}
// Read info from the compiled blob and initialize an interface variable
HRESULT CEffectLoader::LoadInterfaceVariables()
{
HRESULT hr = S_OK;
uint32_t iBlock;
uint32_t cBlocks;
cBlocks = m_pHeader->cInterfaceVariables;
for (iBlock=0; iBlock<cBlocks; iBlock++)
{
SBinaryInterfaceVariable *psBlock;
SGlobalVariable *pVar;
SType *pType;
uint32_t elementsToRead;
CCheckedDword chkElementsTotal;
uint32_t elementsTotal;
void *pDefaultValue;
// Read variable info
VHD( m_msStructured.Read((void**) &psBlock, sizeof(*psBlock)), "Invalid pEffectBuffer: cannot read interface block." );
VBD( m_pEffect->m_VariableCount < (m_pHeader->Effect.cObjectVariables + m_pHeader->Effect.cNumericVariables + m_pHeader->cInterfaceVariables),
"Internal loading error: variable count mismatch." );
pVar = &m_pEffect->m_pVariables[m_pEffect->m_VariableCount];
// Get type
VH( LoadTypeAndAddToPool(&pType, psBlock->oType) );
// Make sure the right polymorphic type is created
VH( PlacementNewVariable(pVar, pType, false) );
pVar->pEffect = m_pEffect;
pVar->pType = pType;
pVar->pCB = nullptr;
pVar->ExplicitBindPoint = (uint32_t)-1;
pVar->pSemantic = nullptr;
// Get name
VHD( GetStringAndAddToReflection(psBlock->oName, &pVar->pName), "Invalid pEffectBuffer: cannot read interface name." );
m_pEffect->m_VariableCount++;
elementsToRead = std::max<uint32_t>(1, pType->Elements);
chkElementsTotal = elementsToRead;
VBD( pType->IsInterface(), "Internal loading error: invlaid type for interface." );
chkElementsTotal += m_pEffect->m_InterfaceCount;
VHD( chkElementsTotal.GetValue(&elementsTotal), "Overflow: interface count." );
VBD( elementsTotal <= m_pHeader->cInterfaceVariableElements, "Invalid pEffectBuffer: interface count mismatch." );
pVar->Data.pInterface = &m_pEffect->m_pInterfaces[m_pEffect->m_InterfaceCount];
m_pEffect->m_InterfaceCount += elementsToRead;
// Get default value
if (0 != psBlock->oDefaultValue)
{
VHD( m_msUnstructured.ReadAtOffset(psBlock->oDefaultValue, elementsToRead * sizeof(SBinaryInterfaceInitializer), &pDefaultValue),
"Invalid pEffectBuffer: cannot read interface initializer offset." );
for( size_t i=0; i < elementsToRead; i++ )
{
SBinaryInterfaceInitializer* pInterfaceInit = &((SBinaryInterfaceInitializer*)pDefaultValue)[i];
LPCSTR pClassInstanceName;
VHD( m_msUnstructured.ReadAtOffset(pInterfaceInit->oInstanceName, &pClassInstanceName), "Invalid pEffectBuffer: cannot read interface initializer." );
SGlobalVariable *pCIVariable = m_pEffect->FindVariableByName(pClassInstanceName);
VBD( pCIVariable != nullptr, "Loading error: cannot find class instance for interface initializer." );
VBD( pCIVariable->pType->IsClassInstance(), "Loading error: variable type mismatch for interface initializer." );
if( pInterfaceInit->ArrayIndex == (uint32_t)-1 )
{
VBD( pCIVariable->pType->Elements == 0, "Loading error: array mismatch for interface initializer." );
pVar->Data.pInterface[i].pClassInstance = (SClassInstanceGlobalVariable*)pCIVariable;
}
else
{
VBD( pCIVariable->pType->Elements > 0, "Loading error: array mismatch for interface initializer." );
VBD( pInterfaceInit->ArrayIndex < pCIVariable->pType->Elements, "Loading error: array index out of range." );
SMember* pMember = (SMember*)pCIVariable->GetElement( pInterfaceInit->ArrayIndex );
VBD( pMember->IsValid(), "Loading error: cannot find member by name." );
VBD( pMember->pType->IsClassInstance(), "Loading error: member type mismatch for interface initializer." );
pVar->Data.pInterface[i].pClassInstance = (SClassInstanceGlobalVariable*)pMember;
}
}
}
// Read annotations
VH( LoadAnnotations(&pVar->AnnotationCount, &pVar->pAnnotations) );
}
lExit:
return hr;
}
// Read info from the compiled blob and initialize a group (and contained techniques and passes)
HRESULT CEffectLoader::LoadGroups()
{
HRESULT hr = S_OK;
uint32_t TechniquesInEffect = 0;
for( size_t iGroup=0; iGroup<m_pHeader->cGroups; iGroup++ )
{
SGroup *pGroup = &m_pEffect->m_pGroups[iGroup];
SBinaryGroup *psGroup;
// Read group info
VHD( m_msStructured.Read((void**) &psGroup, sizeof(*psGroup)), "Invalid pEffectBuffer: cannot read group." );
pGroup->TechniqueCount = psGroup->cTechniques;
VN( pGroup->pTechniques = PRIVATENEW STechnique[pGroup->TechniqueCount] );
VHD( GetStringAndAddToReflection(psGroup->oName, &pGroup->pName), "Invalid pEffectBuffer: cannot read group name." );
if( pGroup->pName == nullptr )
{
VBD( m_pEffect->m_pNullGroup == nullptr, "Internal loading error: multiple nullptr groups." );
m_pEffect->m_pNullGroup = pGroup;
}
// Read annotations
VH( LoadAnnotations(&pGroup->AnnotationCount, &pGroup->pAnnotations) );
for( size_t iTechnique=0; iTechnique < psGroup->cTechniques; iTechnique++ )
{
VH( LoadTechnique( &pGroup->pTechniques[iTechnique] ) );
}
TechniquesInEffect += psGroup->cTechniques;
}
VBD( TechniquesInEffect == m_pHeader->cTechniques, "Loading error: technique count mismatch." );
m_pEffect->m_TechniqueCount = m_pHeader->cTechniques;
m_pEffect->m_GroupCount = m_pHeader->cGroups;
lExit:
return hr;
}
// Read info from the compiled blob and initialize a technique (and contained passes)
HRESULT CEffectLoader::LoadTechnique( STechnique* pTech )
{
HRESULT hr = S_OK;
uint32_t iPass;
SBinaryTechnique *psTech;
// Read technique info
VHD( m_msStructured.Read((void**) &psTech, sizeof(*psTech)), "Invalid pEffectBuffer: cannot read technique." );
pTech->PassCount = psTech->cPasses;
VN( pTech->pPasses = PRIVATENEW SPassBlock[pTech->PassCount] );
VHD( GetStringAndAddToReflection(psTech->oName, &pTech->pName), "Invalid pEffectBuffer: cannot read technique name." );
// Read annotations
VH( LoadAnnotations(&pTech->AnnotationCount, &pTech->pAnnotations) );
for (iPass=0; iPass<psTech->cPasses; iPass++)
{
SBinaryPass *psPass;
SPassBlock *pPass = &pTech->pPasses[iPass];
// Read pass info
VHD( m_msStructured.Read((void**) &psPass, sizeof(SBinaryPass)), "Invalid pEffectBuffer: cannot read pass." );
VHD( GetStringAndAddToReflection(psPass->oName, &pPass->pName), "Invalid pEffectBuffer: cannot read pass name." );
// Read annotations
VH( LoadAnnotations(&pPass->AnnotationCount, &pPass->pAnnotations) );
VH( LoadAssignments( psPass->cAssignments, &pPass->pAssignments, (uint8_t*)pPass, &pPass->BackingStore.RenderTargetViewCount, &pPass->AssignmentCount ) );
VBD( pPass->BackingStore.RenderTargetViewCount <= D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, "Invalid pEffectBuffer: too many RTVs in pass." );
// Initialize other pass information
pPass->pEffect = m_pEffect;
pPass->BlockType = EBT_Pass;
}
lExit:
return hr;
}
// Read info from the compiled blob and initialize a set of annotations
HRESULT CEffectLoader::LoadAnnotations(uint32_t *pcAnnotations, SAnnotation **ppAnnotations)
{
HRESULT hr = S_OK;
uint32_t cAnnotations, i, oData;
SAnnotation *pAnnotations = nullptr;
VHD( m_msStructured.Read(&cAnnotations), "Invalid pEffectBuffer: cannot read anootation count." );
if (cAnnotations)
{
uint32_t annotationsSize;
CCheckedDword chkAnnotationsSize;
chkAnnotationsSize = cAnnotations;
chkAnnotationsSize *= sizeof(SAnnotation);
VHD( chkAnnotationsSize.GetValue(&annotationsSize), "Overflow in annotations." );
// we allocate raw bytes for annotations because they are polymorphic types that need to be placement new'ed
VN( pAnnotations = (SAnnotation *) PRIVATENEW uint8_t[annotationsSize] );
memset(pAnnotations, 0, annotationsSize);
for (i=0; i<cAnnotations; i++)
{
SBinaryAnnotation *psAnnotation;
SAnnotation *pAn = &pAnnotations[i];
SType *pType;
VHD( m_msStructured.Read((void**) &psAnnotation, sizeof(SBinaryAnnotation)), "Invalid pEffectBuffer: cannot read annotation." );
