Reload of shaders working!
This commit is contained in:
@@ -20,8 +20,8 @@ using size_t = std::size_t;
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struct ByteBuffer
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{
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Byte* Data;
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size_t Size;
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Byte* Data;
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size_t Size;
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};
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using FunctionPtr = auto (*)(void) -> void;
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@@ -37,7 +37,7 @@ constexpr uint16 uint16Max = MaxValueOf<uint16>();
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constexpr uint32 uint32Max = MaxValueOf<uint32>();
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constexpr uint64 uint64Max = MaxValueOf<uint64>();
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constexpr int8 int8Max = MaxValueOf<int8>();
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constexpr int16 int16Max = MaxValueOf<int16>();
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constexpr int32 int32Max = MaxValueOf<int32>();
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constexpr int64 int64Max = MaxValueOf<int64>();
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constexpr int8 int8Max = MaxValueOf<int8>();
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constexpr int16 int16Max = MaxValueOf<int16>();
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constexpr int32 int32Max = MaxValueOf<int32>();
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constexpr int64 int64Max = MaxValueOf<int64>();
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@@ -10,10 +10,13 @@
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#include <Graphics/Shader.h>
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#include <Juliet.h>
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#ifdef JULIET_DEBUG
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#define ALLOW_SHADER_HOT_RELOAD 1
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#endif
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// Graphics Interface
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namespace Juliet
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{
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// Opaque types
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struct CommandList;
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struct GraphicsDevice;
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@@ -129,5 +132,10 @@ namespace Juliet
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extern JULIET_API GraphicsPipeline* CreateGraphicsPipeline(NonNullPtr<GraphicsDevice> device,
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const GraphicsPipelineCreateInfo& createInfo);
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extern JULIET_API void DestroyGraphicsPipeline(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline);
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#if ALLOW_SHADER_HOT_RELOAD
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// Allows updating the graphics pipeline shaders. Can update either one or both shaders.
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extern JULIET_API bool UpdateGraphicsPipelineShaders(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader);
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#endif
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} // namespace Juliet
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@@ -755,6 +755,7 @@ namespace Juliet::D3D12
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device->DestroyShader = DestroyShader;
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device->CreateGraphicsPipeline = CreateGraphicsPipeline;
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device->DestroyGraphicsPipeline = DestroyGraphicsPipeline;
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device->UpdateGraphicsPipelineShaders = UpdateGraphicsPipelineShaders;
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device->Driver = driver;
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device->DebugEnabled = enableDebug;
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@@ -596,6 +596,25 @@ namespace Juliet::D3D12
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}
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Free(rootSignature.Get());
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}
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void CopyShader(NonNullPtr<D3D12Shader> destination, NonNullPtr<D3D12Shader> source)
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{
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D3D12Shader* src = source.Get();
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D3D12Shader* dst = destination.Get();
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ByteBuffer dstBuffer = dst->ByteCode;
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if (src->ByteCode.Size != dstBuffer.Size)
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{
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dstBuffer.Data = static_cast<Byte*>(Realloc(dstBuffer.Data, src->ByteCode.Size));
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dstBuffer.Size = src->ByteCode.Size;
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}
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// Copy the shader data. Infortunately this will overwrite the bytecode if it exists so we patch it back just after
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MemCopy(dst, src, sizeof(D3D12Shader));
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dst->ByteCode = dstBuffer;
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MemCopy(dst->ByteCode.Data, src->ByteCode.Data, src->ByteCode.Size);
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}
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} // namespace
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GraphicsPipeline* CreateGraphicsPipeline(NonNullPtr<GPUDriver> driver, const GraphicsPipelineCreateInfo& createInfo)
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@@ -668,7 +687,7 @@ namespace Juliet::D3D12
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return nullptr;
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}
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pipeline->RootSignature = rootSignature;
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psoDesc.pRootSignature = rootSignature->Handle;
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psoDesc.pRootSignature = rootSignature->Handle;
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ID3D12PipelineState* pipelineState;
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HRESULT res = ID3D12Device_CreateGraphicsPipelineState(d3d12Driver->D3D12Device, &psoDesc, IID_ID3D12PipelineState,
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@@ -702,6 +721,16 @@ namespace Juliet::D3D12
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pipeline->ReferenceCount = 0;
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#if ALLOW_SHADER_HOT_RELOAD
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// Save the PSODesc and shaders to be able to recreate the graphics pipeline when needed
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pipeline->PSODescTemplate = psoDesc;
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pipeline->VertexShaderCache = static_cast<D3D12Shader*>(Calloc(1, sizeof(D3D12Shader)));
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pipeline->FragmentShaderCache = static_cast<D3D12Shader*>(Calloc(1, sizeof(D3D12Shader)));
