BsShader.h 21 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsResource.h"
  6. #include "BsStringID.h"
  7. #include "BsResourceMetaData.h"
  8. #include "BsTechnique.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup Material
  12. * @{
  13. */
  14. /**
  15. * Describes a single data (int, Vector2, etc.) shader parameter.
  16. *
  17. * @see Shader::addParameter().
  18. */
  19. struct SHADER_DATA_PARAM_DESC
  20. {
  21. String name;
  22. String gpuVariableName;
  23. GpuParamDataType type;
  24. StringID rendererSemantic;
  25. UINT32 arraySize;
  26. UINT32 elementSize;
  27. UINT32 defaultValueIdx;
  28. };
  29. /**
  30. * Describes a single object (texture, sampler state, etc.) shader parameter.
  31. *
  32. * @see Shader::addParameter().
  33. */
  34. struct SHADER_OBJECT_PARAM_DESC
  35. {
  36. String name;
  37. Vector<String> gpuVariableNames;
  38. StringID rendererSemantic;
  39. GpuParamObjectType type;
  40. UINT32 defaultValueIdx;
  41. };
  42. /** Describes a shader parameter block. */
  43. struct SHADER_PARAM_BLOCK_DESC
  44. {
  45. String name;
  46. bool shared;
  47. StringID rendererSemantic;
  48. GpuParamBlockUsage usage;
  49. };
  50. /** @} */
  51. /** @addtogroup Implementation
  52. * @{
  53. */
  54. template<bool Core> struct TTextureType {};
  55. template<> struct TTextureType < false > { typedef HTexture Type; };
  56. template<> struct TTextureType < true > { typedef SPtr<TextureCore> Type; };
  57. template<bool Core> struct TSamplerStateType {};
  58. template<> struct TSamplerStateType < false > { typedef SPtr<SamplerState> Type; };
  59. template<> struct TSamplerStateType < true > { typedef SPtr<SamplerStateCore> Type; };
  60. /** Structure used for initializing a shader. */
  61. template<bool Core>
  62. struct BS_CORE_EXPORT TSHADER_DESC
  63. {
  64. typedef typename TTextureType<Core>::Type TextureType;
  65. typedef typename TSamplerStateType<Core>::Type SamplerStateType;
  66. TSHADER_DESC();
  67. /**
  68. * Registers a new data (int, Vector2, etc.) parameter you that you may then use via Material by providing the
  69. * parameter name. All parameters internally map to variables defined in GPU programs.
  70. *
  71. * @param[in] name The name of the parameter. Name must be unique between all data and object parameters.
  72. * @param[in] gpuVariableName Name of the GPU variable in the GpuProgram that the parameter corresponds with.
  73. * @param[in] type The type of the parameter, must be the same as the type in GpuProgram.
  74. * @param[in] rendererSemantic (optional) Semantic that allows you to specify the use of this parameter in the
  75. * renderer. The actual value of the semantic depends on the current Renderer and
  76. * its supported list of semantics. Elements with renderer semantics should not be
  77. * updated by the user, and will be updated by the renderer. These semantics will
  78. * also be used to determine if a shader is compatible with a specific renderer
  79. * or not. Value of 0 signifies the parameter is not used by the renderer.
  80. * @param[in] arraySize (optional) If the parameter is an array, the number of elements in the array.
  81. * Size of 1 means its not an array.
  82. * @param[in] elementSize (optional) Size of an individual element in the array, in bytes. You only need
  83. * to set this if you are setting variable length parameters, like structs.
  84. * @param[in] defaultValue (optional) Pointer to the buffer containing the default value for this parameter
  85. * (initial value that will be set when a material is initialized with this shader).
  86. * The provided buffer must be of the correct size (depending on the element type
  87. * and array size).
  88. *
  89. * @note If multiple parameters are given with the same name but different types behavior is undefined.
  90. */
  91. void addParameter(const String& name, const String& gpuVariableName, GpuParamDataType type, StringID rendererSemantic = StringID::NONE,
  92. UINT32 arraySize = 1, UINT32 elementSize = 0, UINT8* defaultValue = nullptr);
  93. /**
  94. * Registers a new object (texture, sampler state, etc.) parameter you that you may then use via Material by
  95. * providing the parameter name. All parameters internally map to variables defined in GPU programs. Multiple GPU
  96. * variables may be mapped to a single parameter in which case the first variable actually found in the program will
  97. * be used while others will be ignored.