VH( LoadTypeAndAddToPool(&pType, psAnnotation->oType) );
// Make sure the right polymorphic type is created
VH( PlacementNewVariable(pAn, pType, true) );
pAn->pEffect = m_pEffect;
pAn->pType = pType;
VHD( GetStringAndAddToReflection(psAnnotation->oName, &pAn->pName), "Invalid pEffectBuffer: cannot read annotation name." );
if (pType->IsObjectType(EOT_String))
{
uint32_t cElements = std::max<uint32_t>(1, pType->Elements);
uint32_t j;
VN( pAn->Data.pString = PRIVATENEW SString[cElements] );
for (j = 0; j < cElements; ++ j)
{
// Read initializer offset
VHD( m_msStructured.Read(&oData), "Invalid pEffectBuffer: cannot read string." );
#pragma warning( disable : 6011 )
VHD( GetStringAndAddToReflection(oData, &pAn->Data.pString[j].pString), "Invalid pEffectBuffer: cannot read string initializer." );
}
}
else if (pType->BelongsInConstantBuffer())
{
void *pDefaultValue;
uint32_t bytesUnpacked;
// Read initializer offset
VHD( m_msStructured.Read(&oData), "Invalid pEffectBuffer: cannot read annotation." );
VBD( oData != 0, "Invalid pEffectBuffer: invalid anotation offset." );
VN( pAn->Data.pGeneric = PRIVATENEW uint8_t[pType->TotalSize] );
ZeroMemory(pAn->Data.pGeneric, pType->TotalSize);
VHD( m_msUnstructured.ReadAtOffset(oData, pType->PackedSize, &pDefaultValue), "Invalid pEffectBuffer: cannot read variable default value." );
VH( UnpackData((uint8_t*) pAn->Data.pGeneric, (uint8_t*) pDefaultValue, pType->PackedSize, pType, &bytesUnpacked) );
VBD( bytesUnpacked == pType->PackedSize, "Invalid pEffectBuffer: packed sizes to not match." );
}
else
{
VHD( E_FAIL, "Invalid pEffectBuffer: invalid annotation type." );
}
}
}
*pcAnnotations = cAnnotations;
*ppAnnotations = pAnnotations;
lExit:
return hr;
}
//////////////////////////////////////////////////////////////////////////
// Build shader block dependencies from shader metadata
//////////////////////////////////////////////////////////////////////////
//
// Grabs shader resource dependency information from the bytecode of the shader
// (cbuffer, tbuffer, texture, buffer, sampler, and UAV dependencies),
// and sets up the given SShaderBlock to point to the dependencies within the effect
//
HRESULT CEffectLoader::GrabShaderData(SShaderBlock *pShaderBlock)
{
HRESULT hr = S_OK;
CEffectVector<SRange> vRanges[ER_Count], *pvRange;
SRange *pRange = nullptr;
CEffectVector<SConstantBuffer*> vTBuffers;
//////////////////////////////////////////////////////////////////////////
// Step 1: iterate through the resource binding structures and build
// an "optimized" list of all of the dependencies
D3D11_SHADER_DESC ShaderDesc;
hr = pShaderBlock->pReflectionData->pReflection->GetDesc( &ShaderDesc );
if ( FAILED(hr) )
return hr;
// Since we have the shader desc, let's find out if this is a nullptr GS
if( D3D11_SHVER_GET_TYPE( ShaderDesc.Version ) == D3D11_SHVER_VERTEX_SHADER && pShaderBlock->GetShaderType() == EOT_GeometryShader )
{
pShaderBlock->pReflectionData->IsNullGS = true;
}
pShaderBlock->CBDepCount = pShaderBlock->ResourceDepCount = pShaderBlock->TBufferDepCount = pShaderBlock->SampDepCount = 0;
pShaderBlock->UAVDepCount = pShaderBlock->InterfaceDepCount = 0;
for(uint32_t i = 0; i < ShaderDesc.BoundResources; i++)
{
LPCSTR pName;
uint32_t bindPoint, size;
ERanges eRange = ER_CBuffer;
SShaderResource *pShaderResource = nullptr;
SUnorderedAccessView *pUnorderedAccessView = nullptr;
SSamplerBlock *pSampler = nullptr;
SConstantBuffer *pCB = nullptr;
SVariable *pVariable = nullptr;
bool isFX9TextureLoad = false;
D3D11_SHADER_INPUT_BIND_DESC ResourceDesc;
pShaderBlock->pReflectionData->pReflection->GetResourceBindingDesc( i, &ResourceDesc );
// HUGE ASSUMPTION: the bindpoints we read in the shader metadata are sorted;
// i.e. bindpoints are steadily increasing
// If this assumption is not met, then we will hit an assert below
pName = ResourceDesc.Name;
bindPoint = ResourceDesc.BindPoint;
size = ResourceDesc.BindCount;
switch( ResourceDesc.Type )
{
case D3D_SIT_CBUFFER:
eRange = ER_CBuffer;
pCB = m_pEffect->FindCB(pName);
VBD( nullptr != pCB, "Loading error: cannot find cbuffer." );
VBD( size == 1, "Loading error: cbuffer arrays are not supported." );
break;
case D3D_SIT_TBUFFER:
eRange = ER_Texture;
pCB = m_pEffect->FindCB(pName);
VBD( nullptr != pCB, "Loading error: cannot find tbuffer." );
VBD( false != pCB->IsTBuffer, "Loading error: cbuffer found where tbuffer is expected." );
VBD( size == 1, "Loading error: tbuffer arrays are not supported." );
pShaderResource = &pCB->TBuffer;
break;
case D3D_SIT_TEXTURE:
case D3D_SIT_STRUCTURED:
case D3D_SIT_BYTEADDRESS:
{
eRange = ER_Texture;
pVariable = m_pEffect->FindVariableByNameWithParsing(pName);
VBD( pVariable != nullptr, "Loading error: cannot find SRV variable." );
uint32_t elements = std::max<uint32_t>(1, pVariable->pType->Elements);
VBD( size <= elements, "Loading error: SRV array size mismatch." );
if (pVariable->pType->IsShaderResource())
{
// this is just a straight texture assignment
pShaderResource = pVariable->Data.pShaderResource;
}
else
{
// This is a FX9/HLSL9-style texture load instruction that specifies only a sampler
VBD( pVariable->pType->IsSampler(), "Loading error: shader dependency is neither an SRV nor sampler.");
isFX9TextureLoad = true;
pSampler = pVariable->Data.pSampler;
// validate that all samplers actually used (i.e. based on size, not elements) in this variable have a valid TEXTURE assignment
for (size_t j = 0; j < size; ++ j)
{
if (nullptr == pSampler[j].BackingStore.pTexture)
{
// print spew appropriately for samplers vs sampler arrays
if (0 == pVariable->pType->Elements)
{
DPF(0, "%s: Sampler %s does not have a texture bound to it, even though the sampler is used in a DX9-style texture load instruction", g_szEffectLoadArea, pName);
}
else
{
DPF(0, "%s: Sampler %s[%zu] does not have a texture bound to it, even though the sampler array is used in a DX9-style texture load instruction", g_szEffectLoadArea, pName, j);
}
VH( E_FAIL );
}
}
}
}
break;
case D3D_SIT_UAV_RWTYPED:
case D3D_SIT_UAV_RWSTRUCTURED:
case D3D_SIT_UAV_RWBYTEADDRESS:
case D3D_SIT_UAV_APPEND_STRUCTURED:
case D3D_SIT_UAV_CONSUME_STRUCTURED:
case D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER:
eRange = ER_UnorderedAccessView;
pVariable = m_pEffect->FindVariableByNameWithParsing(pName);
VBD( pVariable != nullptr, "Loading error: cannot find UAV variable." );
VBD( size <= std::max<uint32_t>(1, pVariable->pType->Elements), "Loading error: UAV array index out of range." );
VBD( pVariable->pType->IsUnorderedAccessView(), "Loading error: UAV variable expected." );
pUnorderedAccessView = pVariable->Data.pUnorderedAccessView;
break;
case D3D_SIT_SAMPLER:
eRange = ER_Sampler;
pVariable = m_pEffect->FindVariableByNameWithParsing(pName);
VBD( pVariable != nullptr, "Loading error: cannot find sampler variable." );
VBD( size <= std::max<uint32_t>(1, pVariable->pType->Elements), "Loading error: sampler array index out of range." );
VBD( pVariable->pType->IsSampler(), "Loading error: sampler variable expected." );
pSampler = pVariable->Data.pSampler;
break;
default:
VHD( E_FAIL, "Internal loading error: unexpected shader dependency type." );
};
//
// Here's where the "optimized" part comes in; whenever there's
// a resource dependency, see if it's located contiguous to
// an existing resource dependency and merge them together
// if possible
//
uint32_t rangeCount;
pvRange = &vRanges[eRange];
rangeCount = pvRange->GetSize();
if ( rangeCount > 0 )
{
// Can we continue an existing range?
