BsShader.cpp 6.9 KB

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  1. #include "BsShader.h"
  2. #include "BsTechnique.h"
  3. #include "BsException.h"
  4. #include "BsDebug.h"
  5. #include "BsShaderProxy.h"
  6. #include "BsShaderRTTI.h"
  7. namespace BansheeEngine
  8. {
  9. Shader::Shader(const String& name)
  10. :mName(name), mQueueSortType(QueueSortType::FrontToBack), mQueuePriority((UINT32)QueuePriority::Opaque),
  11. mSeparablePasses(true), mCoreDirtyFlags(0xFFFFFFFF)
  12. {
  13. }
  14. TechniquePtr Shader::addTechnique(const String& renderSystem, const String& renderer)
  15. {
  16. TechniquePtr technique = bs_shared_ptr<Technique, PoolAlloc>(renderSystem, renderer);
  17. mTechniques.push_back(technique);
  18. return technique;
  19. }
  20. void Shader::removeTechnique(UINT32 idx)
  21. {
  22. if(idx < 0 || idx >= mTechniques.size())
  23. BS_EXCEPT(InvalidParametersException, "Index out of range: " + toString(idx));
  24. int count = 0;
  25. auto iter = mTechniques.begin();
  26. while(count != idx)
  27. {
  28. ++count;
  29. ++iter;
  30. }
  31. mTechniques.erase(iter);
  32. }
  33. void Shader::removeTechnique(TechniquePtr technique)
  34. {
  35. auto iterFind = std::find(mTechniques.begin(), mTechniques.end(), technique);
  36. if(iterFind == mTechniques.end())
  37. BS_EXCEPT(InvalidParametersException, "Cannot remove specified technique because it wasn't found in this shader.");
  38. mTechniques.erase(iterFind);
  39. }
  40. TechniquePtr Shader::getBestTechnique() const
  41. {
  42. for(auto iter = mTechniques.begin(); iter != mTechniques.end(); ++iter)
  43. {
  44. if((*iter)->isSupported())
  45. {
  46. return *iter;
  47. }
  48. }
  49. return nullptr;
  50. // TODO - Low priority. Instead of returning null use an extremely simple technique that will be supported almost everywhere as a fallback.
  51. }
  52. void Shader::setQueueSortType(QueueSortType sortType)
  53. {
  54. mQueueSortType = sortType;
  55. markCoreDirty();
  56. }
  57. void Shader::setQueuePriority(UINT32 priority)
  58. {
  59. mQueuePriority = priority;
  60. markCoreDirty();
  61. }
  62. void Shader::setAllowSeparablePasses(bool enable)
  63. {
  64. mSeparablePasses = enable;
  65. markCoreDirty();
  66. }
  67. void Shader::addParameter(const String& name, const String& gpuVariableName, GpuParamDataType type, UINT32 rendererSemantic, UINT32 arraySize, UINT32 elementSize)
  68. {
  69. if(type == GPDT_STRUCT && elementSize <= 0)
  70. BS_EXCEPT(InvalidParametersException, "You need to provide a non-zero element size for a struct parameter.")
  71. SHADER_DATA_PARAM_DESC desc;
  72. desc.name = name;
  73. desc.gpuVariableName = gpuVariableName;
  74. desc.type = type;
  75. desc.arraySize = arraySize;
  76. desc.rendererSemantic = rendererSemantic;
  77. desc.elementSize = elementSize;
  78. mDataParams[name] = desc;
  79. mObjectParams.erase(name);
  80. markCoreDirty();
  81. }
  82. void Shader::addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type, UINT32 rendererSemantic)
  83. {
  84. auto iterFind = mObjectParams.find(name);
  85. if (iterFind == mObjectParams.end())
  86. {
  87. SHADER_OBJECT_PARAM_DESC desc;
  88. desc.name = name;
  89. desc.type = type;
  90. desc.rendererSemantic = rendererSemantic;
  91. desc.gpuVariableNames.push_back(gpuVariableName);
  92. mObjectParams[name] = desc;
  93. }
  94. else
  95. {
  96. SHADER_OBJECT_PARAM_DESC& desc = iterFind->second;
  97. if (desc.type != type || desc.rendererSemantic != rendererSemantic)
  98. BS_EXCEPT(InvalidParametersException, "Shader parameter with the name \"" + name + "\" already exists with different properties.");
  99. Vector<String>& gpuVariableNames = desc.gpuVariableNames;
  100. bool found = false;
  101. for (UINT32 i = 0; i < (UINT32)gpuVariableNames.size(); i++)
  102. {
  103. if (gpuVariableNames[i] == gpuVariableName)
  104. {
  105. found = true;
  106. break;
  107. }
  108. }
  109. if (!found)
