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