pRange = &( (*pvRange)[rangeCount - 1] );
// Make sure that bind points are strictly increasing,
// otherwise this algorithm breaks and we'd get worse runtime performance
assert(pRange->last <= bindPoint);
if ( pRange->last != bindPoint )
{
if( eRange != ER_UnorderedAccessView )
{
// No we can't. Begin a new range by setting rangeCount to 0 and triggering the next IF
rangeCount = 0;
}
else
{
// UAVs will always be located in one range, as they are more expensive to set
while(pRange->last < bindPoint)
{
VHD( pRange->vResources.Add(&g_NullUnorderedAccessView), "Internal loading error: cannot add UAV to range." );
pRange->last++;
}
}
}
}
if ( rangeCount == 0 )
{
VN( pRange = pvRange->Add() );
pRange->start = bindPoint;
}
pRange->last = bindPoint + size;
switch( ResourceDesc.Type )
{
case D3D_SIT_CBUFFER:
VHD( pRange->vResources.Add(pCB), "Internal loading error: cannot add cbuffer to range." );
break;
case D3D_SIT_TBUFFER:
VHD( pRange->vResources.Add(pShaderResource), "Internal loading error: cannot add tbuffer to range." );
VHD( vTBuffers.Add( (SConstantBuffer*)pCB ), "Internal loading error: cannot add tbuffer to vector." );
break;
case D3D_SIT_TEXTURE:
case D3D_SIT_STRUCTURED:
case D3D_SIT_BYTEADDRESS:
if (isFX9TextureLoad)
{
// grab all of the textures from each sampler
for (size_t j = 0; j < size; ++ j)
{
VHD( pRange->vResources.Add(pSampler[j].BackingStore.pTexture), "Internal loading error: cannot add SRV to range." );
}
}
else
{
// add the whole array
for (size_t j = 0; j < size; ++ j)
{
VHD( pRange->vResources.Add(pShaderResource + j), "Internal loading error: cannot add SRV to range." );
}
}
break;
case D3D_SIT_UAV_RWTYPED:
case D3D_SIT_UAV_RWSTRUCTURED:
case D3D_SIT_UAV_RWBYTEADDRESS:
case D3D_SIT_UAV_APPEND_STRUCTURED:
case D3D_SIT_UAV_CONSUME_STRUCTURED:
case D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER:
// add the whole array
for (size_t j = 0; j < size; ++ j)
{
VHD( pRange->vResources.Add(pUnorderedAccessView + j), "Internal loading error: cannot add UAV to range." );
}
break;
case D3D_SIT_SAMPLER:
// add the whole array
for (size_t j = 0; j < size; ++ j)
{
VHD( pRange->vResources.Add(pSampler + j), "Internal loading error: cannot add sampler to range." );
}
break;
default:
VHD( E_FAIL, "Internal loading error: unexpected shader dependency type." );
}
}
//////////////////////////////////////////////////////////////////////////
// Step 2: iterate through the interfaces and build
// an "optimized" list of all of the dependencies
uint32_t NumInterfaces = pShaderBlock->pReflectionData->pReflection->GetNumInterfaceSlots();
uint32_t CurInterfaceParameter = 0;
if( NumInterfaces > 0 )
{
assert( ShaderDesc.ConstantBuffers > 0 );
for( uint32_t i=0; i < ShaderDesc.ConstantBuffers; i++ )
{
ID3D11ShaderReflectionConstantBuffer* pCB = pShaderBlock->pReflectionData->pReflection->GetConstantBufferByIndex(i);
VN( pCB );
D3D11_SHADER_BUFFER_DESC CBDesc;
VHD( pCB->GetDesc( &CBDesc ), "Internal loading error: cannot get CB desc." );
if( CBDesc.Type != D3D11_CT_INTERFACE_POINTERS )
{
continue;
}
for( uint32_t iVar=0; iVar < CBDesc.Variables; iVar++ )
{
ID3D11ShaderReflectionVariable* pInterfaceVar = pCB->GetVariableByIndex( iVar );
VN( pInterfaceVar );
D3D11_SHADER_VARIABLE_DESC InterfaceDesc;
VHD( pInterfaceVar->GetDesc(&InterfaceDesc), "Internal load error: cannot get IV desc.");
LPCSTR pName;
uint32_t bindPoint, size;
SGlobalVariable *pVariable = nullptr;
SInterface *pInterface = nullptr;
uint32_t VariableElements;
pName = InterfaceDesc.Name;
bindPoint = InterfaceDesc.StartOffset;
size = InterfaceDesc.Size;
if( bindPoint == (uint32_t)-1 )
{
continue;
}
assert( InterfaceDesc.uFlags & D3D11_SVF_INTERFACE_POINTER );
if( InterfaceDesc.uFlags & D3D11_SVF_INTERFACE_PARAMETER )
{
// This interface pointer is a parameter to the shader
if( pShaderBlock->pReflectionData->InterfaceParameterCount == 0 )
{
// There may be no interface parameters in this shader if it was compiled but had no interfaced bound to it.
// The shader cannot be set (correctly) in any pass.
continue;
}
else
{
VBD( CurInterfaceParameter < pShaderBlock->pReflectionData->InterfaceParameterCount,
"Internal loading error: interface count mismatch.");
SShaderBlock::SInterfaceParameter* pInterfaceInfo;
pInterfaceInfo = &pShaderBlock->pReflectionData->pInterfaceParameters[CurInterfaceParameter];
++CurInterfaceParameter;
SGlobalVariable *pParent = m_pEffect->FindVariableByName(pInterfaceInfo->pName);
VBD( pParent != nullptr, "Loading error: cannot find parent type." );
if( pInterfaceInfo->Index == (uint32_t)-1 )
{
pVariable = pParent;
VariableElements = pVariable->pType->Elements;
}
else
{
// We want a specific index of the variable (ex. "MyVar[2]")
VBD( size == 1, "Loading error: interface array type mismatch." );
pVariable = (SGlobalVariable*)pParent->GetElement( pInterfaceInfo->Index );
VBD( pVariable->IsValid(), "Loading error: interface array index out of range." );
VariableElements = 0;
}
}
}
else
{
// This interface pointer is a global interface used in the shader
pVariable = m_pEffect->FindVariableByName(pName);
VBD( pVariable != nullptr, "Loading error: cannot find interface variable." );
VariableElements = pVariable->pType->Elements;
}
VBD( size <= std::max<uint32_t>(1, VariableElements), "Loading error: interface array size mismatch." );
if( pVariable->pType->IsInterface() )
{
pInterface = pVariable->Data.pInterface;
}
else if( pVariable->pType->IsClassInstance() )
{
// For class instances, we create background interfaces which point to the class instance. This is done so
// the shader can always expect SInterface dependencies, rather than a mix of SInterfaces and class instances
VN( pInterface = PRIVATENEW SInterface[size] );
if( VariableElements == 0 )
{
assert( size == 1 );
pInterface[0].pClassInstance = (SClassInstanceGlobalVariable*)pVariable;
m_BackgroundInterfaces.Add( &pInterface[0] );
}
else
{
// Fill each element of the SInstance array individually
VBD( size == VariableElements, "Loading error: class instance array size mismatch." );
for( uint32_t iElement=0; iElement < size; iElement++ )
{
SGlobalVariable *pElement = (SGlobalVariable*)pVariable->GetElement( iElement );
VBD( pElement->IsValid(), "Internal loading error: class instance array index out of range." );
pInterface[iElement].pClassInstance = (SClassInstanceGlobalVariable*)pElement;
m_BackgroundInterfaces.Add( &pInterface[iElement] );
}
}
}
else
{
VHD( E_FAIL, "Loading error: invalid interface initializer variable type.");
}
//
// Here's where the "optimized" part comes in; whenever there's
// a resource dependency, see if it's located contiguous to
// an existing resource dependency and merge them together
// if possible
//
uint32_t rangeCount;
pvRange = &vRanges[ER_Interfaces];
rangeCount = pvRange->GetSize();
VBD( rangeCount <= 1, "Internal loading error: invalid range count." );
if ( rangeCount == 0 )
{
VN( pRange = pvRange->Add() );
pRange->start = pRange->last = 0;
}
else
{
pRange = &( (*pvRange)[0] );
}
if( bindPoint < pRange->last )
{
// add interfaces into the range that already exists
VBD( bindPoint + size < pRange->last, "Internal loading error: range overlap." );
for( uint32_t j = 0; j < size; ++ j )
{
pRange->vResources[j + bindPoint] = pInterface + j;
}
}
else
{
// add interfaces to the end of the range
// add missing interface slots, if necessary
while(pRange->last < bindPoint)
{
VHD( pRange->vResources.Add(&g_NullInterface), "Internal loading error: cannot add nullptr interface to range." );
pRange->last++;
}
assert( bindPoint == pRange->last );
for( size_t j=0; j < size; ++ j )
{
VHD( pRange->vResources.Add(pInterface + j), "Internal loading error: cannot at interface to range." );
}
pRange->last = bindPoint + size;
}
}
// There is only one interface cbuffer
break;
}
}
//////////////////////////////////////////////////////////////////////////
// Step 3: allocate room in pShaderBlock for all of the dependency
// pointers and then hook them up
