BsShader.cpp 5.4 KB

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  1. #include "BsShader.h"
  2. #include "BsTechnique.h"
  3. #include "BsException.h"
  4. #include "BsDebug.h"
  5. #include "BsShaderRTTI.h"
  6. namespace BansheeEngine
  7. {
  8. Shader::Shader(const String& name)
  9. :mName(name), mQueueSortType(QueueSortType::FrontToBack),
  10. mQueuePriority((UINT32)QueuePriority::Opaque), mSeparablePasses(true)
  11. {
  12. }
  13. TechniquePtr Shader::addTechnique(const String& renderSystem, const String& renderer)
  14. {
  15. TechniquePtr technique = bs_shared_ptr<Technique, PoolAlloc>(renderSystem, renderer);
  16. mTechniques.push_back(technique);
  17. return technique;
  18. }
  19. void Shader::removeTechnique(UINT32 idx)
  20. {
  21. if(idx < 0 || idx >= mTechniques.size())
  22. BS_EXCEPT(InvalidParametersException, "Index out of range: " + toString(idx));
  23. int count = 0;
  24. auto iter = mTechniques.begin();
  25. while(count != idx)
  26. {
  27. ++count;
  28. ++iter;
  29. }
  30. mTechniques.erase(iter);
  31. }
  32. void Shader::removeTechnique(TechniquePtr technique)
  33. {
  34. auto iterFind = std::find(mTechniques.begin(), mTechniques.end(), technique);
  35. if(iterFind == mTechniques.end())
  36. BS_EXCEPT(InvalidParametersException, "Cannot remove specified technique because it wasn't found in this shader.");
  37. mTechniques.erase(iterFind);
  38. }
  39. TechniquePtr Shader::getBestTechnique() const
  40. {
  41. for(auto iter = mTechniques.begin(); iter != mTechniques.end(); ++iter)
  42. {
  43. if((*iter)->isSupported())
  44. {
  45. return *iter;
  46. }
  47. }
  48. return nullptr;
  49. // TODO - Low priority. Instead of returning null use an extremely simple technique that will be supported almost everywhere as a fallback.
  50. }
  51. void Shader::addParameter(const String& name, const String& gpuVariableName, GpuParamDataType type, UINT32 arraySize, UINT32 elementSize, UINT32 rendererSemantic)
  52. {
  53. if(type == GPDT_STRUCT && elementSize <= 0)
  54. BS_EXCEPT(InvalidParametersException, "You need to provide a non-zero element size for a struct parameter.")
  55. SHADER_DATA_PARAM_DESC desc;
  56. desc.name = name;
  57. desc.gpuVariableName = gpuVariableName;
  58. desc.type = type;
  59. desc.arraySize = arraySize;
  60. desc.rendererSemantic = rendererSemantic;
  61. desc.elementSize = elementSize;
  62. mDataParams[name] = desc;
  63. mObjectParams.erase(name);
  64. }
  65. void Shader::addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type, UINT32 rendererSemantic)
  66. {
  67. SHADER_OBJECT_PARAM_DESC desc;
  68. desc.name = name;
  69. desc.gpuVariableName = gpuVariableName;
  70. desc.type = type;
  71. desc.rendererSemantic = rendererSemantic;
  72. mObjectParams[name] = desc;
  73. mDataParams.erase(name);
  74. }
  75. GpuParamType Shader::getParamType(const String& name) const
  76. {
  77. auto findIterData = mDataParams.find(name);
  78. if(findIterData != mDataParams.end())
  79. return GPT_DATA;
  80. auto findIterObject = mObjectParams.find(name);
  81. if(findIterObject != mObjectParams.end())
  82. return GPT_OBJECT;
  83. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  84. }
  85. const SHADER_DATA_PARAM_DESC& Shader::getDataParamDesc(const String& name) const
  86. {
  87. auto findIterData = mDataParams.find(name);
  88. if(findIterData != mDataParams.end())
  89. return findIterData->second;
  90. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  91. }
  92. const SHADER_OBJECT_PARAM_DESC& Shader::getObjectParamDesc(const String& name) const
  93. {
  94. auto findIterObject = mObjectParams.find(name);
  95. if(findIterObject != mObjectParams.end())
  96. return findIterObject->second;
  97. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  98. }
  99. bool Shader::hasDataParam(const String& name) const
  100. {
  101. auto findIterData = mDataParams.find(name);
  102. if(findIterData != mDataParams.end())
  103. return true;
  104. return false;
  105. }
  106. bool Shader::hasObjectParam(const String& name) const
  107. {
  108. auto findIterObject = mObjectParams.find(name);
  109. if(findIterObject != mObjectParams.end())
  110. return true;
  111. return false;
  112. }
  113. void Shader::removeParameter(const String& name)
  114. {
  115. mDataParams.erase(name);
  116. mObjectParams.erase(name);
  117. }
  118. void Shader::setParamBlockAttribs(const String& name, bool shared, GpuParamBlockUsage usage, UINT32 rendererSemantic)
  119. {
  120. SHADER_PARAM_BLOCK_DESC desc;
  121. desc.name = name;
  122. desc.shared = shared;
  123. desc.usage = usage;
  124. desc.rendererSemantic = rendererSemantic;
  125. mParamBlocks[name] = desc;
  126. }
  127. bool Shader::isSampler(GpuParamObjectType type)
  128. {
  129. switch(type)
  130. {
  131. case GPOT_SAMPLER1D:
  132. case GPOT_SAMPLER2D:
  133. case GPOT_SAMPLER3D:
  134. case GPOT_SAMPLERCUBE:
  135. return true;
  136. }
  137. return false;
  138. }
  139. bool Shader::isTexture(GpuParamObjectType type)
  140. {
  141. switch(type)
  142. {
  143. case GPOT_TEXTURE1D:
  144. case GPOT_TEXTURE2D:
  145. case GPOT_TEXTURE3D:
  146. case GPOT_TEXTURECUBE:
  147. case GPOT_RWTEXTURE1D:
  148. case GPOT_RWTEXTURE2D:
  149. case GPOT_RWTEXTURE3D:
  150. return true;
  151. }
  152. return false;
  153. }
  154. bool Shader::isBuffer(GpuParamObjectType type)
  155. {
  156. switch(type)
  157. {
  158. case GPOT_BYTE_BUFFER:
  159. case GPOT_STRUCTURED_BUFFER:
  160. case GPOT_RWBYTE_BUFFER:
  161. case GPOT_RWAPPEND_BUFFER:
  162. case GPOT_RWCONSUME_BUFFER:
  163. case GPOT_RWSTRUCTURED_BUFFER:
  164. case GPOT_RWSTRUCTURED_BUFFER_WITH_COUNTER:
  165. case GPOT_RWTYPED_BUFFER:
  166. return true;
  167. }
  168. return false;
  169. }
  170. ShaderPtr Shader::create(const String& name)
  171. {
  172. ShaderPtr newShader = bs_core_ptr<Shader, PoolAlloc>(new (bs_alloc<Shader, PoolAlloc>()) Shader(name));
  173. newShader->_setThisPtr(newShader);
  174. newShader->initialize();
  175. return newShader;
  176. }
  177. RTTITypeBase* Shader::getRTTIStatic()
  178. {
  179. return ShaderRTTI::instance();
  180. }
  181. RTTITypeBase* Shader::getRTTI() const
  182. {
  183. return Shader::getRTTIStatic();
  184. }
  185. }