// // Copyright (c) 2008-2017 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/HashMap.h" #include "../../Container/RefCounted.h" #include "../../Graphics/GPUObject.h" #include "../../Graphics/GraphicsDefs.h" #include "../../Graphics/ShaderVariation.h" namespace Atomic { class ConstantBuffer; class Graphics; /// Linked shader program on the GPU. class ATOMIC_API ShaderProgram : public RefCounted, public GPUObject { ATOMIC_REFCOUNTED(ShaderProgram) public: /// Construct. ShaderProgram(Graphics* graphics, ShaderVariation* vertexShader, ShaderVariation* pixelShader); /// Destruct. ~ShaderProgram(); /// Mark the GPU resource destroyed on context destruction. virtual void OnDeviceLost(); /// Release shader program. virtual void Release(); /// Link the shaders and examine the uniforms and samplers used. Return true if successful. bool Link(); /// Return the vertex shader. ShaderVariation* GetVertexShader() const; /// Return the pixel shader. ShaderVariation* GetPixelShader() const; /// Return whether uses a shader parameter. bool HasParameter(StringHash param) const; /// Return whether uses a texture unit. bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; } /// Return the info for a shader parameter, or null if does not exist. const ShaderParameter* GetParameter(StringHash param) const; /// Return linker output. const String& GetLinkerOutput() const { return linkerOutput_; } /// Return semantic to vertex attributes location mappings used by the shader. const HashMap, unsigned>& GetVertexAttributes() const { return vertexAttributes_; } /// Return attribute location use bitmask. unsigned GetUsedVertexAttributes() const { return usedVertexAttributes_; } /// Return all constant buffers. const SharedPtr* GetConstantBuffers() const { return &constantBuffers_[0]; } /// Check whether a shader parameter group needs update. Does not actually check whether parameters exist in the shaders. bool NeedParameterUpdate(ShaderParameterGroup group, const void* source); /// Clear a parameter source. Affects only the current shader program if appropriate. void ClearParameterSource(ShaderParameterGroup group); /// Clear all parameter sources from all shader programs by incrementing the global parameter source framenumber. static void ClearParameterSources(); /// Clear a global parameter source when constant buffers change. static void ClearGlobalParameterSource(ShaderParameterGroup group); private: /// Vertex shader. WeakPtr vertexShader_; /// Pixel shader. WeakPtr pixelShader_; /// Shader parameters. HashMap shaderParameters_; /// Texture unit use. bool useTextureUnit_[MAX_TEXTURE_UNITS]; /// Vertex attributes. HashMap, unsigned> vertexAttributes_; /// Used vertex attribute location bitmask. unsigned usedVertexAttributes_; /// Constant buffers by binding index. SharedPtr constantBuffers_[MAX_SHADER_PARAMETER_GROUPS * 2]; /// Remembered shader parameter sources for individual uniform mode. const void* parameterSources_[MAX_SHADER_PARAMETER_GROUPS]; /// Shader link error string. String linkerOutput_; /// Shader parameter source framenumber. unsigned frameNumber_; /// Global shader parameter source framenumber. static unsigned globalFrameNumber; /// Remembered global shader parameter sources for constant buffer mode. static const void* globalParameterSources[MAX_SHADER_PARAMETER_GROUPS]; }; }