// // 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/HashSet.h" #include "../Core/Object.h" #include "../Resource/XMLFile.h" namespace Atomic { class Graphics; class ShaderVariation; /// Utility class for collecting used shader combinations during runtime for precaching. class ATOMIC_API ShaderPrecache : public Object { ATOMIC_OBJECT(ShaderPrecache, Object); public: /// Construct and begin collecting shader combinations. Load existing combinations from XML if the file exists. ShaderPrecache(Context* context, const String& fileName); /// Destruct. Write the collected shaders to XML. ~ShaderPrecache(); /// Collect a shader combination. Called by Graphics when shaders have been set. void StoreShaders(ShaderVariation* vs, ShaderVariation* ps); /// Load shaders from an XML file. static void LoadShaders(Graphics* graphics, Deserializer& source); private: /// XML file name. String fileName_; /// XML file. XMLFile xmlFile_; /// Already encountered shader combinations, pointer version for fast queries. HashSet > usedPtrCombinations_; /// Already encountered shader combinations. HashSet usedCombinations_; }; }