  98. *
  99. * @param[in] name The name of the parameter. Name must be unique between all data and object parameters.
  100. * @param[in] gpuVariableName Name of the GPU variable in the GpuProgram that the parameter corresponds with.
  101. * @param[in] type The type of the parameter, must be the same as the type in GpuProgram.
  102. * @param[in] rendererSemantic (optional) Semantic that allows you to specify the use of this parameter in the
  103. * renderer. The actual value of the semantic depends on the current Renderer and
  104. * its supported list of semantics. Elements with renderer semantics should not be
  105. * updated by the user, and will be updated by the renderer. These semantics will
  106. * also be used to determine if a shader is compatible with a specific renderer or
  107. * not. Value of 0 signifies the parameter is not used by the renderer.
  108. *
  109. * @note
  110. * If multiple parameters are given with the same name but different types behavior is undefined. You are allowed
  111. * to call this method multiple times in order to map multiple GPU variable names to a single parameter, but the
  112. * default value (if any) will only be recognized on the first call. Mapping multiple GPU variables to a single
  113. * parameter is useful when you are defining a shader that supports techniques across different render systems
  114. * where GPU variable names for the same parameters might differ.
  115. */
  116. void addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type, StringID rendererSemantic = StringID::NONE);
  117. /**
  118. * @see SHADER_DESC::addParameter(const String&, const String&, GpuParamObjectType, StringID)
  119. *
  120. * @note
  121. * Specialized version of addParameter that accepts a default sampler value that will be used for initializing the
  122. * object parameter upon Material creation. Default sampler value is only valid if the object type is one of the
  123. * sampler types.
  124. */
  125. void addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type,
  126. const SamplerStateType& defaultValue, StringID rendererSemantic = StringID::NONE);
  127. /**
  128. * @see SHADER_DESC::addParameter(const String&, const String&, GpuParamObjectType, StringID)
  129. *
  130. * @note
  131. * Specialized version of addParameter that accepts a default texture value that will be used for initializing the
  132. * object parameter upon Material creation. Default texture value is only valid if the object type is one of the
  133. * texture types.
  134. */
  135. void addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type,
  136. const TextureType& defaultValue, StringID rendererSemantic = StringID::NONE);
  137. /**
  138. * Changes parameters of a parameter block with the specified name.
  139. *
  140. * @param[in] name Name of the parameter block. This should correspond with the name specified in
  141. * the GPU program code.
  142. * @param[in] shared If parameter block is marked as shared it will not be automatically created by
  143. * the Material. You will need to create it elsewhere and then assign it manually.
  144. * @param[in] usage Specified how often do we plan on modifying the buffer, which determines how is
  145. * the buffer internally stored for best performance.
  146. * @param[in] rendererSemantic (optional) Semantic that allows you to specify the use of this parameter block
  147. * in the renderer. The actual value of the semantic depends on the current
  148. * Renderer and its supported list of semantics. Elements with a renderer semantic
  149. * will not have their parameter block automatically created (similar to "shared"
  150. * argument), but instead a Renderer will create an assign it instead. Be aware
  151. * that renderers have strict policies on what and how are parameters stored in the
  152. * buffer and you will need to respect them. If you don't respect them your shader
  153. * will be deemed incompatible and won't be used. Value of 0 signifies the parameter
  154. * block is not used by the renderer.
  155. */
  156. void setParamBlockAttribs(const String& name, bool shared, GpuParamBlockUsage usage, StringID rendererSemantic = StringID::NONE);
  157. /**
  158. * Sorting type to use when performing sort in the render queue. Default value is sort front to back which causes
  159. * least overdraw and is preferable. Transparent objects need to be sorted back to front. You may also specify no
  160. * sorting and the elements will be rendered in the order they were added to the render queue.
