BsShader.h 20 KB

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