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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsResource.h"
- namespace BansheeEngine
- {
- /**
- * @brief Type of shader dirty flags
- */
- enum class ShaderDirtyFlag
- {
- Shader = 0x01, /**< Internal shader data is dirty. */
- Proxy = 0x02 /**< Active proxy needs to be updated. */
- };
- /**
- * @brief Describes a single data (int, Vector2, etc.) shader parameter.
- *
- * @see Shader::addParameter.
- */
- struct BS_CORE_EXPORT SHADER_DATA_PARAM_DESC
- {
- String name;
- String gpuVariableName;
- GpuParamDataType type;
- UINT32 rendererSemantic;
- UINT32 arraySize;
- UINT32 elementSize;
- };
- /**
- * @brief Describes a single object (texture, sampler state, etc.) shader parameter.
- *
- * @see Shader::addParameter.
- */
- struct BS_CORE_EXPORT SHADER_OBJECT_PARAM_DESC
- {
- String name;
- String gpuVariableName;
- UINT32 rendererSemantic;
- GpuParamObjectType type;
- };
- /**
- * @brief Describes a shader parameter block.
- */
- struct BS_CORE_EXPORT SHADER_PARAM_BLOCK_DESC
- {
- String name;
- bool shared;
- UINT32 rendererSemantic;
- GpuParamBlockUsage usage;
- };
- /**
- * @brief Shader represents a collection of techniques. They are used in Materials,
- * which can be considered as instances of a Shader. Multiple materials
- * may share the same shader but provide different parameters to it.
- *
- * Shader will always choose the first supported technique based on the current render
- * system, render manager and other properties. So make sure to add most important techniques
- * first so you make sure they are used if they are supported.
- */
- class BS_CORE_EXPORT Shader : public Resource
- {
- public:
- /**
- * @brief Adds a new technique that supports the provided render system
- * and renderer to the shader. It's up to the caller to populate the
- * returned object with valid data.
- */
- TechniquePtr addTechnique(const String& renderSystem, const String& renderer);
-
- /**
- * @brief Removes a technique at the specified index.
- */
- void removeTechnique(UINT32 idx);
- /**
- * @brief Removes the specified technique.
- */
- void removeTechnique(TechniquePtr technique);
- /**
- * @brief Returns the total number of techniques in this shader.
- */
- UINT32 getNumTechniques() const { return (UINT32)mTechniques.size(); }
- /**
- * @brief Gets the best supported technique based on current render and other systems.
- * Returns null if not a single technique is supported.
- */
- TechniquePtr getBestTechnique() const;
- /**
- * @brief Sets sorting type to use when performing sort in the render queue. Default value is sort front to back
- * which causes least overdraw and is preferable. Transparent objects need to be sorted back to front.
- * You may also specify no sorting and the elements will be rendered in the order they were added to the
- * render queue.
- */
- void setQueueSortType(QueueSortType sortType);
- /**
- * @brief Sets a priority that allows you to control in what order are your shaders rendered.
- * See "QueuePriority" for a list of initial values. Shaders with higher priority will be
- * rendered before shaders with lower priority, and additionally render queue will only sort
- * elements within the same priority group.
- *
- * @note This is useful when you want all your opaque objects to be rendered before you start
- * drawing your transparent ones. Or to render your overlays after everything else. Values
- * provided in "QueuePriority" are just for general guidance and feel free to increase them
- * or decrease them for finer tuning. (e.g. "QueuePriority::Opaque + 1").
- */
- void setQueuePriority(UINT32 priority);
- /**
- * @brief Enables or disables separable passes. When separable passes are disabled
- * all shader passes will be executed in a sequence one after another. If it is disabled
- * the renderer is free to mix and match passes from different objects to achieve best
- * performance. (They will still be executed in sequence, but some other object may
- * be rendered in-between passes)
- *
- * @note Shaders with transparency generally can't be separable, while opaque can.
- */
- void setAllowSeparablePasses(bool enable);
- /**
- * @brief Returns currently active queue sort type.