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CopyShader(pipeline->VertexShaderCache, vertexShader);
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CopyShader(pipeline->FragmentShaderCache, fragmentShader);
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#endif
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return reinterpret_cast<GraphicsPipeline*>(pipeline);
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}
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@@ -721,6 +750,90 @@ namespace Juliet::D3D12
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d3d12Driver->GraphicsPipelinesToDisposeCount += 1;
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}
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#if ALLOW_SHADER_HOT_RELOAD
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bool UpdateGraphicsPipelineShaders(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader)
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{
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auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
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auto d3d12GraphicsPipeline = reinterpret_cast<D3D12GraphicsPipeline*>(graphicsPipeline.Get());
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Assert(d3d12GraphicsPipeline->ReferenceCount == 0 &&
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"Trying to update a d3d12 graphics pipeline that is currently being used! Call WaitUntilGPUIsIdle "
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"before updating!");
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auto vertexShader = reinterpret_cast<D3D12Shader*>(optional_vertexShader);
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auto fragmentShader = reinterpret_cast<D3D12Shader*>(optional_fragmentShader);
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if (!vertexShader)
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{
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vertexShader = d3d12GraphicsPipeline->VertexShaderCache;
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}
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if (!fragmentShader)
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{
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fragmentShader = d3d12GraphicsPipeline->FragmentShaderCache;
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}
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// Recreate a new root signature and pipeline state
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D3D12GraphicsRootSignature* rootSignature = CreateGraphicsRootSignature(d3d12Driver, vertexShader, fragmentShader);
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if (rootSignature == nullptr)
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{
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return false;
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}
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auto psoDesc = d3d12GraphicsPipeline->PSODescTemplate;
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psoDesc.VS.pShaderBytecode = vertexShader->ByteCode.Data;
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psoDesc.VS.BytecodeLength = vertexShader->ByteCode.Size;
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psoDesc.PS.pShaderBytecode = fragmentShader->ByteCode.Data;
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psoDesc.PS.BytecodeLength = fragmentShader->ByteCode.Size;
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psoDesc.pRootSignature = rootSignature->Handle;
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ID3D12PipelineState* pipelineState;
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HRESULT res = ID3D12Device_CreateGraphicsPipelineState(d3d12Driver->D3D12Device, &psoDesc, IID_ID3D12PipelineState,
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reinterpret_cast<void**>(&pipelineState));
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if (FAILED(res))
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{
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LogError(d3d12Driver, "Could not create graphics pipeline state", res);
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return false;
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}
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d3d12GraphicsPipeline->VertexSamplerCount = vertexShader->NumSamplers;
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d3d12GraphicsPipeline->VertexStorageTextureCount = vertexShader->NumStorageTextures;
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d3d12GraphicsPipeline->VertexStorageBufferCount = vertexShader->NumStorageBuffers;
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d3d12GraphicsPipeline->VertexUniformBufferCount = vertexShader->NumUniformBuffers;
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d3d12GraphicsPipeline->FragmentSamplerCount = fragmentShader->NumSamplers;
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d3d12GraphicsPipeline->FragmentStorageTextureCount = fragmentShader->NumStorageTextures;
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d3d12GraphicsPipeline->FragmentStorageBufferCount = fragmentShader->NumStorageBuffers;
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d3d12GraphicsPipeline->FragmentUniformBufferCount = fragmentShader->NumUniformBuffers;
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// If everything worked, we patch the graphics pipeline and destroy everything irrelevant
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if (d3d12GraphicsPipeline->PipelineState)
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{
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ID3D12PipelineState_Release(d3d12GraphicsPipeline->PipelineState);
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}
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d3d12GraphicsPipeline->PipelineState = pipelineState;
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if (d3d12GraphicsPipeline->RootSignature)
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{
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DestroyGraphicsRootSignature(d3d12GraphicsPipeline->RootSignature);
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}
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d3d12GraphicsPipeline->RootSignature = rootSignature;
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if (vertexShader != d3d12GraphicsPipeline->VertexShaderCache)
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{
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CopyShader(d3d12GraphicsPipeline->VertexShaderCache, vertexShader);
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}
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if (fragmentShader != d3d12GraphicsPipeline->FragmentShaderCache)
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{
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CopyShader(d3d12GraphicsPipeline->FragmentShaderCache, fragmentShader);
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}
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return true;
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}
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#endif
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namespace Internal
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{
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void ReleaseGraphicsPipeline(NonNullPtr<D3D12GraphicsPipeline> d3d12GraphicsPipeline)
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@@ -730,6 +843,12 @@ namespace Juliet::D3D12
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ID3D12PipelineState_Release(d3d12GraphicsPipeline->PipelineState);
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}