pShaderBlock->SampDepCount = vRanges[ ER_Sampler ].GetSize();
pShaderBlock->CBDepCount = vRanges[ ER_CBuffer ].GetSize();
pShaderBlock->InterfaceDepCount = vRanges[ ER_Interfaces ].GetSize();
pShaderBlock->ResourceDepCount = vRanges[ ER_Texture ].GetSize();
pShaderBlock->UAVDepCount = vRanges[ ER_UnorderedAccessView ].GetSize();
pShaderBlock->TBufferDepCount = vTBuffers.GetSize();
VN( pShaderBlock->pSampDeps = PRIVATENEW SShaderSamplerDependency[pShaderBlock->SampDepCount] );
VN( pShaderBlock->pCBDeps = PRIVATENEW SShaderCBDependency[pShaderBlock->CBDepCount] );
VN( pShaderBlock->pInterfaceDeps = PRIVATENEW SInterfaceDependency[pShaderBlock->InterfaceDepCount] );
VN( pShaderBlock->pResourceDeps = PRIVATENEW SShaderResourceDependency[pShaderBlock->ResourceDepCount] );
VN( pShaderBlock->pUAVDeps = PRIVATENEW SUnorderedAccessViewDependency[pShaderBlock->UAVDepCount] );
VN( pShaderBlock->ppTbufDeps = PRIVATENEW SConstantBuffer*[pShaderBlock->TBufferDepCount] );
for (size_t i=0; i<pShaderBlock->CBDepCount; ++i)
{
SShaderCBDependency *pDep = &pShaderBlock->pCBDeps[i];
pRange = &vRanges[ER_CBuffer][i];
pDep->StartIndex = pRange->start;
pDep->Count = pRange->last - pDep->StartIndex;
pDep->ppFXPointers = PRIVATENEW SConstantBuffer*[ pDep->Count ];
pDep->ppD3DObjects = PRIVATENEW ID3D11Buffer*[ pDep->Count ];
assert(pDep->Count == pRange->vResources.GetSize());
for (size_t j=0; j<pDep->Count; ++j)
{
pDep->ppFXPointers[j] = (SConstantBuffer *)pRange->vResources[j];
pDep->ppD3DObjects[j] = nullptr;
}
}
for (size_t i=0; i<pShaderBlock->SampDepCount; ++i)
{
SShaderSamplerDependency *pDep = &pShaderBlock->pSampDeps[i];
pRange = &vRanges[ER_Sampler][i];
pDep->StartIndex = pRange->start;
pDep->Count = pRange->last - pDep->StartIndex;
pDep->ppFXPointers = PRIVATENEW SSamplerBlock*[ pDep->Count ];
pDep->ppD3DObjects = PRIVATENEW ID3D11SamplerState*[ pDep->Count ];
assert(pDep->Count == pRange->vResources.GetSize());
for (size_t j=0; j<pDep->Count; ++j)
{
pDep->ppFXPointers[j] = (SSamplerBlock *) pRange->vResources[j];
pDep->ppD3DObjects[j] = nullptr;
}
}
for (size_t i=0; i<pShaderBlock->InterfaceDepCount; ++i)
{
SInterfaceDependency *pDep = &pShaderBlock->pInterfaceDeps[i];
pRange = &vRanges[ER_Interfaces][i];
pDep->StartIndex = pRange->start;
pDep->Count = pRange->last - pDep->StartIndex;
pDep->ppFXPointers = PRIVATENEW SInterface*[ pDep->Count ];
pDep->ppD3DObjects = PRIVATENEW ID3D11ClassInstance*[ pDep->Count ];
assert(pDep->Count == pRange->vResources.GetSize());
for (size_t j=0; j<pDep->Count; ++j)
{
pDep->ppFXPointers[j] = (SInterface *) pRange->vResources[j];
pDep->ppD3DObjects[j] = nullptr;
}
}
for (size_t i=0; i<pShaderBlock->ResourceDepCount; ++i)
{
SShaderResourceDependency *pDep = &pShaderBlock->pResourceDeps[i];
pRange = &vRanges[ER_Texture][i];
pDep->StartIndex = pRange->start;
pDep->Count = pRange->last - pDep->StartIndex;
pDep->ppFXPointers = PRIVATENEW SShaderResource*[ pDep->Count ];
pDep->ppD3DObjects = PRIVATENEW ID3D11ShaderResourceView*[ pDep->Count ];
assert(pDep->Count == pRange->vResources.GetSize());
for (size_t j=0; j<pDep->Count; ++j)
{
pDep->ppFXPointers[j] = (SShaderResource *) pRange->vResources[j];
pDep->ppD3DObjects[j] = nullptr;
}
}
for (size_t i=0; i<pShaderBlock->UAVDepCount; ++i)
{
SUnorderedAccessViewDependency *pDep = &pShaderBlock->pUAVDeps[i];
pRange = &vRanges[ER_UnorderedAccessView][i];
pDep->StartIndex = pRange->start;
pDep->Count = pRange->last - pDep->StartIndex;
pDep->ppFXPointers = PRIVATENEW SUnorderedAccessView*[ pDep->Count ];
pDep->ppD3DObjects = PRIVATENEW ID3D11UnorderedAccessView*[ pDep->Count ];
assert(pDep->Count == pRange->vResources.GetSize());
for (size_t j=0; j<pDep->Count; ++j)
{
pDep->ppFXPointers[j] = (SUnorderedAccessView *) pRange->vResources[j];
pDep->ppD3DObjects[j] = nullptr;
}
}
if (pShaderBlock->TBufferDepCount > 0)
{
memcpy(pShaderBlock->ppTbufDeps, &vTBuffers[0], pShaderBlock->TBufferDepCount * sizeof(SConstantBuffer*));
}
lExit:
return hr;
}
// Create shader reflection interface and grab dependency info
HRESULT CEffectLoader::BuildShaderBlock(SShaderBlock *pShaderBlock)
{
HRESULT hr = S_OK;
// unused shader block? that's not right
VBD( pShaderBlock->pVT != nullptr, "Internal loading error: nullptr shader vtable." );
assert(pShaderBlock->pD3DObject == nullptr);
if (nullptr == pShaderBlock->pReflectionData)
{
// File contains a shader variable without an assigned shader, or this is a null assignment.
// Usually, this is called by one of these guys:
// SetVertexShader( nullptr );
// or
// vertexshader g_VS = nullptr;
return S_OK;
}
// Initialize the reflection interface
VHD( D3DReflect( pShaderBlock->pReflectionData->pBytecode, pShaderBlock->pReflectionData->BytecodeLength, IID_ID3D11ShaderReflection, (void**)&pShaderBlock->pReflectionData->pReflection ),
"Internal loading error: cannot create shader reflection object." );
// Get dependencies
VH( GrabShaderData( pShaderBlock ) );
// Grab input signatures for VS
if( EOT_VertexShader == pShaderBlock->GetShaderType() )
{
assert( pShaderBlock->pInputSignatureBlob == nullptr );
VHD( D3DGetBlobPart( pShaderBlock->pReflectionData->pBytecode, pShaderBlock->pReflectionData->BytecodeLength,
D3D_BLOB_INPUT_SIGNATURE_BLOB, 0,
&pShaderBlock->pInputSignatureBlob ),
"Internal loading error: cannot get input signature." );
}
lExit:
return hr;
}
#undef PRIVATENEW
//////////////////////////////////////////////////////////////////////////
// Code to relocate data to private heaps (reflection & runtime effect)
//
// Important note about alignment: all reasonable chunks of data are
// machine word aligned (that is, any piece of data moved as a whole is
// aligned as a whole. This means that when computing m_ReflectionMemory
// or m_EffectMemory, each addition is aligned. This also means
// that, when later relocating that same memory, you must call MoveData
// or MoveString on the same chunks that were aligned. This is
// because: Align(a * b) != a * Align(b).
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// Reflection reallocation code
//////////////////////////////////////////////////////////////////////////
HRESULT CEffectLoader::CalculateAnnotationSize(uint32_t cAnnotations, SAnnotation *pAnnotations)
{
HRESULT hr = S_OK;
uint32_t i;
m_ReflectionMemory += AlignToPowerOf2(cAnnotations * sizeof(SAnnotation), c_DataAlignment);
for (i=0; i<cAnnotations; i++)
{
if (pAnnotations[i].pType->BelongsInConstantBuffer())
{
m_ReflectionMemory += AlignToPowerOf2(pAnnotations[i].pType->TotalSize, c_DataAlignment);
}
else
{
VBD( pAnnotations[i].pType->IsObjectType(EOT_String), "Invalid pEffectBuffer: invalid annotation type." );
uint32_t cElements = std::max<uint32_t>(1, pAnnotations[i].pType->Elements);
m_ReflectionMemory += AlignToPowerOf2(cElements * sizeof(SString), c_DataAlignment);
}
}
lExit:
return hr;
}
HRESULT CEffectLoader::ReallocateAnnotationData(uint32_t cAnnotations, SAnnotation **ppAnnotations)
{
HRESULT hr = S_OK;
uint32_t i;
SAnnotation *pAnnotations;
VHD( m_pReflection->m_Heap.MoveData((void**) ppAnnotations, cAnnotations * sizeof(SAnnotation)),
"Internal loading error: cannot move annotation data." );
pAnnotations = *ppAnnotations;
for (i=0; i<cAnnotations; i++)
{
SAnnotation *pAn = &pAnnotations[i];
pAn->pEffect = m_pEffect;
VHD( m_pReflection->m_Heap.MoveString(&pAn->pName), "Internal loading error: cannot move annotation name." );
// Reallocate type later
if (pAn->pType->BelongsInConstantBuffer())
{
VHD( m_pReflection->m_Heap.MoveData( &pAn->Data.pGeneric, pAn->pType->TotalSize ), "Internal loading error: cannot move annotation data." );
}
else if (pAnnotations[i].pType->IsObjectType(EOT_String))
{
uint32_t cElements = std::max<uint32_t>(1, pAn->pType->Elements);
VHD( m_pReflection->m_Heap.MoveData((void**) &pAn->Data.pString, cElements * sizeof(SString)), "Internal loading error: cannot move annotation string." );
for (size_t j = 0; j < cElements; ++ j)
{