- *
- * @see setQueueSortType
- */
- QueueSortType getQueueSortType() const { return mQueueSortType; }
- /**
- * @brief Returns currently active queue priority.
- *
- * @see setQueuePriority
- */
- UINT32 getQueuePriority() const { return mQueuePriority; }
- /**
- * @brief Returns if separable passes are allowed.
- *
- * @see setAllowSeparablePasses
- */
- bool getAllowSeparablePasses() const { return mSeparablePasses; }
- /**
- * @brief Registers a new data (int, Vector2, etc.) parameter you that you may then use
- * via Material by providing the parameter name. All parameters internally map to
- * variables defined in GPU programs.
- *
- * @param name The name of the parameter. Name must be unique between all data and object parameters.
- * @param gpuVariableName Name of the GPU variable in the GpuProgram that the parameter corresponds with.
- * @param type The type of the parameter, must be the same as the type in GpuProgram.
- * @param rendererSemantic (optional) Semantic that allows you to specify the use of this parameter in the renderer. The actual value of the semantic
- * depends on the current Renderer and its supported list of semantics. Elements with renderer semantics should not be updated
- * by the user, and will be updated by the renderer. These semantics will also be used to determine if a shader is compatible
- * with a specific renderer or not. Value of 0 signifies the parameter is not used by the renderer.
- * @param arraySize (optional) If the parameter is an array, the number of elements in the array. Size of 1 means its not an array.
- * @param elementSize (optional) Size of an individual element in the array, in bytes. You only need to set this if you are setting variable
- * length parameters, like structs.
- */
- void addParameter(const String& name, const String& gpuVariableName, GpuParamDataType type, UINT32 rendererSemantic = 0,
- UINT32 arraySize = 1, UINT32 elementSize = 0);
- /**
- * @brief Registers a new object (texture, sampler state, etc.) parameter you that you may then use
- * via Material by providing the parameter name. All parameters internally map to variables defined in GPU programs.
- *
- * @param name The name of the parameter. Name must be unique between all data and object parameters.
- * @param gpuVariableName Name of the GPU variable in the GpuProgram that the parameter corresponds with.
- * @param type The type of the parameter, must be the same as the type in GpuProgram.
- * @param rendererSemantic (optional) Semantic that allows you to specify the use of this parameter in the renderer. The actual value of the semantic
- * depends on the current Renderer and its supported list of semantics. Elements with renderer semantics should not be updated
- * by the user, and will be updated by the renderer. These semantics will also be used to determine if a shader is compatible
- * with a specific renderer or not. Value of 0 signifies the parameter is not used by the renderer.
- */
- void addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type, UINT32 rendererSemantic = 0);
- /**
- * @brief Unregister a parameter with the specified name.
- */
- void removeParameter(const String& name);
- /**
- * @brief Changes parameters of a parameter block with the specified name.
- *
- * @param name Name of the parameter block. This should correspond with the name specified in the GPU program code.
- * @param shared If parameter block is marked as shared it will not be automatically created by the Material. You will need
- * to create it elsewhere and then assign it manually.
- * @param usage Specified how often do we plan on modifying the buffer, which determines how is the buffer internally stored
- * for best performance.
- * @param rendererSemantic (optional) Semantic that allows you to specify the use of this parameter block in the renderer. The actual value of the
- * semantic depends on the current Renderer and its supported list of semantics. Elements with a renderer semantic
- * will not have their parameter block automatically created (similar to "shared" argument), but instead a Renderer will
- * create an assign it instead. Be aware that renderers have strict policies on what and how are parameters stored in the
- * buffer and you will need to respect them. If you don't respect them your shader will be deemed incompatible and won't be used.
- * Value of 0 signifies the parameter block is not used by the renderer.
- */
- void setParamBlockAttribs(const String& name, bool shared, GpuParamBlockUsage usage, UINT32 rendererSemantic = 0);
- /**
- * @brief Returns type of the parameter with the specified name. Throws exception if
- * the parameter doesn't exist.