  161. */
  162. QueueSortType queueSortType;
  163. /**
  164. * Priority that allows you to control in what order are your shaders rendered. See QueuePriority for a list of
  165. * initial values. Shaders with higher priority will be rendered before shaders with lower priority, and
  166. * additionally render queue will only sort elements within the same priority group.
  167. *
  168. * @note
  169. * This is useful when you want all your opaque objects to be rendered before you start drawing your transparent
  170. * ones. Or to render your overlays after everything else. Values provided in QueuePriority are just for general
  171. * guidance and feel free to increase them or decrease them for finer tuning. (for example QueuePriority::Opaque +
  172. * 1).
  173. */
  174. INT32 queuePriority;
  175. /**
  176. * Enables or disables separable passes. When separable passes are disabled all shader passes will be executed in a
  177. * sequence one after another. If it is disabled the renderer is free to mix and match passes from different
  178. * objects to achieve best performance. (They will still be executed in sequence, but some other object may be
  179. * rendered in-between passes)
  180. *
  181. * @note Shaders with transparency generally can't be separable, while opaque can.
  182. */
  183. bool separablePasses;
  184. /** Flags that let the renderer know how should it interpret the shader. */
  185. UINT32 flags;
  186. Map<String, SHADER_DATA_PARAM_DESC> dataParams;
  187. Map<String, SHADER_OBJECT_PARAM_DESC> textureParams;
  188. Map<String, SHADER_OBJECT_PARAM_DESC> bufferParams;
  189. Map<String, SHADER_OBJECT_PARAM_DESC> samplerParams;
  190. Map<String, SHADER_PARAM_BLOCK_DESC> paramBlocks;
  191. Vector<UINT8> dataDefaultValues;
  192. Vector<SamplerStateType> samplerDefaultValues;
  193. Vector<TextureType> textureDefaultValues;
  194. private:
  195. /**
  196. * @copydoc addParameter(const String&, const String&, GpuParamObjectType, StringID)
  197. *
  198. * @note Common method shared by different addParameter overloads.
  199. */
  200. void addParameterInternal(const String& name, const String& gpuVariableName, GpuParamObjectType type, StringID rendererSemantic, UINT32 defaultValueIdx);
  201. };
  202. /**
  203. * Shader represents a collection of techniques. They are used in Material%s, which can be considered as instances of a
  204. * Shader. Multiple materials may share the same shader but provide different parameters to it.
  205. *
  206. * Shader will always choose the first supported technique based on the current render system, render manager and other
  207. * properties. So make sure to add most important techniques first so you make sure they are used if they are supported.
  208. *
  209. * @note Templated version of Shader used for implementing both sim and core thread variants.
  210. */
  211. template<bool Core>
  212. class BS_CORE_EXPORT TShader
  213. {
  214. public:
  215. typedef typename TTechniqueType<Core>::Type TechniqueType;
  216. typedef typename TSHADER_DESC<Core>::TextureType TextureType;
  217. typedef typename TSHADER_DESC<Core>::SamplerStateType SamplerStateType;
  218. TShader() { }
  219. TShader(const String& name, const TSHADER_DESC<Core>& desc, const Vector<SPtr<TechniqueType>>& techniques, UINT32 id);
  220. virtual ~TShader();
  221. /** Returns the total number of techniques in this shader. */
  222. UINT32 getNumTechniques() const { return (UINT32)mTechniques.size(); }
  223. /**
  224. * Gets the best supported technique based on current render and other systems. Returns null if not a single
  225. * technique is supported.
  226. */
  227. SPtr<TechniqueType> getBestTechnique() const;
  228. /**
  229. * Returns currently active queue sort type.
  230. *
  231. * @see SHADER_DESC::queueSortType
  232. */
  233. QueueSortType getQueueSortType() const { return mDesc.queueSortType; }
  234. /**
  235. * Returns currently active queue priority.
  236. *
  237. * @see SHADER_DESC::queuePriority
  238. */
  239. INT32 getQueuePriority() const { return mDesc.queuePriority; }
  240. /**
  241. * Returns if separable passes are allowed.
  242. *
  243. * @see SHADER_DESC::separablePasses
  244. */
  245. bool getAllowSeparablePasses() const { return mDesc.separablePasses; }
  246. /**
  247. * Returns flags that control how the renderer interprets the shader. Actual interpretation of the flags depends on
  248. * the active renderer.
