diff options
author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2016-06-15 15:17:32 +0200 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2016-06-22 08:54:40 +0000 |
commit | 7de18e6f52d6247bddd7bfabe0b2601d7db239b5 (patch) | |
tree | 4fb4df87bf129fe399734a4eccf97cfe61de5671 /src/plugins/scenegraph/d3d12/qsgd3d12shadereffectnode.cpp | |
parent | a03eb67a786788511302a8ac3ecc809002408fed (diff) |
D3D12: Support runtime threaded shader compilation
Let's revise our policy of offline/bytecode only shaders. ShaderEffect
benefits greatly from having runtime compilation support for HLSL
source strings, especially when dynamically constructing shader strings.
There is no reason not to support both approaches since we rely on d3dcompiler
for reflection anyhow.
What's more, we can call D3DCompile on a dedicated thread, keeping the
gui responsive while compilation is on-going.
Change-Id: Ie6c02c2aa0ebd0c8371bbf30b3ce6582128c457b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/plugins/scenegraph/d3d12/qsgd3d12shadereffectnode.cpp')
-rw-r--r-- | src/plugins/scenegraph/d3d12/qsgd3d12shadereffectnode.cpp | 89 |
1 files changed, 79 insertions, 10 deletions
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12shadereffectnode.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12shadereffectnode.cpp index f77719f876..8c46e781e9 100644 --- a/src/plugins/scenegraph/d3d12/qsgd3d12shadereffectnode.cpp +++ b/src/plugins/scenegraph/d3d12/qsgd3d12shadereffectnode.cpp @@ -41,6 +41,7 @@ #include "qsgd3d12rendercontext_p.h" #include "qsgd3d12texture_p.h" #include "qsgd3d12engine_p.h" +#include <QtCore/qthreadpool.h> #include <QtCore/qfile.h> #include <QtQml/qqmlfile.h> #include <qsgtextureprovider.h> @@ -777,12 +778,12 @@ bool QSGD3D12GuiThreadShaderEffectManager::hasSeparateSamplerAndTextureObjects() QString QSGD3D12GuiThreadShaderEffectManager::log() const { - return QString(); + return m_log; } QSGGuiThreadShaderEffectManager::Status QSGD3D12GuiThreadShaderEffectManager::status() const { - return Compiled; + return m_status; } struct RefGuard { @@ -791,17 +792,85 @@ struct RefGuard { IUnknown *p; }; -bool QSGD3D12GuiThreadShaderEffectManager::reflect(const QByteArray &src, ShaderInfo *result) +class QSGD3D12ShaderCompileTask : public QRunnable { - const QString fn = QQmlFile::urlToLocalFileOrQrc(src); - QFile f(fn); - if (!f.open(QIODevice::ReadOnly)) { - qWarning("ShaderEffect: Failed to read %s", qPrintable(fn)); - return false; +public: + QSGD3D12ShaderCompileTask(QSGD3D12GuiThreadShaderEffectManager *mgr, + QSGD3D12GuiThreadShaderEffectManager::ShaderInfo::Type typeHint, + const QByteArray &src, + QSGD3D12GuiThreadShaderEffectManager::ShaderInfo *result) + : mgr(mgr), typeHint(typeHint), src(src), result(result) { } + + void run() override; + +private: + QSGD3D12GuiThreadShaderEffectManager *mgr; + QSGD3D12GuiThreadShaderEffectManager::ShaderInfo::Type typeHint; + QByteArray src; + QSGD3D12GuiThreadShaderEffectManager::ShaderInfo *result; +}; + +void QSGD3D12ShaderCompileTask::run() +{ + const char *target = typeHint == QSGD3D12GuiThreadShaderEffectManager::ShaderInfo::TypeVertex ? "vs_5_0" : "ps_5_0"; + ID3DBlob *bytecode = nullptr; + ID3DBlob *errors = nullptr; + HRESULT hr = D3DCompile(src.constData(), src.size(), nullptr, nullptr, nullptr, + "main", target, 0, 0, &bytecode, &errors); + if (FAILED(hr) || !bytecode) { + qWarning("HLSL shader compilation failed: 0x%x", hr); + if (errors) { + mgr->m_log += QString::fromUtf8(static_cast<const char *>(errors->GetBufferPointer()), errors->GetBufferSize()); + errors->Release(); + } + mgr->m_status = QSGGuiThreadShaderEffectManager::Error; + emit mgr->shaderCodePrepared(false, typeHint, src, result); + emit mgr->logAndStatusChanged(); + return; } - result->blob = f.readAll(); - f.close(); + result->blob.resize(bytecode->GetBufferSize()); + memcpy(result->blob.data(), bytecode->GetBufferPointer(), result->blob.size()); + bytecode->Release(); + + const bool ok = mgr->reflect(result); + mgr->m_status = ok ? QSGGuiThreadShaderEffectManager::Compiled : QSGGuiThreadShaderEffectManager::Error; + emit mgr->shaderCodePrepared(ok, typeHint, src, result); + emit mgr->logAndStatusChanged(); +} + +void QSGD3D12GuiThreadShaderEffectManager::prepareShaderCode(ShaderInfo::Type typeHint, const QByteArray &src, ShaderInfo *result) +{ + // The D3D12 backend's ShaderEffect implementation supports both HLSL + // source strings and bytecode in files as input. The latter is strongly + // recommended, but in order to make ShaderEffect users' (and + // qtgraphicaleffects') life easier, and since we link to d3dcompiler + // anyways, compiling from source is also supported. + + // For simplicity, assume that file = bytecode, string = HLSL. + QUrl srcUrl(src); + if (!srcUrl.scheme().compare(QLatin1String("qrc"), Qt::CaseInsensitive) || srcUrl.isLocalFile()) { + const QString fn = QQmlFile::urlToLocalFileOrQrc(src); + QFile f(fn); + if (!f.open(QIODevice::ReadOnly)) { + qWarning("ShaderEffect: Failed to read %s", qPrintable(fn)); + emit shaderCodePrepared(false, typeHint, src, result); + return; + } + result->blob = f.readAll(); + f.close(); + const bool ok = reflect(result); + m_status = ok ? Compiled : Error; + emit shaderCodePrepared(ok, typeHint, src, result); + emit logAndStatusChanged(); + return; + } + + QThreadPool::globalInstance()->start(new QSGD3D12ShaderCompileTask(this, typeHint, src, result)); +} + +bool QSGD3D12GuiThreadShaderEffectManager::reflect(ShaderInfo *result) +{ ID3D12ShaderReflection *reflector; HRESULT hr = D3DReflect(result->blob.constData(), result->blob.size(), IID_PPV_ARGS(&reflector)); if (FAILED(hr)) { |