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raddebugger/src/render/d3d11/render_d3d11.mdesk
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2025-02-17 18:02:47 -08:00

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// Copyright (c) 2024 Epic Games Tools
// Licensed under the MIT license (https://opensource.org/license/mit/)
////////////////////////////////
//~ rjf: Pipeline Tables
@table(name, source, ilay_table)
R_D3D11_VShadTable:
{
{Rect r_d3d11_g_rect_shader_src r_d3d11_g_rect_ilay_elements }
{Blur r_d3d11_g_blur_shader_src 0 }
{Mesh r_d3d11_g_mesh_shader_src r_d3d11_g_mesh_ilay_elements }
{Geo3DComposite r_d3d11_g_geo3dcomposite_shader_src 0 }
{Finalize r_d3d11_g_finalize_shader_src 0 }
}
@table(name, source)
R_D3D11_PShadTable:
{
{Rect r_d3d11_g_rect_shader_src }
{Blur r_d3d11_g_blur_shader_src }
{Mesh r_d3d11_g_mesh_shader_src }
{Geo3DComposite r_d3d11_g_geo3dcomposite_shader_src }
{Finalize r_d3d11_g_finalize_shader_src }
}
@table(name)
R_D3D11_UniformTypeTable:
{
{Rect}
{Blur}
{Mesh}
}
////////////////////////////////
//~ rjf: UI Rectangle Shaders
@embed_string r_d3d11_g_rect_shader_src:
"""
cbuffer Globals : register(b0)
{
float2 viewport_size_px;
float opacity;
row_major float4x4 texture_sample_channel_map;
float2 texture_t2d_size_px;
row_major float3x3 xform;
float2 xform_scale;
}
struct CPU2Vertex
{
float4 dst_rect_px : POS;
float4 src_rect_px : TEX;
float4 color00 : COL0;
float4 color01 : COL1;
float4 color10 : COL2;
float4 color11 : COL3;
float4 corner_radii_px : CRAD;
float4 style_params : STY; // x: border_thickness_px, y: softness_px, z: omit_texture, w: unused
uint vertex_id : SV_VertexID;
};
struct Vertex2Pixel
{
float4 position : SV_POSITION;
nointerpolation float2 rect_half_size_px : PSIZE;
float2 texcoord_pct : TEX;
float2 sdf_sample_pos : SDF;
float4 tint : TINT;
float corner_radius_px : CRAD;
nointerpolation float border_thickness_px : BTHC;
nointerpolation float softness_px : SFT;
nointerpolation float omit_texture : OTX;
};
Texture2D main_t2d : register(t0);
SamplerState main_sampler : register(s0);
float rect_sdf(float2 sample_pos, float2 rect_half_size, float r)
{
return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r;
}
float linear_from_srgb_f32(float x)
{
return x < 0.0404482362771082 ? x / 12.92 : pow((x + 0.055) / 1.055, 2.4);
}
float4 linear_from_srgba(float4 v)
{
float4 result = float4(linear_from_srgb_f32(v.x),
linear_from_srgb_f32(v.y),
linear_from_srgb_f32(v.z),
v.w);
return result;
}
//- rjf: vertex shader
Vertex2Pixel
vs_main(CPU2Vertex cpu2vertex)
{
//- rjf: unpack & xform rectangle src/dst vertices
float2 dst_p0_px = cpu2vertex.dst_rect_px.xy;
float2 dst_p1_px = cpu2vertex.dst_rect_px.zw;
float2 src_p0_px = cpu2vertex.src_rect_px.xy;
float2 src_p1_px = cpu2vertex.src_rect_px.zw;
float2 dst_size_px = abs(dst_p1_px - dst_p0_px);
//- rjf: unpack style params
float border_thickness_px = cpu2vertex.style_params.x;
float softness_px = cpu2vertex.style_params.y;
float omit_texture = cpu2vertex.style_params.z;
//- rjf: prep per-vertex arrays to sample from (p: position, t: texcoord, c: colorcoord, r: cornerradius)
float2 dst_p_verts_px[] =
{
float2(dst_p0_px.x, dst_p1_px.y),
float2(dst_p0_px.x, dst_p0_px.y),
float2(dst_p1_px.x, dst_p1_px.y),
float2(dst_p1_px.x, dst_p0_px.y),
};
float2 src_p_verts_px[] =
{
float2(src_p0_px.x, src_p1_px.y),
float2(src_p0_px.x, src_p0_px.y),
float2(src_p1_px.x, src_p1_px.y),
float2(src_p1_px.x, src_p0_px.y),
};
float dst_r_verts_px[] =
{
cpu2vertex.corner_radii_px.y,
cpu2vertex.corner_radii_px.x,
cpu2vertex.corner_radii_px.w,
cpu2vertex.corner_radii_px.z,
};
float4 src_color[] =
{
linear_from_srgba(cpu2vertex.color01),
linear_from_srgba(cpu2vertex.color00),
linear_from_srgba(cpu2vertex.color11),
linear_from_srgba(cpu2vertex.color10),
};
float2 dst_verts_pct = float2((cpu2vertex.vertex_id >> 1) ? 1.f : 0.f,
(cpu2vertex.vertex_id & 1) ? 0.f : 1.f);
// rjf: fill vertex -> pixel data
Vertex2Pixel vertex2pixel;
{
float2 xformed_pos = mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy;
xformed_pos.y = viewport_size_px.y - xformed_pos.y;