  249. */
  250. UINT32 getFlags() const { return mDesc.flags; }
  251. /** Returns type of the parameter with the specified name. Throws exception if the parameter doesn't exist. */
  252. GpuParamType getParamType(const String& name) const;
  253. /**
  254. * Returns description for a data parameter with the specified name. Throws exception if the parameter doesn't exist.
  255. */
  256. const SHADER_DATA_PARAM_DESC& getDataParamDesc(const String& name) const;
  257. /**
  258. * Returns description for a texture parameter with the specified name. Throws exception if the parameter doesn't
  259. * exist.
  260. */
  261. const SHADER_OBJECT_PARAM_DESC& getTextureParamDesc(const String& name) const;
  262. /**
  263. * Returns description for a sampler parameter with the specified name. Throws exception if the parameter doesn't
  264. * exist.
  265. */
  266. const SHADER_OBJECT_PARAM_DESC& getSamplerParamDesc(const String& name) const;
  267. /**
  268. * Returns description for a buffer parameter with the specified name. Throws exception if the parameter doesn't
  269. * exist.
  270. */
  271. const SHADER_OBJECT_PARAM_DESC& getBufferParamDesc(const String& name) const;
  272. /** Checks if the parameter with the specified name exists, and is a data parameter. */
  273. bool hasDataParam(const String& name) const;
  274. /** Checks if the parameter with the specified name exists, and is a texture parameter. */
  275. bool hasTextureParam(const String& name) const;
  276. /** Checks if the parameter with the specified name exists, and is a sampler parameter. */
  277. bool hasSamplerParam(const String& name) const;
  278. /** Checks if the parameter with the specified name exists, and is a buffer parameter. */
  279. bool hasBufferParam(const String& name) const;
  280. /** Returns a map of all data parameters in the shader. */
  281. const Map<String, SHADER_DATA_PARAM_DESC>& getDataParams() const { return mDesc.dataParams; }
  282. /** Returns a map of all texture parameters in the shader. */
  283. const Map<String, SHADER_OBJECT_PARAM_DESC>& getTextureParams() const { return mDesc.textureParams; }
  284. /** Returns a map of all buffer parameters in the shader. */
  285. const Map<String, SHADER_OBJECT_PARAM_DESC>& getBufferParams() const { return mDesc.bufferParams; }
  286. /** Returns a map of all sampler parameters in the shader. */
  287. const Map<String, SHADER_OBJECT_PARAM_DESC>& getSamplerParams() const { return mDesc.samplerParams; }
  288. /** Returns a map of all parameter blocks. */
  289. const Map<String, SHADER_PARAM_BLOCK_DESC>& getParamBlocks() const { return mDesc.paramBlocks; }
  290. /**
  291. * Returns a default texture for a parameter that has the specified default value index (retrieved from the
  292. * parameters descriptor).
  293. */
  294. TextureType getDefaultTexture(UINT32 index) const;
  295. /**
  296. * Returns a default sampler state for a parameter that has the specified default value index (retrieved from the
  297. * parameters descriptor).
  298. */
  299. SamplerStateType getDefaultSampler(UINT32 index) const;
  300. /**
  301. * Returns a pointer to the internal buffer containing the default value for a data parameter that has the
  302. * specified default value index (retrieved from the parameters descriptor).