VHD( m_pReflection->m_Heap.MoveString(&pAn->Data.pString[j].pString), "Internal loading error: cannot move annotation string element." );
}
}
else
{
VHD( E_FAIL, "Invalid pEffectBuffer: invalid annotation type." );
}
}
lExit:
return hr;
}
HRESULT CEffectLoader::InitializeReflectionDataAndMoveStrings( uint32_t KnownSize )
{
HRESULT hr = S_OK;
uint32_t cbStrings;
CEffectHeap *pHeap = &m_pReflection->m_Heap;
// Get byte counts
cbStrings = m_pEffect->m_StringCount * sizeof( SString );
if( KnownSize )
{
m_ReflectionMemory = KnownSize;
}
else
{
m_ReflectionMemory += AlignToPowerOf2(cbStrings, c_DataAlignment);
for (size_t i=0; i<m_pEffect->m_CBCount; i++)
{
VH( CalculateAnnotationSize(m_pEffect->m_pCBs[i].AnnotationCount, m_pEffect->m_pCBs[i].pAnnotations) );
}
for (size_t i=0; i<m_pEffect->m_VariableCount; i++)
{
VH( CalculateAnnotationSize(m_pEffect->m_pVariables[i].AnnotationCount, m_pEffect->m_pVariables[i].pAnnotations) );
}
for (size_t i=0; i<m_pEffect->m_GroupCount; i++)
{
VH( CalculateAnnotationSize(m_pEffect->m_pGroups[i].AnnotationCount, m_pEffect->m_pGroups[i].pAnnotations) );
for (size_t j=0; j<m_pEffect->m_pGroups[i].TechniqueCount; j++)
{
VH( CalculateAnnotationSize(m_pEffect->m_pGroups[i].pTechniques[j].AnnotationCount, m_pEffect->m_pGroups[i].pTechniques[j].pAnnotations) );
for (size_t k=0; k<m_pEffect->m_pGroups[i].pTechniques[j].PassCount; k++)
{
VH( CalculateAnnotationSize(m_pEffect->m_pGroups[i].pTechniques[j].pPasses[k].AnnotationCount, m_pEffect->m_pGroups[i].pTechniques[j].pPasses[k].pAnnotations) );
}
}
}
// Calculate shader reflection data size
for (size_t i=0; i<m_pEffect->m_ShaderBlockCount; i++)
{
if (nullptr != m_pEffect->m_pShaderBlocks[i].pReflectionData)
{
m_ReflectionMemory += AlignToPowerOf2(sizeof(SShaderBlock::SReflectionData), c_DataAlignment);
m_ReflectionMemory += AlignToPowerOf2(m_pEffect->m_pShaderBlocks[i].pReflectionData->BytecodeLength, c_DataAlignment);
// stream out decl is handled as a string, and thus its size is already factored because of GetStringAndAddToReflection
}
}
}
VHD( pHeap->ReserveMemory(m_ReflectionMemory), "Internal loading error: failed to reserve reflection memory." );
// Strings are handled separately because we are moving them to reflection
m_pOldStrings = m_pEffect->m_pStrings;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pStrings, cbStrings), "Internal loading error: cannot move string data." );
for(size_t i=0; i<m_pEffect->m_StringCount; i++)
{
VHD( pHeap->MoveString( &m_pEffect->m_pStrings[i].pString), "Internal loading error: cannot move string pointer." );
}
lExit:
return hr;
}
// Move all reflection data to private heap
HRESULT CEffectLoader::ReallocateReflectionData( bool Cloning )
{
HRESULT hr = S_OK;
CEffectHeap *pHeap = &m_pReflection->m_Heap;
for(size_t i=0; i<m_pEffect->m_CBCount; i++)
{
VHD( pHeap->MoveString( &m_pEffect->m_pCBs[i].pName ), "Internal loading error: cannot move CB name." );
VH( ReallocateAnnotationData(m_pEffect->m_pCBs[i].AnnotationCount, &m_pEffect->m_pCBs[i].pAnnotations) );
}
for(size_t i=0; i<m_pEffect->m_VariableCount; i++)
{
VHD( pHeap->MoveString( &m_pEffect->m_pVariables[i].pName ), "Internal loading error: cannot move variable name." );
VHD( pHeap->MoveString( &m_pEffect->m_pVariables[i].pSemantic ), "Internal loading error: cannot move variable semantic." );
VH( ReallocateAnnotationData(m_pEffect->m_pVariables[i].AnnotationCount, &m_pEffect->m_pVariables[i].pAnnotations) );
}
for(size_t i=0; i<m_pEffect->m_GroupCount; i++)
{
VHD( pHeap->MoveString( &m_pEffect->m_pGroups[i].pName ), "Internal loading error: cannot move group name." );
VH( ReallocateAnnotationData(m_pEffect->m_pGroups[i].AnnotationCount, &m_pEffect->m_pGroups[i].pAnnotations) );
for(size_t j=0; j<m_pEffect->m_pGroups[i].TechniqueCount; j++)
{
VHD( pHeap->MoveString( &m_pEffect->m_pGroups[i].pTechniques[j].pName ), "Internal loading error: cannot move technique name." );
VH( ReallocateAnnotationData(m_pEffect->m_pGroups[i].pTechniques[j].AnnotationCount, &m_pEffect->m_pGroups[i].pTechniques[j].pAnnotations) );
for(size_t k=0; k<m_pEffect->m_pGroups[i].pTechniques[j].PassCount; k++)
{
VHD( pHeap->MoveString( &m_pEffect->m_pGroups[i].pTechniques[j].pPasses[k].pName ), "Internal loading error: cannot move pass name." );
VH( ReallocateAnnotationData(m_pEffect->m_pGroups[i].pTechniques[j].pPasses[k].AnnotationCount, &m_pEffect->m_pGroups[i].pTechniques[j].pPasses[k].pAnnotations) );
}
}
}
if( !Cloning )
{
// When not cloning, every member in m_pMemberInterfaces is from a global variable, so we can take pName and pSemantic
// from the parent variable, which were updated above
for (size_t i = 0; i < m_pEffect->m_pMemberInterfaces.GetSize(); ++ i)
{
SMember* pMember = m_pEffect->m_pMemberInterfaces[i];
SGlobalVariable* pTopLevelEntity = (SGlobalVariable*)pMember->pTopLevelEntity;
VH( FixupVariablePointer( &pTopLevelEntity ) );
pMember->pName = pTopLevelEntity->pName;
pMember->pSemantic = pTopLevelEntity->pSemantic;
}
}
// Move shader bytecode
for (size_t i=0; i<m_pEffect->m_ShaderBlockCount; i++)
{
if (nullptr != m_pEffect->m_pShaderBlocks[i].pReflectionData)
{
VHD( pHeap->MoveData((void**)&m_pEffect->m_pShaderBlocks[i].pReflectionData, sizeof(SShaderBlock::SReflectionData)),
"Internal loading error: cannot move shader reflection block." );
VHD( pHeap->MoveData((void**)&m_pEffect->m_pShaderBlocks[i].pReflectionData->pBytecode, m_pEffect->m_pShaderBlocks[i].pReflectionData->BytecodeLength),
"Internal loading error: cannot move shader bytecode.");
for( size_t iDecl=0; iDecl < D3D11_SO_STREAM_COUNT; ++iDecl )
{
VHD( pHeap->MoveString(&m_pEffect->m_pShaderBlocks[i].pReflectionData->pStreamOutDecls[iDecl]), "Internal loading error: cannot move SO decl." );
}
VH( pHeap->MoveInterfaceParameters(m_pEffect->m_pShaderBlocks[i].pReflectionData->InterfaceParameterCount, &m_pEffect->m_pShaderBlocks[i].pReflectionData->pInterfaceParameters ) );
}
}
lExit:
return hr;
}
//////////////////////////////////////////////////////////////////////////
// Runtime effect reallocation code
//////////////////////////////////////////////////////////////////////////
template<class T> HRESULT CEffectLoader::ReallocateBlockAssignments(T* &pBlocks, uint32_t cBlocks, T* pOldBlocks)
{
HRESULT hr = S_OK;
CEffectHeap *pHeap = &m_pEffect->m_Heap;
for(size_t i=0; i<cBlocks; i++)
{
T *pBlock = &pBlocks[i];
VHD( pHeap->MoveData((void**) &pBlock->pAssignments, sizeof(SAssignment)*pBlock->AssignmentCount), "Internal loading error: cannot move assignment count." );
for (size_t j=0; j<pBlock->AssignmentCount; j++)
{
SAssignment *pAssignment = &pBlock->pAssignments[j];
uint32_t cbDeps;
// When cloning, convert pointers back into offsets
if( pOldBlocks )
{
T *pOldBlock = &pOldBlocks[i];
pAssignment->Destination.Offset = (uint32_t)( (UINT_PTR)pAssignment->Destination.pGeneric - (UINT_PTR)pOldBlock ) ;
}
// Convert destination pointers from offset to real pointer
pAssignment->Destination.pGeneric = (uint8_t*) pBlock + pAssignment->Destination.Offset;
// Make sure the data pointer points into the backing store
VBD( pAssignment->Destination.pGeneric >= &pBlock->BackingStore &&
pAssignment->Destination.pGeneric < (uint8_t*) &pBlock->BackingStore + sizeof(pBlock->BackingStore),
"Internal loading error: assignment destination out of range." );
// Fixup dependencies
cbDeps = pAssignment->DependencyCount * sizeof(SAssignment::SDependency);
VHD( pHeap->MoveData((void**) &pAssignment->pDependencies, cbDeps), "Internal loading error: cannot move assignment dependencies." );
SGlobalVariable *pOldVariable = nullptr;
for(size_t iDep=0; iDep<pAssignment->DependencyCount; iDep++)
{
SAssignment::SDependency *pDep = &pAssignment->pDependencies[iDep];
// We ignore all but the last variable because below, we only use the last dependency
pOldVariable = pDep->pVariable;
VH( FixupVariablePointer(&pDep->pVariable) );
}
// Fixup source pointers
switch(pAssignment->LhsType)
{
case ELHS_VertexShaderBlock:
case ELHS_PixelShaderBlock:
case ELHS_GeometryShaderBlock:
