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raddebugger/src/render/d3d11/render_d3d11.mdesk
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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;
}
//- 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, viewport_size_px.y - dst_p1_px.y),
float2(dst_p0_px.x, viewport_size_px.y - dst_p0_px.y),
float2(dst_p1_px.x, viewport_size_px.y - dst_p1_px.y),
float2(dst_p1_px.x, viewport_size_px.y - 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[] = {
cpu2vertex.color01,
cpu2vertex.color00,
cpu2vertex.color11,
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;
{
vertex2pixel.position.xy = 2.f * mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy / 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);
}
// rjf: determine SDF sample position
float2 sdf_sample_pos = vertex2pixel.sdf_sample_pos;
// rjf: sample for corners
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);
float corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);
// rjf: sample for borders
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));
float border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);
if(vertex2pixel.border_thickness_px == 0)
{
border_sdf_t = 1;
}
if(border_sdf_t < 0.001f)
{
discard;
}
// rjf: form+return final color
float4 final_color = albedo_sample;
final_color *= tint;
final_color *= 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;
float2 viewport_size;
float blur_size;
float is_vertical;
float4 corner_radii_px;
float4 kernel[32];
}
struct CPU2Vertex
{
uint vertex_id : SV_VertexID;
};
struct Vertex2Pixel
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
float2 cornercoord : CRN;
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)
{
float4 vertex_positions__scrn[] =
{
float4(rect.x, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
float4(rect.x, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
float4(rect.z, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
float4(rect.z, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
};
float corner_radii__px[] =
{
corner_radii_px.y,
corner_radii_px.x,
corner_radii_px.w,
corner_radii_px.z,
};
float2 cornercoords__pct[] =
{
float2(0, 1),
float2(0, 0),
float2(1, 1),
float2(1, 0),
};
float4 vertex_position__scrn = vertex_positions__scrn[c2v.vertex_id];
float4 vertex_position__clip = float4(2*vertex_position__scrn.x/viewport_size.x - 1,
2*vertex_position__scrn.y/viewport_size.y - 1,
0, 1);
Vertex2Pixel v2p;
{
v2p.position = vertex_position__clip;
v2p.texcoord = float2(vertex_position__scrn.x/viewport_size.x, 1 - vertex_position__scrn.y/viewport_size.y);
v2p.cornercoord = cornercoords__pct[c2v.vertex_id];
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
float4 color = stage_t2d.Sample(stage_sampler, v2p.texcoord) * kernel[0].x;
color.a = kernel[0].x;
for(float i = 1; i < blur_size; i += 1)
{
float weight = ((float[4])kernel[uint(i)/4])[uint(i)%4];
float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));
float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));
min_sample.a = 1;
max_sample.a = 1;
color += min_sample*weight;
color += max_sample*weight;
}
// rjf: determine SDF sample position
float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);
float2 sdf_sample_pos = float2((2*v2p.cornercoord.x-1)*rect_half_size.x,
(2*v2p.cornercoord.y-1)*rect_half_size.y);
// rjf: sample for corners
float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - float2(2.f, 2.f), v2p.corner_radius);
float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);
// rjf: weight output color by sdf
color.a *= corner_sdf_t;
return color;
}
"""
////////////////////////////////
//~ 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
@table_gen_enum
R_D3D11_VShadKind:
{
@expand(R_D3D11_VShadTable a) `R_D3D11_VShadKind_$(a.name),`;
`R_D3D11_VShadKind_COUNT`;
}
@table_gen_enum
R_D3D11_PShadKind:
{
@expand(R_D3D11_PShadTable a) `R_D3D11_PShadKind_$(a.name),`;
`R_D3D11_PShadKind_COUNT`;
}
@table_gen_enum
R_D3D11_UniformTypeKind:
{
@expand(R_D3D11_UniformTypeTable a) `R_D3D11_UniformTypeKind_$(a.name),`;
`R_D3D11_UniformTypeKind_COUNT`;
}
@c_file @table_gen_data(type:String8, fallback:`{0}`)
r_d3d11_g_vshad_kind_source_table:
{
@expand(R_D3D11_VShadTable a) `$(a.source),`;
}
@c_file @table_gen_data(type:String8, fallback:`{0}`)
r_d3d11_g_vshad_kind_source_name_table:
{
@expand(R_D3D11_VShadTable a) `str8_lit_comp("$(a.source)"),`;
}
@c_file @table_gen_data(type:`D3D11_INPUT_ELEMENT_DESC *`, fallback:`0`)
r_d3d11_g_vshad_kind_elements_ptr_table:
{
@expand(R_D3D11_VShadTable a) `$(a.ilay_table),`;
}
@c_file @table_gen_data(type:U64, fallback:`0`)
r_d3d11_g_vshad_kind_elements_count_table:
{
@expand(R_D3D11_VShadTable a) `$(a.ilay_table != 0 -> "ArrayCount("..a.ilay_table..")") $(a.ilay_table == 0 -> "0"),`;
}
@c_file @table_gen_data(type:String8, fallback:`{0}`)
r_d3d11_g_pshad_kind_source_table:
{
@expand(R_D3D11_PShadTable a) `$(a.source),`;
}
@c_file @table_gen_data(type:String8, fallback:`{0}`)
r_d3d11_g_pshad_kind_source_name_table:
{
@expand(R_D3D11_PShadTable a) `str8_lit_comp("$(a.source)"),`;
}
@c_file @table_gen_data(type:U64, fallback:`0`)
r_d3d11_g_uniform_type_kind_size_table:
{
@expand(R_D3D11_UniformTypeTable a) `sizeof(R_D3D11_Uniforms_$(a.name)),`;
}