2
0

BsScriptShader.cpp 4.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163
  1. #include "BsScriptShader.h"
  2. #include "BsScriptResourceManager.h"
  3. #include "BsScriptMeta.h"
  4. #include "BsMonoField.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoArray.h"
  7. #include "BsMonoManager.h"
  8. namespace BansheeEngine
  9. {
  10. /**
  11. * @brief Shader parameter types that can be handled using managed code.
  12. */
  13. enum class ShaderParameterType // Note: This must match C# ShaderParameterType enum
  14. {
  15. Float, Vector2, Vector3, Vector4, Color,
  16. Matrix3, Matrix4, Texture2D,
  17. Texture3D, TextureCube, Sampler
  18. };
  19. ScriptShader::ScriptShader(MonoObject* instance, const HShader& shader)
  20. :TScriptResource(instance, shader)
  21. {
  22. }
  23. void ScriptShader::initRuntimeData()
  24. {
  25. metaData.scriptClass->addInternalCall("Internal_GetShaderParameters", &ScriptShader::internal_GetShaderParameters);
  26. }
  27. void ScriptShader::internal_GetShaderParameters(ScriptShader* nativeInstance, MonoArray** outNames,
  28. MonoArray** outTypes, MonoArray** outVisibility)
  29. {
  30. HShader shader = nativeInstance->getHandle();
  31. if (!shader.isLoaded())
  32. {
  33. ScriptArray names = ScriptArray::create<String>(0);
  34. ScriptArray types = ScriptArray::create<UINT32>(0);
  35. ScriptArray visibility = ScriptArray::create<bool>(0);
  36. *outNames = names.getInternal();
  37. *outTypes = types.getInternal();
  38. *outVisibility = visibility.getInternal();
  39. return;
  40. }
  41. const Map<String, SHADER_DATA_PARAM_DESC>& dataParams = shader->getDataParams();
  42. const Map<String, SHADER_OBJECT_PARAM_DESC>& textureParams = shader->getTextureParams();
  43. const Map<String, SHADER_OBJECT_PARAM_DESC>& samplerParams = shader->getSamplerParams();
  44. struct ParamInfo
  45. {
  46. String name;
  47. ShaderParameterType type;
  48. bool internal;
  49. };
  50. Vector<ParamInfo> paramInfos;
  51. // TODO - Ignoring int, bool, struct and non-square matrices
  52. // TODO - Ignoring buffers and load/store textures
  53. for (auto& param : dataParams)
  54. {
  55. ShaderParameterType type;
  56. bool isValidType = false;
  57. bool isInternal = !param.second.rendererSemantic.empty();
  58. switch (param.second.type)
  59. {
  60. case GPDT_FLOAT1:
  61. type = ShaderParameterType::Float;
  62. isValidType = true;
  63. break;
  64. case GPDT_FLOAT2:
  65. type = ShaderParameterType::Vector2;
  66. isValidType = true;
  67. break;
  68. case GPDT_FLOAT3:
  69. type = ShaderParameterType::Vector3;
  70. isValidType = true;
  71. break;
  72. case GPDT_FLOAT4:
  73. type = ShaderParameterType::Vector4;
  74. isValidType = true;
  75. break;
  76. case GPDT_MATRIX_3X3:
  77. type = ShaderParameterType::Matrix3;
  78. isValidType = true;
  79. break;
  80. case GPDT_MATRIX_4X4:
  81. type = ShaderParameterType::Matrix4;
  82. isValidType = true;
  83. break;
  84. case GPDT_COLOR:
  85. type = ShaderParameterType::Color;
  86. isValidType = true;
  87. break;
  88. }
  89. if (isValidType)
  90. paramInfos.push_back({ param.first, type, isInternal });
  91. }
  92. for (auto& param : textureParams)
  93. {
  94. ShaderParameterType type;
  95. bool isValidType = false;
  96. bool isInternal = !param.second.rendererSemantic.empty();
  97. switch (param.second.type)
  98. {
  99. case GPOT_TEXTURE2D:
  100. case GPOT_TEXTURE2DMS:
  101. type = ShaderParameterType::Texture2D;
  102. isValidType = true;
  103. break;
  104. case GPOT_TEXTURE3D:
  105. type = ShaderParameterType::Texture3D;
  106. isValidType = true;
  107. break;
  108. case GPOT_TEXTURECUBE:
  109. type = ShaderParameterType::TextureCube;
  110. isValidType = true;
  111. break;
  112. }
  113. if (isValidType)
  114. paramInfos.push_back({ param.first, type, isInternal });
  115. }
  116. for (auto& param : samplerParams)
  117. {
  118. ShaderParameterType type = ShaderParameterType::Sampler;
  119. bool isInternal = !param.second.rendererSemantic.empty();
  120. paramInfos.push_back({ param.first, type, isInternal });
  121. }
  122. UINT32 totalNumParams = (UINT32)paramInfos.size();
  123. ScriptArray names = ScriptArray::create<String>(totalNumParams);
  124. ScriptArray types = ScriptArray::create<UINT32>(totalNumParams);
  125. ScriptArray visibility = ScriptArray::create<bool>(totalNumParams);
  126. UINT32 idx = 0;
  127. for (auto& param : paramInfos)
  128. {
  129. names.set(idx, param.name);
  130. types.set(idx, param.type);
  131. visibility.set(idx, param.internal);
  132. idx++;
  133. }
  134. *outNames = names.getInternal();
  135. *outTypes = types.getInternal();
  136. *outVisibility = visibility.getInternal();
  137. }
  138. MonoObject* ScriptShader::createInstance()
  139. {
  140. return metaData.scriptClass->createInstance();
  141. }
  142. }