D3D9ShaderVariation.h 4.7 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../../Container/HashSet.h"
  24. #include "../../Container/RefCounted.h"
  25. #include "../../Container/ArrayPtr.h"
  26. #include "../../Graphics/GPUObject.h"
  27. #include "../../Graphics/GraphicsDefs.h"
  28. namespace Atomic
  29. {
  30. class Shader;
  31. /// %Shader parameter definition.
  32. struct ShaderParameter
  33. {
  34. /// Construct with defaults.
  35. ShaderParameter() :
  36. type_(VS),
  37. register_(M_MAX_UNSIGNED),
  38. regCount_(0)
  39. {
  40. }
  41. /// Construct with parameters.
  42. ShaderParameter(ShaderType type, const String& name, unsigned reg, unsigned regCount) :
  43. type_(type),
  44. name_(name),
  45. register_(reg),
  46. regCount_(regCount)
  47. {
  48. }
  49. /// %Shader type.
  50. ShaderType type_;
  51. /// Name of the parameter.
  52. String name_;
  53. /// Hardware register.
  54. unsigned register_;
  55. /// Number of registers.
  56. unsigned regCount_;
  57. };
  58. /// Vertex or pixel shader on the GPU.
  59. class ATOMIC_API ShaderVariation : public RefCounted, public GPUObject
  60. {
  61. REFCOUNTED(ShaderVariation)
  62. public:
  63. /// Construct.
  64. ShaderVariation(Shader* owner, ShaderType type);
  65. /// Destruct.
  66. virtual ~ShaderVariation();
  67. /// Release the shader.
  68. virtual void Release();
  69. /// Compile the shader. Return true if successful.
  70. bool Create();
  71. /// Set name.
  72. void SetName(const String& name);
  73. /// Set defines.
  74. void SetDefines(const String& defines);
  75. /// Return the owner resource.
  76. Shader* GetOwner() const;
  77. /// Return shader type.
  78. ShaderType GetShaderType() const { return type_; }
  79. /// Return shader name.
  80. const String& GetName() const { return name_; }
  81. /// Return defines.
  82. const String& GetDefines() const { return defines_; }
  83. /// Return full shader name.
  84. String GetFullName() const { return name_ + "(" + defines_ + ")"; }
  85. /// Return compile error/warning string.
  86. const String& GetCompilerOutput() const { return compilerOutput_; }
  87. /// Return whether uses a parameter.
  88. bool HasParameter(StringHash param) const { return parameters_.Contains(param); }
  89. /// Return whether uses a texture unit (only for pixel shaders.)
  90. bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; }
  91. /// Return all parameter definitions.
  92. const HashMap<StringHash, ShaderParameter>& GetParameters() const { return parameters_; }
  93. private:
  94. /// Load bytecode from a file. Return true if successful.
  95. bool LoadByteCode(PODVector<unsigned>& byteCode, const String& binaryShaderName);
  96. /// Compile from source. Return true if successful.
  97. bool Compile(PODVector<unsigned>& byteCode);
  98. /// Inspect the constant parameters of the shader bytecode using MojoShader.
  99. void ParseParameters(unsigned char* bufData, unsigned bufSize);
  100. /// Strip comments from shader bytecode and store it.
  101. void CopyStrippedCode(PODVector<unsigned>& byteCode, unsigned char* bufData, unsigned bufSize);
  102. /// Save bytecode to a file.
  103. void SaveByteCode(const PODVector<unsigned>& byteCode, const String& binaryShaderName);
  104. /// Shader this variation belongs to.
  105. WeakPtr<Shader> owner_;
  106. /// Shader type.
  107. ShaderType type_;
  108. /// Shader name.
  109. String name_;
  110. /// Defines to use in compiling.
  111. String defines_;
  112. /// Shader compile error string.
  113. String compilerOutput_;
  114. /// Shader parameters.
  115. HashMap<StringHash, ShaderParameter> parameters_;
  116. /// Texture unit use flags.
  117. bool useTextureUnit_[MAX_TEXTURE_UNITS];
  118. };
  119. }