vertex2pixel.position.xy = 2.f * xformed_pos/viewport_size_px - 1.f;
vertex2pixel.position.z = 0.f;
vertex2pixel.position.w = 1.f;
vertex2pixel.rect_half_size_px = dst_size_px / 2.f * xform_scale;
vertex2pixel.texcoord_pct = src_p_verts_px[cpu2vertex.vertex_id] / texture_t2d_size_px;
vertex2pixel.sdf_sample_pos = (2.f * dst_verts_pct - 1.f) * vertex2pixel.rect_half_size_px;
vertex2pixel.tint = src_color[cpu2vertex.vertex_id];
vertex2pixel.corner_radius_px = dst_r_verts_px[cpu2vertex.vertex_id];
vertex2pixel.border_thickness_px = border_thickness_px;
vertex2pixel.softness_px = softness_px;
vertex2pixel.omit_texture = omit_texture;
}
return vertex2pixel;
}
//- rjf: pixel shader
float4
ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET
{
// rjf: blend corner colors to produce final tint
float4 tint = vertex2pixel.tint;
// rjf: sample texture
float4 albedo_sample = float4(1, 1, 1, 1);
if(vertex2pixel.omit_texture < 1)
{
albedo_sample = mul(main_t2d.Sample(main_sampler, vertex2pixel.texcoord_pct), texture_sample_channel_map);
albedo_sample = linear_from_srgba(albedo_sample);
}
// rjf: determine SDF sample position
float2 sdf_sample_pos = vertex2pixel.sdf_sample_pos;
// rjf: sample for borders
float border_sdf_t = 1;
if(vertex2pixel.border_thickness_px > 0)
{
float border_sdf_s = rect_sdf(sdf_sample_pos,
vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px,
max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));
border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);
}
if(border_sdf_t < 0.001f)
{
discard;
}
// rjf: sample for corners
float corner_sdf_t = 1;
if(vertex2pixel.corner_radius_px > 0 || vertex2pixel.softness_px > 0.75f)
{
float corner_sdf_s = rect_sdf(sdf_sample_pos,
vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f),
vertex2pixel.corner_radius_px);
corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);
}
// rjf: form+return final color
float4 final_color = albedo_sample;
final_color *= tint;
final_color.a *= opacity;
final_color.a *= corner_sdf_t;
final_color.a *= border_sdf_t;
return final_color;
}
"""
////////////////////////////////
//~ rjf: Blur Shaders
@embed_string r_d3d11_g_blur_shader_src:
"""
cbuffer Globals : register(b0)
{
float4 rect;
float4 corner_radii_px;
float2 direction;
float2 viewport_size;
uint blur_count;
}
cbuffer Kernel : register(b1)
{
float4 kernel[32];
}
struct CPU2Vertex
{
uint vertex_id : SV_VertexID;
};
struct Vertex2Pixel
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
float2 sdf_sample_pos : SDF;
nointerpolation float2 rect_half_size : RHS;
float corner_radius : RAD;
};
Texture2D stage_t2d : register(t0);
SamplerState stage_sampler : register(s0);
float rect_sdf(float2 sample_pos, float2 rect_half_size, float r)
{
return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r;
}
//- rjf: vertex shader
Vertex2Pixel
vs_main(CPU2Vertex c2v)
{
float2 vertex_positions__scrn[] =
{
rect.xw,
rect.xy,
rect.zw,
rect.zy,
};
float corner_radii__px[] =
{
corner_radii_px.y,
corner_radii_px.x,
corner_radii_px.w,
corner_radii_px.z,
};
float2 cornercoords__pct = float2(
(c2v.vertex_id >> 1) ? 1.f : 0.f,
(c2v.vertex_id & 1) ? 0.f : 1.f);
float2 vertex_position__pct = vertex_positions__scrn[c2v.vertex_id] / viewport_size;
float2 vertex_position__scr = 2.f * vertex_position__pct - 1.f;
float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);
Vertex2Pixel v2p;
{
v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);
v2p.texcoord = vertex_position__pct;
v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size;
v2p.rect_half_size = rect_half_size - 2.f;
v2p.corner_radius = corner_radii__px[c2v.vertex_id];
}
return v2p;
}
//- rjf: pixel shader
float4
ps_main(Vertex2Pixel v2p) : SV_TARGET
{
// rjf: blend weighted texture samples into color
float3 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord).rgb;
for(uint i = 1; i < blur_count; i += 1)
{
float weight = kernel[i].x;
float offset = kernel[i].y;
color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction).rgb;
color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction).rgb;
}
// rjf: sample for corners
float corner_sdf_s = rect_sdf(v2p.sdf_sample_pos, v2p.rect_half_size, v2p.corner_radius);