  303. */
  304. UINT8* getDefaultValue(UINT32 index) const;
  305. /** Returns the unique shader ID. */
  306. UINT32 getId() const { return mId; }
  307. protected:
  308. String mName;
  309. TSHADER_DESC<Core> mDesc;
  310. Vector<SPtr<TechniqueType>> mTechniques;
  311. UINT32 mId;
  312. };
  313. /** @} */
  314. /** @addtogroup Material-Internal
  315. * @{
  316. */
  317. typedef TSHADER_DESC<true> SHADER_DESC_CORE;
  318. /** @copydoc TShader */
  319. class BS_CORE_EXPORT ShaderCore : public CoreObjectCore, public TShader<true>
  320. {
  321. public:
  322. /** @copydoc Shader::create */
  323. static SPtr<ShaderCore> create(const String& name, const SHADER_DESC_CORE& desc, const Vector<SPtr<TechniqueCore>>& techniques);
  324. protected:
  325. friend class Shader;
  326. ShaderCore(const String& name, const SHADER_DESC_CORE& desc, const Vector<SPtr<TechniqueCore>>& techniques, UINT32 id);
  327. static std::atomic<UINT32> mNextShaderId;
  328. };
  329. /** @} */
  330. /** @addtogroup Material
  331. * @{
  332. */
  333. typedef TSHADER_DESC<false> SHADER_DESC;
  334. /** @copydoc TShader */
  335. class BS_CORE_EXPORT Shader : public Resource, public TShader<false>
  336. {
  337. public:
  338. /** Retrieves an implementation of a shader usable only from the core thread. */
  339. SPtr<ShaderCore> getCore() const;
  340. /**
  341. * Sets a list include file paths that are referenced by this shader.
  342. *
  343. * @note
  344. * This is not used directly by the shader as includes are expected to be processed during GPU program and state
  345. * creation, but it may be referenced by higher layers for various purposes.
  346. */
  347. void setIncludeFiles(const Vector<String>& includes);
  348. /** Checks is the provided object type a sampler. */
  349. static bool isSampler(GpuParamObjectType type);
  350. /** Checks is the provided object type a texture. */
  351. static bool isTexture(GpuParamObjectType type);
  352. /** Checks is the provided object type a load/store (unordered read/write) texture. */
  353. static bool isLoadStoreTexture(GpuParamObjectType type);
  354. /** Checks is the provided object type a buffer. */
  355. static bool isBuffer(GpuParamObjectType type);
  356. /**
  357. * Returns the size in bytes for a specific data type.
  358. *
  359. * @note Returns 0 for variable size types like structures.
  360. */
  361. static UINT32 getDataParamSize(GpuParamDataType type);
  362. /** Creates a new shader resource using the provided descriptor and techniques. */
  363. static HShader create(const String& name, const SHADER_DESC& desc, const Vector<SPtr<Technique>>& techniques);
  364. /** Returns a shader object but doesn't initialize it. */
  365. static SPtr<Shader> createEmpty();
  366. public: // ***** INTERNAL ******
  367. /** @name Internal
  368. * @{
  369. */
  370. /**
  371. * Creates a new shader object using the provided descriptor and techniques.
  372. *
  373. * @note Internal method. Use create() for normal use.
  374. */
  375. static SPtr<Shader> _createPtr(const String& name, const SHADER_DESC& desc, const Vector<SPtr<Technique>>& techniques);
  376. /** @} */
  377. private:
  378. Shader(const String& name, const SHADER_DESC& desc, const Vector<SPtr<Technique>>& techniques, UINT32 id);
  379. /** @copydoc CoreObject::getCoreDependencies */
  380. void getCoreDependencies(Vector<CoreObject*>& dependencies) override;
  381. /** @copydoc CoreObject::createCore */
  382. SPtr<CoreObjectCore> createCore() const override;
  383. /** Converts a sim thread version of the shader descriptor to a core thread version. */
  384. SHADER_DESC_CORE convertDesc(const SHADER_DESC& desc) const;
  385. private:
  386. /************************************************************************/
  387. /* RTTI */
  388. /************************************************************************/
  389. Shader() { }
  390. public:
  391. friend class ShaderRTTI;
  392. static RTTITypeBase* getRTTIStatic();
  393. virtual RTTITypeBase* getRTTI() const override;
  394. };
  395. /** @} */
  396. /** @addtogroup Material
  397. * @{
  398. */
  399. /** Shader specific resource meta-data containing information about referenced include files. */
  400. class BS_CORE_EXPORT ShaderMetaData : public ResourceMetaData
  401. {
  402. public:
  403. Vector<String> includes;
  404. /************************************************************************/
  405. /* SERIALIZATION */
  406. /************************************************************************/
  407. public:
  408. friend class ShaderMetaDataRTTI;
  409. static RTTITypeBase* getRTTIStatic();
  410. virtual RTTITypeBase* getRTTI() const override;
  411. };
  412. /** @} */
  413. }