case ELHS_HullShaderBlock:
case ELHS_DomainShaderBlock:
case ELHS_ComputeShaderBlock:
VH( FixupShaderPointer(&pAssignment->Source.pShader) );
break;
case ELHS_DepthStencilBlock:
VH( FixupDSPointer((SDepthStencilBlock**)&pAssignment->Source.pBlock) );
break;
case ELHS_BlendBlock:
VH( FixupABPointer((SBlendBlock**) &pAssignment->Source.pBlock) );
break;
case ELHS_RasterizerBlock:
VH( FixupRSPointer((SRasterizerBlock**) &pAssignment->Source.pBlock) );
break;
case ELHS_Texture:
VH( FixupShaderResourcePointer((SShaderResource**) &pAssignment->Source.pShaderResource) );
break;
default:
// Non-object assignment (must have at least one dependency or it would have been pruned by now)
assert( !pAssignment->IsObjectAssignment() && pAssignment->DependencyCount > 0 );
// Numeric variables must be relocated before this function is called
switch (pAssignment->AssignmentType)
{
case ERAT_NumericVariable:
case ERAT_NumericVariableIndex:
// the variable or variable array is always the last dependency in the chain
SGlobalVariable *pVariable;
pVariable = pAssignment->pDependencies[pAssignment->DependencyCount - 1].pVariable;
assert( pVariable->pType->BelongsInConstantBuffer() && nullptr != pVariable->pCB );
// When cloning, convert pointers back into offsets
if( pOldBlocks )
{
VBD( pOldVariable != nullptr, "Internal loading error: pOldVariable is nullptr." );
pAssignment->Source.Offset = pAssignment->Source.pNumeric - pOldVariable->pCB->pBackingStore;
}
// Convert from offset to pointer
pAssignment->Source.pNumeric = pVariable->pCB->pBackingStore + pAssignment->Source.Offset;
break;
default:
// Shouldn't be able to get here
assert(0);
VHD( E_FAIL, "Loading error: invalid assignment type." );
}
break;
case ELHS_Invalid:
VHD( E_FAIL, "Loading error: invalid assignment type." );
}
assert(m_pEffect->m_LocalTimer > 0);
m_pEffect->EvaluateAssignment(pAssignment);
}
}
lExit:
return hr;
}
template<class T> uint32_t CEffectLoader::CalculateBlockAssignmentSize(T* &pBlocks, uint32_t cBlocks)
{
uint32_t dwSize = 0;
for(size_t i=0; i<cBlocks; i++)
{
SBaseBlock *pBlock = &pBlocks[i];
dwSize += AlignToPowerOf2(pBlock->AssignmentCount * sizeof(SAssignment), c_DataAlignment);
for (size_t j=0; j<pBlock->AssignmentCount; j++)
{
SAssignment *pAssignment = &pBlock->pAssignments[j];
dwSize += AlignToPowerOf2(pAssignment->DependencyCount * sizeof(SAssignment::SDependency), c_DataAlignment);
}
}
return dwSize;
}
HRESULT CEffectLoader::ReallocateShaderBlocks()
{
HRESULT hr = S_OK;
CEffectHeap *pHeap = &m_pEffect->m_Heap;
const char* pError = "Internal loading error: cannot move shader data.";
for (size_t i=0; i<m_pEffect->m_ShaderBlockCount; i++)
{
SShaderBlock *pShader = &m_pEffect->m_pShaderBlocks[i];
// pShader->pReflection data and all of its members (bytecode, SO decl, etc.) are handled by ReallocateReflectionData()
VHD( pHeap->MoveData((void**) &pShader->pCBDeps, pShader->CBDepCount * sizeof(SShaderCBDependency)), pError );
VHD( pHeap->MoveData((void**) &pShader->pSampDeps, pShader->SampDepCount * sizeof(SShaderSamplerDependency)), pError );
VHD( pHeap->MoveData((void**) &pShader->pInterfaceDeps, pShader->InterfaceDepCount * sizeof(SInterfaceDependency)), pError );
VHD( pHeap->MoveData((void**) &pShader->pResourceDeps, pShader->ResourceDepCount * sizeof(SShaderResourceDependency)), pError );
VHD( pHeap->MoveData((void**) &pShader->pUAVDeps, pShader->UAVDepCount * sizeof(SUnorderedAccessViewDependency)), pError );
VHD( pHeap->MoveData((void**) &pShader->ppTbufDeps, pShader->TBufferDepCount * sizeof(SConstantBuffer*)), pError );
for (size_t j=0; j<pShader->CBDepCount; j++)
{
SShaderCBDependency *pCBDeps = &pShader->pCBDeps[j];
VHD( pHeap->MoveData((void**) &pCBDeps->ppD3DObjects, pCBDeps->Count * sizeof(ID3D11Buffer*)), pError );
VHD( pHeap->MoveData((void**) &pCBDeps->ppFXPointers, pCBDeps->Count * sizeof(SConstantBuffer*)), pError );
for (size_t k=0; k<pCBDeps->Count; k++)
{
VH( FixupCBPointer( &pCBDeps->ppFXPointers[k] ) );
}
}
for (size_t j=0; j<pShader->SampDepCount; j++)
{
SShaderSamplerDependency *pSampDeps = &pShader->pSampDeps[j];
VHD( pHeap->MoveData((void**) &pSampDeps->ppD3DObjects, pSampDeps->Count * sizeof(ID3D11SamplerState*)), pError );
VHD( pHeap->MoveData((void**) &pSampDeps->ppFXPointers, pSampDeps->Count * sizeof(SSamplerBlock*)), pError );
for (size_t k=0; k<pSampDeps->Count; k++)
{
VH( FixupSamplerPointer(&pSampDeps->ppFXPointers[k]) );
}
}
for (size_t j=0; j<pShader->InterfaceDepCount; j++)
{
SInterfaceDependency *pInterfaceDeps = &pShader->pInterfaceDeps[j];
VHD( pHeap->MoveData((void**) &pInterfaceDeps->ppD3DObjects, pInterfaceDeps->Count * sizeof(ID3D11ClassInstance*)), pError );
VHD( pHeap->MoveData((void**) &pInterfaceDeps->ppFXPointers, pInterfaceDeps->Count * sizeof(SInterface*)), pError );
for (size_t k=0; k<pInterfaceDeps->Count; k++)
{
VH( FixupInterfacePointer(&pInterfaceDeps->ppFXPointers[k], true) );
}
}
for (size_t j=0; j<pShader->ResourceDepCount; j++)
{
SShaderResourceDependency *pResourceDeps = &pShader->pResourceDeps[j];
VHD( pHeap->MoveData((void**) &pResourceDeps->ppD3DObjects, pResourceDeps->Count * sizeof(ID3D11ShaderResourceView*)), pError );
VHD( pHeap->MoveData((void**) &pResourceDeps->ppFXPointers, pResourceDeps->Count * sizeof(SShaderResource*)), pError );
for (size_t k=0; k<pResourceDeps->Count; k++)
{
VH( FixupShaderResourcePointer(&pResourceDeps->ppFXPointers[k]) );
}
}
for (size_t j=0; j<pShader->UAVDepCount; j++)
{
SUnorderedAccessViewDependency *pUAVDeps = &pShader->pUAVDeps[j];
VHD( pHeap->MoveData((void**) &pUAVDeps->ppD3DObjects, pUAVDeps->Count * sizeof(ID3D11UnorderedAccessView*)), pError );
VHD( pHeap->MoveData((void**) &pUAVDeps->ppFXPointers, pUAVDeps->Count * sizeof(SUnorderedAccessView*)), pError );
for (size_t k=0; k<pUAVDeps->Count; k++)
{
VH( FixupUnorderedAccessViewPointer(&pUAVDeps->ppFXPointers[k]) );
}
}
for (size_t j=0; j<pShader->TBufferDepCount; j++)
{
VH( FixupCBPointer( &pShader->ppTbufDeps[j] ) );
}
}
lExit:
return hr;
}
uint32_t CEffectLoader::CalculateShaderBlockSize()
{
uint32_t dwSize = 0;
for (size_t i=0; i<m_pEffect->m_ShaderBlockCount; i++)
{
SShaderBlock *pShader = &m_pEffect->m_pShaderBlocks[i];
dwSize += AlignToPowerOf2(pShader->CBDepCount * sizeof(SShaderCBDependency), c_DataAlignment);
dwSize += AlignToPowerOf2(pShader->SampDepCount * sizeof(SShaderSamplerDependency), c_DataAlignment);
dwSize += AlignToPowerOf2(pShader->InterfaceDepCount * sizeof(SInterfaceDependency), c_DataAlignment);
dwSize += AlignToPowerOf2(pShader->ResourceDepCount * sizeof(SShaderResourceDependency), c_DataAlignment);
dwSize += AlignToPowerOf2(pShader->UAVDepCount * sizeof(SUnorderedAccessViewDependency), c_DataAlignment);
dwSize += AlignToPowerOf2(pShader->TBufferDepCount * sizeof(SConstantBuffer*), c_DataAlignment);
for (size_t j=0; j<pShader->CBDepCount; j++)
{
SShaderCBDependency *pCBDeps = &pShader->pCBDeps[j];
dwSize += AlignToPowerOf2(pCBDeps->Count * sizeof(ID3D11Buffer*), c_DataAlignment);
dwSize += AlignToPowerOf2(pCBDeps->Count * sizeof(SConstantBuffer*), c_DataAlignment);
}
for (size_t j=0; j<pShader->SampDepCount; j++)
{
SShaderSamplerDependency *pSampDeps = &pShader->pSampDeps[j];
dwSize += AlignToPowerOf2(pSampDeps->Count * sizeof(ID3D11SamplerState*), c_DataAlignment);
dwSize += AlignToPowerOf2(pSampDeps->Count * sizeof(SSamplerBlock*), c_DataAlignment);
}
for (size_t j=0; j<pShader->InterfaceDepCount; j++)
{
SInterfaceDependency *pInterfaceDeps = &pShader->pInterfaceDeps[j];
dwSize += AlignToPowerOf2(pInterfaceDeps->Count * sizeof(ID3D11ClassInstance*), c_DataAlignment);
dwSize += AlignToPowerOf2(pInterfaceDeps->Count * sizeof(SInterface*), c_DataAlignment);
}
for (size_t j=0; j<pShader->ResourceDepCount; j++)
{
SShaderResourceDependency *pResourceDeps = &pShader->pResourceDeps[j];
dwSize += AlignToPowerOf2(pResourceDeps->Count * sizeof(ID3D11ShaderResourceView*), c_DataAlignment);
dwSize += AlignToPowerOf2(pResourceDeps->Count * sizeof(SShaderResource*), c_DataAlignment);