float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);
// rjf: weight output color by sdf
// this is doing alpha testing, leave blurring only where mostly opaque pixels are
if (corner_sdf_t < 0.9f)
{
discard;
}
return float4(color, 1.f);
}
"""
////////////////////////////////
//~ rjf: Mesh Shaders
@embed_string r_d3d11_g_mesh_shader_src:
"""
cbuffer Uniforms : register(b0)
{
row_major float4x4 xform;
}
struct CPU2Vertex
{
float3 position : POS;
float3 normal : NOR;
float2 texcoord : TEX;
float3 color : COL;
};
struct Vertex2Pixel
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
float4 color : COL;
};
Vertex2Pixel vs_main(CPU2Vertex c2v)
{
Vertex2Pixel v2p;
v2p.position = mul(float4(c2v.position, 1.f), xform);
v2p.texcoord = c2v.texcoord;
v2p.color = float4(c2v.color, 1.f);
return v2p;
}
float4 ps_main(Vertex2Pixel v2p) : SV_TARGET
{
return v2p.color;
}
""";
////////////////////////////////
//~ rjf: Geo3D Composition Shaders
@embed_string r_d3d11_g_geo3dcomposite_shader_src:
"""
struct CPU2Vertex
{
uint vertex_id : SV_VertexID;
};
struct Vertex2Pixel
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
};
Texture2D stage_t2d : register(t0);
SamplerState stage_sampler : register(s0);
//- rjf: vertex shader
Vertex2Pixel
vs_main(CPU2Vertex c2v)
{
float4 vertex_positions__modl[] =
{
float4(0, 0, 0, 1),
float4(0, 1, 0, 1),
float4(1, 0, 0, 1),
float4(1, 1, 0, 1),
};
float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id];
float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1);
float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y);
texcoord.y = 1-texcoord.y;
Vertex2Pixel v2p;
{
v2p.position = vertex_position__clip;
v2p.texcoord = texcoord;
}
return v2p;
}
//- rjf: pixel shader
float4
ps_main(Vertex2Pixel v2p) : SV_TARGET
{
float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord);
return final_color;
}
"""
////////////////////////////////
//~ rjf: Finalize Shaders
@embed_string r_d3d11_g_finalize_shader_src:
"""
struct CPU2Vertex
{
uint vertex_id : SV_VertexID;
};
struct Vertex2Pixel
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
};
Texture2D stage_t2d : register(t0);
SamplerState stage_sampler : register(s0);
//- rjf: vertex shader
Vertex2Pixel
vs_main(CPU2Vertex c2v)
{
float4 vertex_positions__modl[] =
{
float4(0, 0, 0, 1),
float4(0, 1, 0, 1),
float4(1, 0, 0, 1),
float4(1, 1, 0, 1),
};
float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id];
float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1);
float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y);
texcoord.y = 1-texcoord.y;
Vertex2Pixel v2p;
{
v2p.position = vertex_position__clip;
v2p.texcoord = texcoord;
}
return v2p;
}
//- rjf: pixel shader
float4
ps_main(Vertex2Pixel v2p) : SV_TARGET
{
float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord);
final_color.a = 1;
return final_color;
}
"""
////////////////////////////////
//~ rjf: Table Generators
@enum R_D3D11_VShadKind:
{
@expand(R_D3D11_VShadTable a) `$(a.name)`,
COUNT,
}
@enum R_D3D11_PShadKind:
{
@expand(R_D3D11_PShadTable a) `$(a.name)`,
COUNT,
}
@enum R_D3D11_UniformTypeKind:
{
@expand(R_D3D11_UniformTypeTable a) `$(a.name)`,
COUNT,
}
@c_file @data(`String8*`)
r_d3d11_g_vshad_kind_source_table:
{
@expand(R_D3D11_VShadTable a) `&$(a.source)`;
}
@c_file @data(String8)
r_d3d11_g_vshad_kind_source_name_table:
{
@expand(R_D3D11_VShadTable a) `str8_lit_comp("$(a.source)")`;
}
@c_file @data(`D3D11_INPUT_ELEMENT_DESC *`)
r_d3d11_g_vshad_kind_elements_ptr_table:
{
@expand(R_D3D11_VShadTable a) `$(a.ilay_table)`;
}
@c_file @data(U64)
r_d3d11_g_vshad_kind_elements_count_table:
{
@expand(R_D3D11_VShadTable a) `$(a.ilay_table != 0 -> "ArrayCount("..a.ilay_table..")") $(a.ilay_table == 0 -> "0")`;
}
@c_file @data(`String8*`)
r_d3d11_g_pshad_kind_source_table:
{
@expand(R_D3D11_PShadTable a) `&$(a.source)`;
}
@c_file @data(String8)
r_d3d11_g_pshad_kind_source_name_table:
{
@expand(R_D3D11_PShadTable a) `str8_lit_comp("$(a.source)")`;
}
@c_file @data(U64)
r_d3d11_g_uniform_type_kind_size_table:
{
@expand(R_D3D11_UniformTypeTable a) `sizeof(R_D3D11_Uniforms_$(a.name))`;
}