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- //
- // 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.
- //
- #include "../Precompiled.h"
- #include "../Graphics/Graphics.h"
- #include "../Graphics/GraphicsImpl.h"
- #include "../Graphics/ShaderPrecache.h"
- #include "../Graphics/ShaderVariation.h"
- #include "../IO/File.h"
- #include "../IO/FileSystem.h"
- #include "../IO/Log.h"
- #include "../DebugNew.h"
- namespace Atomic
- {
- ShaderPrecache::ShaderPrecache(Context* context, const String& fileName) :
- Object(context),
- fileName_(fileName),
- xmlFile_(context)
- {
- if (GetSubsystem<FileSystem>()->FileExists(fileName))
- {
- // If file exists, read the already listed combinations
- File source(context_, fileName);
- xmlFile_.Load(source);
- XMLElement shader = xmlFile_.GetRoot().GetChild("shader");
- while (shader)
- {
- String oldCombination = shader.GetAttribute("vs") + " " + shader.GetAttribute("vsdefines") + " " +
- shader.GetAttribute("ps") + " " + shader.GetAttribute("psdefines");
- usedCombinations_.Insert(oldCombination);
- shader = shader.GetNext("shader");
- }
- }
- // If no file yet or loading failed, create the root element now
- if (!xmlFile_.GetRoot())
- xmlFile_.CreateRoot("shaders");
- ATOMIC_LOGINFO("Begin dumping shaders to " + fileName_);
- }
- ShaderPrecache::~ShaderPrecache()
- {
- ATOMIC_LOGINFO("End dumping shaders");
- if (usedCombinations_.Empty())
- return;
- File dest(context_, fileName_, FILE_WRITE);
- xmlFile_.Save(dest);
- }
- void ShaderPrecache::StoreShaders(ShaderVariation* vs, ShaderVariation* ps)
- {
- if (!vs || !ps)
- return;
- // Check for duplicate using pointers first (fast)
- Pair<ShaderVariation*, ShaderVariation*> shaderPair = MakePair(vs, ps);
- if (usedPtrCombinations_.Contains(shaderPair))
- return;
- usedPtrCombinations_.Insert(shaderPair);
- String vsName = vs->GetName();
- String psName = ps->GetName();
- const String& vsDefines = vs->GetDefines();
- const String& psDefines = ps->GetDefines();
- // Check for duplicate using strings (needed for combinations loaded from existing file)
- String newCombination = vsName + " " + vsDefines + " " + psName + " " + psDefines;
- if (usedCombinations_.Contains(newCombination))
- return;
- usedCombinations_.Insert(newCombination);
- XMLElement shaderElem = xmlFile_.GetRoot().CreateChild("shader");
- shaderElem.SetAttribute("vs", vsName);
- shaderElem.SetAttribute("vsdefines", vsDefines);
- shaderElem.SetAttribute("ps", psName);
- shaderElem.SetAttribute("psdefines", psDefines);
- }
- void ShaderPrecache::LoadShaders(Graphics* graphics, Deserializer& source)
- {
- ATOMIC_LOGDEBUG("Begin precaching shaders");
- XMLFile xmlFile(graphics->GetContext());
- xmlFile.Load(source);
- XMLElement shader = xmlFile.GetRoot().GetChild("shader");
- while (shader)
- {
- String vsDefines = shader.GetAttribute("vsdefines");
- String psDefines = shader.GetAttribute("psdefines");
- // Check for illegal variations on OpenGL ES and skip them
- #ifdef GL_ES_VERSION_2_0
- if (
- #ifndef __EMSCRIPTEN__
- vsDefines.Contains("INSTANCED") ||
- #endif
- (psDefines.Contains("POINTLIGHT") && psDefines.Contains("SHADOW")))
- {
- shader = shader.GetNext("shader");
- continue;
- }
- #endif
- ShaderVariation* vs = graphics->GetShader(VS, shader.GetAttribute("vs"), vsDefines);
- ShaderVariation* ps = graphics->GetShader(PS, shader.GetAttribute("ps"), psDefines);
- // Set the shaders active to actually compile them
- graphics->SetShaders(vs, ps);
- shader = shader.GetNext("shader");
- }
- ATOMIC_LOGDEBUG("End precaching shaders");
- }
- }
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