}
for (size_t j=0; j<pShader->UAVDepCount; j++)
{
SUnorderedAccessViewDependency *pUAVDeps = &pShader->pUAVDeps[j];
dwSize += AlignToPowerOf2(pUAVDeps->Count * sizeof(ID3D11UnorderedAccessView*), c_DataAlignment);
dwSize += AlignToPowerOf2(pUAVDeps->Count * sizeof(SUnorderedAccessView*), c_DataAlignment);
}
}
return dwSize;
}
// Move all (non-reflection) effect data to private heap
#pragma warning(push)
#pragma warning(disable: 4616 6239 )
HRESULT CEffectLoader::ReallocateEffectData( bool Cloning )
{
HRESULT hr = S_OK;
CEffectHeap *pHeap = &m_pEffect->m_Heap;
uint32_t cbCBs = sizeof(SConstantBuffer) * m_pEffect->m_CBCount;
uint32_t cbVariables = sizeof(SGlobalVariable) * m_pEffect->m_VariableCount;
uint32_t cbGroups = sizeof(STechnique) * m_pEffect->m_GroupCount;
uint32_t cbShaders = sizeof(SShaderBlock) * m_pEffect->m_ShaderBlockCount;
uint32_t cbDS = sizeof(SDepthStencilBlock) * m_pEffect->m_DepthStencilBlockCount;
uint32_t cbAB = sizeof(SBlendBlock) * m_pEffect->m_BlendBlockCount;
uint32_t cbRS = sizeof(SRasterizerBlock) * m_pEffect->m_RasterizerBlockCount;
uint32_t cbSamplers = sizeof(SSamplerBlock) * m_pEffect->m_SamplerBlockCount;
uint32_t cbMemberDatas = sizeof(SMemberDataPointer) * m_pEffect->m_MemberDataCount;
uint32_t cbInterfaces = sizeof(SInterface) * m_pEffect->m_InterfaceCount;
uint32_t cbBackgroundInterfaces = sizeof(SInterface) * m_BackgroundInterfaces.GetSize();
uint32_t cbShaderResources = sizeof(SShaderResource) * m_pEffect->m_ShaderResourceCount;
uint32_t cbUnorderedAccessViews = sizeof(SUnorderedAccessView) * m_pEffect->m_UnorderedAccessViewCount;
uint32_t cbRenderTargetViews = sizeof(SRenderTargetView) * m_pEffect->m_RenderTargetViewCount;
uint32_t cbDepthStencilViews = sizeof(SDepthStencilView) * m_pEffect->m_DepthStencilViewCount;
uint32_t cbAnonymousShaders = sizeof(SAnonymousShader) * m_pEffect->m_AnonymousShaderCount;
// Calculate memory needed
m_EffectMemory += AlignToPowerOf2(cbCBs, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbVariables, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbGroups, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbShaders, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbMemberDatas, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbInterfaces + cbBackgroundInterfaces, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbShaderResources, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbUnorderedAccessViews, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbRenderTargetViews, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbDepthStencilViews, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbDS, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbAB, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbRS, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbSamplers, c_DataAlignment);
m_EffectMemory += AlignToPowerOf2(cbAnonymousShaders, c_DataAlignment);
m_EffectMemory += CalculateShaderBlockSize();
for (size_t i=0; i<m_pEffect->m_CBCount; i++)
{
SConstantBuffer *pCB = &m_pEffect->m_pCBs[i];
m_EffectMemory += AlignToPowerOf2(pCB->Size, c_DataAlignment);
}
for (size_t i=0; i<m_pEffect->m_GroupCount; i++)
{
SGroup *pGroup = &m_pEffect->m_pGroups[i];
m_EffectMemory += AlignToPowerOf2(pGroup->TechniqueCount * sizeof(STechnique), c_DataAlignment);
for (size_t j=0; j<pGroup->TechniqueCount; j++)
{
STechnique *pTech = &pGroup->pTechniques[j];
m_EffectMemory += AlignToPowerOf2(pTech->PassCount * sizeof(SPassBlock), c_DataAlignment);
m_EffectMemory += CalculateBlockAssignmentSize(pTech->pPasses, pTech->PassCount);
}
};
m_EffectMemory += CalculateBlockAssignmentSize(m_pEffect->m_pBlendBlocks, m_pEffect->m_BlendBlockCount);
m_EffectMemory += CalculateBlockAssignmentSize(m_pEffect->m_pDepthStencilBlocks, m_pEffect->m_DepthStencilBlockCount);
m_EffectMemory += CalculateBlockAssignmentSize(m_pEffect->m_pRasterizerBlocks, m_pEffect->m_RasterizerBlockCount);
m_EffectMemory += CalculateBlockAssignmentSize(m_pEffect->m_pSamplerBlocks, m_pEffect->m_SamplerBlockCount);
// Reserve memory
VHD( pHeap->ReserveMemory(m_EffectMemory), "Internal loading error: cannot reserve effect memory." );
// Move DataMemberPointer blocks
m_pOldMemberDataBlocks = m_pEffect->m_pMemberDataBlocks;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pMemberDataBlocks, cbMemberDatas), "Internal loading error: cannot move member data blocks." );
// Move CBs
m_pOldCBs = m_pEffect->m_pCBs;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pCBs, cbCBs), "Internal loading error: cannot move CB count." );
for (size_t i=0; i<m_pEffect->m_CBCount; i++)
{
SConstantBuffer *pCB = &m_pEffect->m_pCBs[i];
VHD( pHeap->MoveData((void**) &pCB->pBackingStore, pCB->Size), "Internal loading error: cannot move CB backing store." );
if( !Cloning )
{
// When creating the effect, MemberDataOffsetPlus4 is used, not pMemberData
if( pCB->MemberDataOffsetPlus4 )
{
pCB->pMemberData = (SMemberDataPointer*)( (uint8_t*)m_pEffect->m_pMemberDataBlocks + ( pCB->MemberDataOffsetPlus4 - 4 ) );
}
}
else if (pCB->pMemberData)
{
// When cloning an effect, pMemberData points to valid data in the original effect
VH( FixupMemberDataPointer( &pCB->pMemberData ) );
}
}
// Move numeric variables; move all variable types
m_pOldVars = m_pEffect->m_pVariables;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pVariables, cbVariables), "Internal loading error: cannot move variable count." );
for (size_t i=0; i<m_pEffect->m_VariableCount; i++)
{
SGlobalVariable *pVar = &m_pEffect->m_pVariables[i];
pVar->pEffect = m_pEffect;
if( Cloning && pVar->pType->BelongsInConstantBuffer())
{
// Convert pointer back to offset
// pVar->pCB refers to the old CB
pVar->Data.Offset = (UINT_PTR)pVar->Data.pGeneric - (UINT_PTR)pVar->pCB->pBackingStore;
}
if (pVar->pCB)
{
VH( FixupCBPointer( &pVar->pCB ) );
}
if( !Cloning )
{
// When creating the effect, MemberDataOffsetPlus4 is used, not pMemberData
if( pVar->MemberDataOffsetPlus4 )
{
pVar->pMemberData = (SMemberDataPointer*)( (uint8_t*)m_pEffect->m_pMemberDataBlocks + ( pVar->MemberDataOffsetPlus4 - 4 ) );
}
}
else if (pVar->pMemberData)
{
// When cloning an effect, pMemberData points to valid data in the original effect
VH( FixupMemberDataPointer( &pVar->pMemberData ) );
}
if (pVar->pType->BelongsInConstantBuffer())
{
// Convert from offsets to pointers
pVar->Data.pGeneric = pVar->pCB->pBackingStore + pVar->Data.Offset;
}
}
// Fixup each CB's array of child variable pointers
for (size_t i=0; i<m_pEffect->m_CBCount; i++)
{
SConstantBuffer *pCB = &m_pEffect->m_pCBs[i];
pCB->pEffect = m_pEffect;
if (pCB->pVariables != nullptr)
{
VH( FixupVariablePointer(&pCB->pVariables) );
}
}
// Move shaders
m_pOldShaders = m_pEffect->m_pShaderBlocks;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pShaderBlocks, cbShaders), "Internal loading error: cannot move shader count." );
// Move interfaces, combining global interfaces and those that were created during shader initialization
m_pOldInterfaces = m_pEffect->m_pInterfaces;
m_OldInterfaceCount = m_pEffect->m_InterfaceCount;
VHD( pHeap->MoveEmptyDataBlock((void**) &m_pEffect->m_pInterfaces, cbInterfaces + cbBackgroundInterfaces), "Internal loading error: cannot move shader." );
memcpy( m_pEffect->m_pInterfaces, m_pOldInterfaces, cbInterfaces );
for( size_t i=0; i < m_BackgroundInterfaces.GetSize(); i++ )
{
assert( m_BackgroundInterfaces[i] != nullptr );
uint8_t* pDst = (uint8_t*)m_pEffect->m_pInterfaces + ( m_pEffect->m_InterfaceCount * sizeof(SInterface) );
memcpy( pDst, m_BackgroundInterfaces[i], sizeof(SInterface) );
m_pEffect->m_InterfaceCount++;
}
m_pOldShaderResources = m_pEffect->m_pShaderResources;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pShaderResources, cbShaderResources), "Internal loading error: cannot move SRVs." );
m_pOldUnorderedAccessViews = m_pEffect->m_pUnorderedAccessViews;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pUnorderedAccessViews, cbUnorderedAccessViews), "Internal loading error: cannot move UAVS." );