  110. gpuVariableNames.push_back(gpuVariableName);
  111. }
  112. mDataParams.erase(name);
  113. markCoreDirty();
  114. }
  115. GpuParamType Shader::getParamType(const String& name) const
  116. {
  117. auto findIterData = mDataParams.find(name);
  118. if(findIterData != mDataParams.end())
  119. return GPT_DATA;
  120. auto findIterObject = mObjectParams.find(name);
  121. if(findIterObject != mObjectParams.end())
  122. return GPT_OBJECT;
  123. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  124. }
  125. const SHADER_DATA_PARAM_DESC& Shader::getDataParamDesc(const String& name) const
  126. {
  127. auto findIterData = mDataParams.find(name);
  128. if(findIterData != mDataParams.end())
  129. return findIterData->second;
  130. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  131. }
  132. const SHADER_OBJECT_PARAM_DESC& Shader::getObjectParamDesc(const String& name) const
  133. {
  134. auto findIterObject = mObjectParams.find(name);
  135. if(findIterObject != mObjectParams.end())
  136. return findIterObject->second;
  137. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  138. }
  139. bool Shader::hasDataParam(const String& name) const
  140. {
  141. auto findIterData = mDataParams.find(name);
  142. if(findIterData != mDataParams.end())
  143. return true;
  144. return false;
  145. }
  146. bool Shader::hasObjectParam(const String& name) const
  147. {
  148. auto findIterObject = mObjectParams.find(name);
  149. if(findIterObject != mObjectParams.end())
  150. return true;
  151. return false;
  152. }
  153. void Shader::removeParameter(const String& name)
  154. {
  155. mDataParams.erase(name);
  156. mObjectParams.erase(name);
  157. }
  158. void Shader::setParamBlockAttribs(const String& name, bool shared, GpuParamBlockUsage usage, UINT32 rendererSemantic)
  159. {
  160. SHADER_PARAM_BLOCK_DESC desc;
  161. desc.name = name;
  162. desc.shared = shared;
  163. desc.usage = usage;
  164. desc.rendererSemantic = rendererSemantic;
  165. mParamBlocks[name] = desc;
  166. markCoreDirty();
  167. }
  168. bool Shader::isSampler(GpuParamObjectType type)
  169. {
  170. switch(type)
  171. {
  172. case GPOT_SAMPLER1D:
  173. case GPOT_SAMPLER2D:
  174. case GPOT_SAMPLER3D:
  175. case GPOT_SAMPLERCUBE:
  176. case GPOT_SAMPLER2DMS:
  177. return true;
  178. }
  179. return false;
  180. }
  181. bool Shader::isTexture(GpuParamObjectType type)
  182. {
  183. switch(type)
  184. {
  185. case GPOT_TEXTURE1D:
  186. case GPOT_TEXTURE2D:
  187. case GPOT_TEXTURE3D:
  188. case GPOT_TEXTURECUBE:
  189. case GPOT_TEXTURE2DMS:
  190. return true;
  191. }
  192. return false;
  193. }
  194. bool Shader::isBuffer(GpuParamObjectType type)
  195. {
  196. switch(type)
  197. {
  198. case GPOT_BYTE_BUFFER:
  199. case GPOT_STRUCTURED_BUFFER:
  200. case GPOT_RWBYTE_BUFFER:
  201. case GPOT_RWAPPEND_BUFFER:
  202. case GPOT_RWCONSUME_BUFFER:
  203. case GPOT_RWSTRUCTURED_BUFFER:
  204. case GPOT_RWSTRUCTURED_BUFFER_WITH_COUNTER:
  205. case GPOT_RWTYPED_BUFFER:
  206. return true;
  207. }
  208. return false;
  209. }
  210. ShaderPtr Shader::create(const String& name)
  211. {
  212. ShaderPtr newShader = bs_core_ptr<Shader, PoolAlloc>(new (bs_alloc<Shader, PoolAlloc>()) Shader(name));
  213. newShader->_setThisPtr(newShader);
  214. newShader->initialize();
  215. return newShader;
  216. }
  217. ShaderProxyPtr Shader::_createProxy()
  218. {
  219. ShaderProxyPtr proxy = bs_shared_ptr<ShaderProxy>();
  220. proxy->dataParams = mDataParams;
  221. proxy->objectParams = mObjectParams;
  222. proxy->paramBlocks = mParamBlocks;
  223. proxy->queuePriority = mQueuePriority;
  224. proxy->queueSortType = mQueueSortType;
  225. proxy->separablePasses = mSeparablePasses;
  226. return proxy;
  227. }
  228. RTTITypeBase* Shader::getRTTIStatic()
  229. {
  230. return ShaderRTTI::instance();
  231. }
  232. RTTITypeBase* Shader::getRTTI() const
  233. {
  234. return Shader::getRTTIStatic();
  235. }
  236. }