Shader.cpp 6.8 KB

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  1. //
  2. // Copyright (c) 2008-2017 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. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Graphics/Graphics.h"
  25. #include "../Graphics/Shader.h"
  26. #include "../Graphics/ShaderVariation.h"
  27. #include "../IO/Deserializer.h"
  28. #include "../IO/FileSystem.h"
  29. #include "../IO/Log.h"
  30. #include "../Resource/ResourceCache.h"
  31. #include "../DebugNew.h"
  32. namespace Atomic
  33. {
  34. void CommentOutFunction(String& code, const String& signature)
  35. {
  36. unsigned startPos = code.Find(signature);
  37. unsigned braceLevel = 0;
  38. if (startPos == String::NPOS)
  39. return;
  40. code.Insert(startPos, "/*");
  41. for (unsigned i = startPos + 2 + signature.Length(); i < code.Length(); ++i)
  42. {
  43. if (code[i] == '{')
  44. ++braceLevel;
  45. else if (code[i] == '}')
  46. {
  47. --braceLevel;
  48. if (braceLevel == 0)
  49. {
  50. code.Insert(i + 1, "*/");
  51. return;
  52. }
  53. }
  54. }
  55. }
  56. Shader::Shader(Context* context) :
  57. Resource(context),
  58. timeStamp_(0),
  59. numVariations_(0)
  60. {
  61. RefreshMemoryUse();
  62. }
  63. Shader::~Shader()
  64. {
  65. ResourceCache* cache = GetSubsystem<ResourceCache>();
  66. if (cache)
  67. cache->ResetDependencies(this);
  68. }
  69. void Shader::RegisterObject(Context* context)
  70. {
  71. context->RegisterFactory<Shader>();
  72. }
  73. bool Shader::BeginLoad(Deserializer& source)
  74. {
  75. Graphics* graphics = GetSubsystem<Graphics>();
  76. if (!graphics)
  77. return false;
  78. // Load the shader source code and resolve any includes
  79. timeStamp_ = 0;
  80. String shaderCode;
  81. if (!ProcessSource(shaderCode, source))
  82. return false;
  83. // Comment out the unneeded shader function
  84. vsSourceCode_ = shaderCode;
  85. psSourceCode_ = shaderCode;
  86. CommentOutFunction(vsSourceCode_, "void PS(");
  87. CommentOutFunction(psSourceCode_, "void VS(");
  88. // OpenGL: rename either VS() or PS() to main()
  89. #ifdef ATOMIC_OPENGL
  90. vsSourceCode_.Replace("void VS(", "void main(");
  91. psSourceCode_.Replace("void PS(", "void main(");
  92. #endif
  93. RefreshMemoryUse();
  94. return true;
  95. }
  96. bool Shader::EndLoad()
  97. {
  98. // If variations had already been created, release them and require recompile
  99. for (HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = vsVariations_.Begin(); i != vsVariations_.End(); ++i)
  100. i->second_->Release();
  101. for (HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = psVariations_.Begin(); i != psVariations_.End(); ++i)
  102. i->second_->Release();
  103. return true;
  104. }
  105. ShaderVariation* Shader::GetVariation(ShaderType type, const String& defines)
  106. {
  107. return GetVariation(type, defines.CString());
  108. }
  109. ShaderVariation* Shader::GetVariation(ShaderType type, const char* defines)
  110. {
  111. StringHash definesHash(defines);
  112. HashMap<StringHash, SharedPtr<ShaderVariation> >& variations(type == VS ? vsVariations_ : psVariations_);
  113. HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = variations.Find(definesHash);
  114. if (i == variations.End())
  115. {
  116. // If shader not found, normalize the defines (to prevent duplicates) and check again. In that case make an alias
  117. // so that further queries are faster
  118. String normalizedDefines = NormalizeDefines(defines);
  119. StringHash normalizedHash(normalizedDefines);
  120. i = variations.Find(normalizedHash);
  121. if (i != variations.End())
  122. variations.Insert(MakePair(definesHash, i->second_));
  123. else
  124. {
  125. // No shader variation found. Create new
  126. i = variations.Insert(MakePair(normalizedHash, SharedPtr<ShaderVariation>(new ShaderVariation(this, type))));
  127. if (definesHash != normalizedHash)
  128. variations.Insert(MakePair(definesHash, i->second_));
  129. i->second_->SetName(GetFileName(GetName()));
  130. i->second_->SetDefines(normalizedDefines);
  131. ++numVariations_;
  132. RefreshMemoryUse();
  133. }
  134. }
  135. return i->second_;
  136. }
  137. bool Shader::ProcessSource(String& code, Deserializer& source)
  138. {
  139. ResourceCache* cache = GetSubsystem<ResourceCache>();
  140. // If the source if a non-packaged file, store the timestamp
  141. File* file = dynamic_cast<File*>(&source);
  142. if (file && !file->IsPackaged())
  143. {
  144. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  145. String fullName = cache->GetResourceFileName(file->GetName());
  146. unsigned fileTimeStamp = fileSystem->GetLastModifiedTime(fullName);
  147. if (fileTimeStamp > timeStamp_)
  148. timeStamp_ = fileTimeStamp;
  149. }
  150. // Store resource dependencies for includes so that we know to reload if any of them changes
  151. if (source.GetName() != GetName())
  152. cache->StoreResourceDependency(this, source.GetName());
  153. while (!source.IsEof())
  154. {
  155. String line = source.ReadLine();
  156. if (line.StartsWith("#include"))
  157. {
  158. String includeFileName = GetPath(source.GetName()) + line.Substring(9).Replaced("\"", "").Trimmed();
  159. SharedPtr<File> includeFile = cache->GetFile(includeFileName);
  160. if (!includeFile)
  161. return false;
  162. // Add the include file into the current code recursively
  163. if (!ProcessSource(code, *includeFile))
  164. return false;
  165. }
  166. else
  167. {
  168. code += line;
  169. code += "\n";
  170. }
  171. }
  172. // Finally insert an empty line to mark the space between files
  173. code += "\n";
  174. return true;
  175. }
  176. String Shader::NormalizeDefines(const String& defines)
  177. {
  178. Vector<String> definesVec = defines.ToUpper().Split(' ');
  179. Sort(definesVec.Begin(), definesVec.End());
  180. return String::Joined(definesVec, " ");
  181. }
  182. void Shader::RefreshMemoryUse()
  183. {
  184. SetMemoryUse(
  185. (unsigned)(sizeof(Shader) + vsSourceCode_.Length() + psSourceCode_.Length() + numVariations_ * sizeof(ShaderVariation)));
  186. }
  187. }