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DestroyGraphicsRootSignature(d3d12GraphicsPipeline->RootSignature);
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#if ALLOW_SHADER_HOT_RELOAD
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SafeFree(d3d12GraphicsPipeline->VertexShaderCache);
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SafeFree(d3d12GraphicsPipeline->FragmentShaderCache);
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#endif
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Free(d3d12GraphicsPipeline.Get());
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}
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} // namespace Internal
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@@ -1,6 +1,7 @@
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#pragma once
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#include <Core/Common/NonNullPtr.h>
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#include <D3D12Shader.h>
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#include <Graphics/D3D12/D3D12Includes.h>
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#include <Graphics/GraphicsDevice.h>
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#include <Graphics/GraphicsPipeline.h>
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@@ -35,6 +36,17 @@ namespace Juliet::D3D12
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struct D3D12GraphicsPipeline
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{
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#if ALLOW_SHADER_HOT_RELOAD
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// Template to recreate an ID3D12PipelineState when shader are hot reloaded
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// Stripped out in shipping build as the struct is huge
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D3D12_GRAPHICS_PIPELINE_STATE_DESC PSODescTemplate;
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// Keeping shaders byte code to make it easier to recreate the ID3D12PipelineState
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// Those will be freed when the pipeline is destroyed or updated
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D3D12Shader * VertexShaderCache;
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D3D12Shader * FragmentShaderCache;
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#endif
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ID3D12PipelineState* PipelineState;
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D3D12GraphicsRootSignature* RootSignature;
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PrimitiveType PrimitiveType;
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@@ -56,7 +68,8 @@ namespace Juliet::D3D12
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extern GraphicsPipeline* CreateGraphicsPipeline(NonNullPtr<GPUDriver> driver, const GraphicsPipelineCreateInfo& createInfo);
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extern void DestroyGraphicsPipeline(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline);
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extern bool UpdateGraphicsPipelineShaders(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader);
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namespace Internal
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{
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extern void ReleaseGraphicsPipeline(NonNullPtr<D3D12GraphicsPipeline> d3d12GraphicsPipeline);
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@@ -310,4 +310,12 @@ namespace Juliet
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{
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device->DestroyGraphicsPipeline(device->Driver, graphicsPipeline);
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}
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#if ALLOW_SHADER_HOT_RELOAD
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bool UpdateGraphicsPipelineShaders(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader)
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{
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return device->UpdateGraphicsPipelineShaders(device->Driver, graphicsPipeline, optional_vertexShader, optional_fragmentShader);
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}
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#endif
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} // namespace Juliet
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@@ -80,6 +80,8 @@ namespace Juliet
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// Pipeline
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GraphicsPipeline* (*CreateGraphicsPipeline)(NonNullPtr<GPUDriver> driver, const GraphicsPipelineCreateInfo& createInfo);
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void (*DestroyGraphicsPipeline)(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> pipeline);
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bool (*UpdateGraphicsPipelineShaders)(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsPipeline> graphicsPipeline,
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Shader* optional_vertexShader, Shader* optional_fragmentShader);
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const char* Name = "Unknown";
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GPUDriver* Driver = nullptr;
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@@ -202,6 +202,30 @@ void JulietApplication::Update()
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{
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// We need to wait for the gpu to be idle to recreate our graphics pipelines
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WaitUntilGPUIsIdle(GraphicsDevice);
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#if ALLOW_SHADER_HOT_RELOAD
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String entryPoint = WrapString("main");
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ShaderCreateInfo shaderCI = {};
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shaderCI.EntryPoint = entryPoint;
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String shaderPath = WrapString("../../../Assets/compiled/Triangle.vert.dxil");
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shaderCI.Stage = ShaderStage::Vertex;
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Shader* vertexShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
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shaderPath = WrapString("../../../Assets/compiled/SolidColor.frag.dxil");
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shaderCI.Stage = ShaderStage::Fragment;
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Shader* fragmentShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
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UpdateGraphicsPipelineShaders(GraphicsDevice, GraphicsPipeline, vertexShader, fragmentShader);
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if (vertexShader)
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{
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DestroyShader(GraphicsDevice, vertexShader);
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}
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if (fragmentShader)
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{
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DestroyShader(GraphicsDevice, fragmentShader);
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}
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#endif
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}
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// Draw here for now
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