// // Copyright (c) 2008-2015 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../../Container/HashSet.h" #include "../../Container/RefCounted.h" #include "../../Container/ArrayPtr.h" #include "../../Graphics/GPUObject.h" #include "../../Graphics/GraphicsDefs.h" namespace Atomic { class Shader; /// %Shader parameter definition. struct ShaderParameter { /// Construct with defaults. ShaderParameter() : type_(VS), register_(M_MAX_UNSIGNED), regCount_(0) { } /// Construct with parameters. ShaderParameter(ShaderType type, const String& name, unsigned reg, unsigned regCount) : type_(type), name_(name), register_(reg), regCount_(regCount) { } /// %Shader type. ShaderType type_; /// Name of the parameter. String name_; /// Hardware register. unsigned register_; /// Number of registers. unsigned regCount_; }; /// Vertex or pixel shader on the GPU. class ATOMIC_API ShaderVariation : public RefCounted, public GPUObject { REFCOUNTED(ShaderVariation) public: /// Construct. ShaderVariation(Shader* owner, ShaderType type); /// Destruct. virtual ~ShaderVariation(); /// Release the shader. virtual void Release(); /// Compile the shader. Return true if successful. bool Create(); /// Set name. void SetName(const String& name); /// Set defines. void SetDefines(const String& defines); /// Return the owner resource. Shader* GetOwner() const; /// Return shader type. ShaderType GetShaderType() const { return type_; } /// Return shader name. const String& GetName() const { return name_; } /// Return defines. const String& GetDefines() const { return defines_; } /// Return full shader name. String GetFullName() const { return name_ + "(" + defines_ + ")"; } /// Return compile error/warning string. const String& GetCompilerOutput() const { return compilerOutput_; } /// Return whether uses a parameter. bool HasParameter(StringHash param) const { return parameters_.Contains(param); } /// Return whether uses a texture unit (only for pixel shaders.) bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; } /// Return all parameter definitions. const HashMap& GetParameters() const { return parameters_; } private: /// Load bytecode from a file. Return true if successful. bool LoadByteCode(PODVector& byteCode, const String& binaryShaderName); /// Compile from source. Return true if successful. bool Compile(PODVector& byteCode); /// Inspect the constant parameters of the shader bytecode using MojoShader. void ParseParameters(unsigned char* bufData, unsigned bufSize); /// Strip comments from shader bytecode and store it. void CopyStrippedCode(PODVector& byteCode, unsigned char* bufData, unsigned bufSize); /// Save bytecode to a file. void SaveByteCode(const PODVector& byteCode, const String& binaryShaderName); /// Shader this variation belongs to. WeakPtr owner_; /// Shader type. ShaderType type_; /// Shader name. String name_; /// Defines to use in compiling. String defines_; /// Shader compile error string. String compilerOutput_; /// Shader parameters. HashMap parameters_; /// Texture unit use flags. bool useTextureUnit_[MAX_TEXTURE_UNITS]; }; }