- */
- GpuParamType getParamType(const String& name) const;
- /**
- * @brief Returns description for a data parameter with the specified name. Throws exception if
- * the parameter doesn't exist.
- */
- const SHADER_DATA_PARAM_DESC& getDataParamDesc(const String& name) const;
- /**
- * @brief Returns description for an object parameter with the specified name. Throws exception if
- * the parameter doesn't exist.
- */
- const SHADER_OBJECT_PARAM_DESC& getObjectParamDesc(const String& name) const;
- /**
- * @brief Checks if the parameter with the specified name exists, and is a data parameter.
- */
- bool hasDataParam(const String& name) const;
- /**
- * @brief Checks if the parameter with the specified name exists, and is an object parameter.
- */
- bool hasObjectParam(const String& name) const;
- /**
- * @brief Returns a map of all data parameters in the shader.
- *
- * @note Internal method.
- */
- const Map<String, SHADER_DATA_PARAM_DESC>& _getDataParams() const { return mDataParams; }
- /**
- * @brief Returns a map of all object parameters in the shader.
- *
- * @note Internal method.
- */
- const Map<String, SHADER_OBJECT_PARAM_DESC>& _getObjectParams() const { return mObjectParams; }
- /**
- * @brief Returns a map of all parameter blocks.
- *
- * @note Internal method.
- */
- const Map<String, SHADER_PARAM_BLOCK_DESC>& _getParamBlocks() const { return mParamBlocks; }
- static bool isSampler(GpuParamObjectType type);
- static bool isTexture(GpuParamObjectType type);
- static bool isBuffer(GpuParamObjectType type);
- /**
- * @brief Returns an empty shader object with the specified name. Caller must register
- * techniques with the shader before using it in a Material.
- */
- static ShaderPtr create(const String& name);
- /************************************************************************/
- /* CORE PROXY */
- /************************************************************************/
- /**
- * @brief Checks is the core dirty flag set. This is used by external systems
- * to know when internal data has changed and core thread potentially needs to be notified.
- */
- bool _isCoreDirty(ShaderDirtyFlag flag) const { return (mCoreDirtyFlags & (UINT32)flag) != 0; }
- /**
- * @brief Marks the core dirty flag as clean.
- */
- void _markCoreClean(ShaderDirtyFlag flag) { mCoreDirtyFlags &= ~(UINT32)flag; }
- /**
- * @brief Gets the currently active proxy of this material.
- */
- ShaderProxyPtr _getActiveProxy() const { return mActiveProxy; }
- /**
- * @brief Sets an active proxy for this material.
- */
- void _setActiveProxy(const ShaderProxyPtr& proxy) { mActiveProxy = proxy; }
- /**
- * @brief Creates a new core proxy from the currently set shader data. Core proxies ensure
- * that the core thread has all the necessary data, while avoiding the need
- * to manage Shader itself on the core thread.
- *
- * @note Sim thread only.
- * You generally need to update the core thread with a new proxy whenever core
- * dirty flag is set.
- */
- ShaderProxyPtr _createProxy();
- private:
- Shader(const String& name);
- /**
- * @brief Marks the core data as dirty.
- */
- void markCoreDirty() { mCoreDirtyFlags = 0xFFFFFFFF; }
- private:
- String mName;
- QueueSortType mQueueSortType;
- UINT32 mQueuePriority;
- bool mSeparablePasses;
- Vector<TechniquePtr> mTechniques;
- UINT32 mCoreDirtyFlags;
- Map<String, SHADER_DATA_PARAM_DESC> mDataParams;
- Map<String, SHADER_OBJECT_PARAM_DESC> mObjectParams;
- Map<String, SHADER_PARAM_BLOCK_DESC> mParamBlocks;
- ShaderProxyPtr mActiveProxy;
- /************************************************************************/
- /* RTTI */
- /************************************************************************/
-
- public:
- friend class ShaderRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const;
- };
- }
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