m_pOldRenderTargetViews = m_pEffect->m_pRenderTargetViews;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pRenderTargetViews, cbRenderTargetViews), "Internal loading error: cannot move RTVs." );
m_pOldDepthStencilViews = m_pEffect->m_pDepthStencilViews;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pDepthStencilViews, cbDepthStencilViews), "Internal loading error: cannot move DSVs." );
m_pOldDS = m_pEffect->m_pDepthStencilBlocks;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pDepthStencilBlocks, cbDS), "Internal loading error: cannot move depth-stencil state blocks." );
VH( ReallocateBlockAssignments(m_pEffect->m_pDepthStencilBlocks, m_pEffect->m_DepthStencilBlockCount, Cloning ? m_pOldDS : nullptr) );
m_pOldAB = m_pEffect->m_pBlendBlocks;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pBlendBlocks, cbAB), "Internal loading error: cannot move blend state blocks." );
VH( ReallocateBlockAssignments(m_pEffect->m_pBlendBlocks, m_pEffect->m_BlendBlockCount, Cloning ? m_pOldAB : nullptr) );
m_pOldRS = m_pEffect->m_pRasterizerBlocks;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pRasterizerBlocks, cbRS), "Internal loading error: cannot move rasterizer state blocks." );
VH( ReallocateBlockAssignments(m_pEffect->m_pRasterizerBlocks, m_pEffect->m_RasterizerBlockCount, Cloning ? m_pOldRS : nullptr) );
m_pOldSamplers = m_pEffect->m_pSamplerBlocks;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pSamplerBlocks, cbSamplers), "Internal loading error: cannot move samplers." );
VH( ReallocateBlockAssignments(m_pEffect->m_pSamplerBlocks, m_pEffect->m_SamplerBlockCount, Cloning ? m_pOldSamplers : nullptr) );
// Fixup sampler backing stores
for (size_t i=0; i<m_pEffect->m_SamplerBlockCount; ++i)
{
VH( FixupShaderResourcePointer(&m_pEffect->m_pSamplerBlocks[i].BackingStore.pTexture) );
}
// Fixup each interface's class instance variable pointer
for (size_t i=0; i<m_pEffect->m_InterfaceCount; i++)
{
SInterface *pInterface = &m_pEffect->m_pInterfaces[i];
if (pInterface->pClassInstance != nullptr)
{
VH( FixupVariablePointer( (SGlobalVariable**)&pInterface->pClassInstance ) );
}
}
// Fixup pointers for non-numeric variables
for (size_t i=0; i<m_pEffect->m_VariableCount; i++)
{
SGlobalVariable *pVar = &m_pEffect->m_pVariables[i];
if (pVar->pType->IsShader())
{
VH( FixupShaderPointer(&pVar->Data.pShader) );
}
else if (pVar->pType->IsShaderResource())
{
VH( FixupShaderResourcePointer(&pVar->Data.pShaderResource) );
}
else if (pVar->pType->IsUnorderedAccessView())
{
VH( FixupUnorderedAccessViewPointer(&pVar->Data.pUnorderedAccessView) );
}
else if (pVar->pType->IsInterface())
{
VH( FixupInterfacePointer(&pVar->Data.pInterface, false) );
}
else if (pVar->pType->IsObjectType(EOT_String))
{
if( !m_pEffect->IsOptimized() )
{
VH( FixupStringPointer(&pVar->Data.pString) );
}
}
else if (pVar->pType->IsStateBlockObject())
{
switch(pVar->pType->ObjectType)
{
case EOT_DepthStencil:
VH( FixupDSPointer((SDepthStencilBlock**) &pVar->Data.pBlock) );
break;
case EOT_Blend:
VH( FixupABPointer((SBlendBlock**) &pVar->Data.pBlock) );
break;
case EOT_Rasterizer:
VH( FixupRSPointer((SRasterizerBlock**) &pVar->Data.pBlock) );
break;
case EOT_Sampler:
VB(pVar->pType->IsSampler());
VH( FixupSamplerPointer((SSamplerBlock**) &pVar->Data.pBlock) );
break;
default:
VH( E_FAIL );
}
}
else if (pVar->pType->VarType == EVT_Struct || pVar->pType->VarType == EVT_Numeric)
{
if( pVar->pType->IsClassInstance() )
{
// do nothing
}
else
{
// do nothing
}
}
else if (pVar->pType->IsRenderTargetView())
{
VH( FixupRenderTargetViewPointer(&pVar->Data.pRenderTargetView) );
}
else if (pVar->pType->IsDepthStencilView())
{
VH( FixupDepthStencilViewPointer(&pVar->Data.pDepthStencilView) );
}
else
{
VHD( E_FAIL, "Internal loading error: Invalid variable type." );
}
}
// Fixup created members
for (size_t i = 0; i < m_pEffect->m_pMemberInterfaces.GetSize(); ++ i)
{
SMember* pMember = m_pEffect->m_pMemberInterfaces[i];
SGlobalVariable** ppTopLevelEntity = (SGlobalVariable**)&pMember->pTopLevelEntity;
VN( *ppTopLevelEntity );
// This might be set to false later, for supporting textures inside classes
const bool bGlobalMemberDataBlock = true;
if( Cloning )
{
if( pMember->pType->BelongsInConstantBuffer() )
{
assert( pMember->Data.pGeneric == nullptr || (*ppTopLevelEntity)->pEffect->m_Heap.IsInHeap(pMember->Data.pGeneric) );
pMember->Data.Offset = (uint32_t)( (uint8_t*)pMember->Data.pGeneric - (uint8_t*)(*ppTopLevelEntity)->pCB->pBackingStore );
}
if( bGlobalMemberDataBlock && pMember->pMemberData )
{
pMember->MemberDataOffsetPlus4 = (uint32_t)( (uint8_t*)pMember->pMemberData - (uint8_t*)(*ppTopLevelEntity)->pEffect->m_pMemberDataBlocks ) + 4;
}
}
VH( FixupVariablePointer( ppTopLevelEntity ) );
if (pMember->pType->BelongsInConstantBuffer())
{
// Convert from offsets to pointers
pMember->Data.pGeneric = (*ppTopLevelEntity)->pCB->pBackingStore + pMember->Data.Offset;
}
if( bGlobalMemberDataBlock && pMember->MemberDataOffsetPlus4 )
{
pMember->pMemberData = (SMemberDataPointer*)( (uint8_t*)m_pEffect->m_pMemberDataBlocks + ( pMember->MemberDataOffsetPlus4 - 4 ) );
}
}
// Fixup shader data
VH( ReallocateShaderBlocks() );
// Move groups, techniques, and passes
m_pOldGroups = m_pEffect->m_pGroups;
VHD( pHeap->MoveData((void**) &m_pEffect->m_pGroups, cbGroups), "Internal loading error: cannot move groups." );
for (size_t i=0; i<m_pEffect->m_GroupCount; i++)
{
SGroup *pGroup = &m_pEffect->m_pGroups[i];
uint32_t cbTechniques;
cbTechniques = pGroup->TechniqueCount * sizeof(STechnique);
VHD( pHeap->MoveData((void**) &pGroup->pTechniques, cbTechniques), "Internal loading error: cannot move techniques." );
for (size_t j=0; j<pGroup->TechniqueCount; j++)
{
STechnique *pTech = &pGroup->pTechniques[j];
uint32_t cbPass;
cbPass = pTech->PassCount * sizeof(SPassBlock);
SPassBlock* pOldPasses = Cloning ? pTech->pPasses : nullptr;
VHD( pHeap->MoveData((void**) &pTech->pPasses, cbPass), "Internal loading error: cannot move passes." );
for (size_t iPass = 0; iPass < pTech->PassCount; ++ iPass)
{
pTech->pPasses[iPass].pEffect = m_pEffect;
// Fixup backing store pointers in passes
VH( FixupABPointer((SBlendBlock**) &pTech->pPasses[iPass].BackingStore.pBlendBlock) );
VH( FixupDSPointer((SDepthStencilBlock**) &pTech->pPasses[iPass].BackingStore.pDepthStencilBlock) );
VH( FixupRSPointer((SRasterizerBlock**) &pTech->pPasses[iPass].BackingStore.pRasterizerBlock) );
VH( FixupShaderPointer((SShaderBlock**) &pTech->pPasses[iPass].BackingStore.pVertexShaderBlock) );
VH( FixupShaderPointer((SShaderBlock**) &pTech->pPasses[iPass].BackingStore.pPixelShaderBlock) );
VH( FixupShaderPointer((SShaderBlock**) &pTech->pPasses[iPass].BackingStore.pGeometryShaderBlock) );
VH( FixupShaderPointer((SShaderBlock**) &pTech->pPasses[iPass].BackingStore.pHullShaderBlock) );
VH( FixupShaderPointer((SShaderBlock**) &pTech->pPasses[iPass].BackingStore.pDomainShaderBlock) );
VH( FixupShaderPointer((SShaderBlock**) &pTech->pPasses[iPass].BackingStore.pComputeShaderBlock) );
VH( FixupDepthStencilViewPointer( &pTech->pPasses[iPass].BackingStore.pDepthStencilView) );
for (size_t iRT = 0; iRT < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; iRT++)
{
VH( FixupRenderTargetViewPointer( &pTech->pPasses[iPass].BackingStore.pRenderTargetViews[iRT] ) );
}
}
VH( ReallocateBlockAssignments( pTech->pPasses, pTech->PassCount, pOldPasses ) );
}
}
VH( FixupGroupPointer( &m_pEffect->m_pNullGroup ) );
// Move anonymous shader variables
VHD( pHeap->MoveData((void **) &m_pEffect->m_pAnonymousShaders, cbAnonymousShaders), "Internal loading error: cannot move anonymous shaders." );
for (size_t i=0; i<m_pEffect->m_AnonymousShaderCount; ++i)
{
SAnonymousShader *pAnonymousShader = m_pEffect->m_pAnonymousShaders + i;
VH( FixupShaderPointer((SShaderBlock**) &pAnonymousShader->pShaderBlock) );
}
VBD( pHeap->GetSize() == m_EffectMemory, "Loading error: effect size mismatch." );
lExit:
return hr;
}
#pragma warning(pop)
}