BsShader.cpp 15 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Material/BsShader.h"
  4. #include "Material/BsTechnique.h"
  5. #include "Error/BsException.h"
  6. #include "Debug/BsDebug.h"
  7. #include "RTTI/BsShaderRTTI.h"
  8. #include "Resources/BsResources.h"
  9. #include "RenderAPI/BsGpuParams.h"
  10. #include "Material/BsPass.h"
  11. #include "RenderAPI/BsSamplerState.h"
  12. #include "Image/BsTexture.h"
  13. namespace bs
  14. {
  15. template<bool Core>
  16. TSHADER_DESC<Core>::TSHADER_DESC()
  17. :queueSortType(QueueSortType::None), queuePriority(0), separablePasses(false), flags(0)
  18. {
  19. }
  20. template<bool Core>
  21. void TSHADER_DESC<Core>::addParameter(const String& name, const String& gpuVariableName, GpuParamDataType type,
  22. StringID rendererSemantic, UINT32 arraySize, UINT32 elementSize, UINT8* defaultValue)
  23. {
  24. if(type == GPDT_STRUCT && elementSize <= 0)
  25. BS_EXCEPT(InvalidParametersException, "You need to provide a non-zero element size for a struct parameter.")
  26. SHADER_DATA_PARAM_DESC desc;
  27. desc.name = name;
  28. desc.gpuVariableName = gpuVariableName;
  29. desc.type = type;
  30. desc.arraySize = arraySize;
  31. desc.rendererSemantic = rendererSemantic;
  32. desc.elementSize = elementSize;
  33. if (defaultValue != nullptr)
  34. {
  35. desc.defaultValueIdx = (UINT32)dataDefaultValues.size();
  36. UINT32 defaultValueSize = Shader::getDataParamSize(type);
  37. dataDefaultValues.resize(desc.defaultValueIdx + defaultValueSize);
  38. memcpy(&dataDefaultValues[desc.defaultValueIdx], defaultValue, defaultValueSize);
  39. }
  40. else
  41. desc.defaultValueIdx = (UINT32)-1;
  42. dataParams[name] = desc;
  43. }
  44. template<bool Core>
  45. void TSHADER_DESC<Core>::addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type, StringID rendererSemantic)
  46. {
  47. UINT32 defaultValueIdx = (UINT32)-1;
  48. addParameterInternal(name, gpuVariableName, type, rendererSemantic, defaultValueIdx);
  49. }
  50. template<bool Core>
  51. void TSHADER_DESC<Core>::addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type, const SamplerStateType& defaultValue, StringID rendererSemantic)
  52. {
  53. UINT32 defaultValueIdx = (UINT32)-1;
  54. if (Shader::isSampler(type) && defaultValue != nullptr)
  55. {
  56. defaultValueIdx = (UINT32)samplerDefaultValues.size();
  57. samplerDefaultValues.push_back(defaultValue);
  58. }
  59. addParameterInternal(name, gpuVariableName, type, rendererSemantic, defaultValueIdx);
  60. }
  61. template<bool Core>
  62. void TSHADER_DESC<Core>::addParameter(const String& name, const String& gpuVariableName, GpuParamObjectType type, const TextureType& defaultValue, StringID rendererSemantic)
  63. {
  64. UINT32 defaultValueIdx = (UINT32)-1;
  65. if (Shader::isTexture(type) && defaultValue != nullptr)
  66. {
  67. defaultValueIdx = (UINT32)textureDefaultValues.size();
  68. textureDefaultValues.push_back(defaultValue);
  69. }
  70. addParameterInternal(name, gpuVariableName, type, rendererSemantic, defaultValueIdx);
  71. }
  72. template<bool Core>
  73. void TSHADER_DESC<Core>::addParameterInternal(const String& name, const String& gpuVariableName, GpuParamObjectType type, StringID rendererSemantic, UINT32 defaultValueIdx)
  74. {
  75. Map<String, SHADER_OBJECT_PARAM_DESC>* DEST_LOOKUP[] = { &textureParams, &bufferParams, &samplerParams };
  76. UINT32 destIdx = 0;
  77. if (Shader::isBuffer(type))
  78. destIdx = 1;
  79. else if (Shader::isSampler(type))
  80. destIdx = 2;
  81. Map<String, SHADER_OBJECT_PARAM_DESC>& paramsMap = *DEST_LOOKUP[destIdx];
  82. auto iterFind = paramsMap.find(name);
  83. if (iterFind == paramsMap.end())
  84. {
  85. SHADER_OBJECT_PARAM_DESC desc;
  86. desc.name = name;
  87. desc.type = type;
  88. desc.rendererSemantic = rendererSemantic;
  89. desc.gpuVariableNames.push_back(gpuVariableName);
  90. desc.defaultValueIdx = defaultValueIdx;
  91. paramsMap[name] = desc;
  92. }
  93. else
  94. {
  95. SHADER_OBJECT_PARAM_DESC& desc = iterFind->second;
  96. // If same name but different properties, we ignore this param
  97. if (desc.type != type || desc.rendererSemantic != rendererSemantic)
  98. return;
  99. Vector<String>& gpuVariableNames = desc.gpuVariableNames;
  100. bool found = false;
  101. for (UINT32 i = 0; i < (UINT32)gpuVariableNames.size(); i++)
  102. {
  103. if (gpuVariableNames[i] == gpuVariableName)
  104. {
  105. found = true;
  106. break;
  107. }
  108. }
  109. if (!found)
  110. gpuVariableNames.push_back(gpuVariableName);
  111. }
  112. }
  113. template<bool Core>
  114. void TSHADER_DESC<Core>::setParamBlockAttribs(const String& name, bool shared, GpuParamBlockUsage usage, StringID rendererSemantic)
  115. {
  116. SHADER_PARAM_BLOCK_DESC desc;
  117. desc.name = name;
  118. desc.shared = shared;
  119. desc.usage = usage;
  120. desc.rendererSemantic = rendererSemantic;
  121. paramBlocks[name] = desc;
  122. }
  123. template struct TSHADER_DESC<false>;
  124. template struct TSHADER_DESC<true>;
  125. template<bool Core>
  126. TShader<Core>::TShader(const String& name, const TSHADER_DESC<Core>& desc, const Vector<SPtr<TechniqueType>>& techniques, UINT32 id)
  127. :mName(name), mDesc(desc), mTechniques(techniques), mId(id)
  128. { }
  129. template<bool Core>
  130. TShader<Core>::~TShader()
  131. { }
  132. template<bool Core>
  133. GpuParamType TShader<Core>::getParamType(const String& name) const
  134. {
  135. auto findIterData = mDesc.dataParams.find(name);
  136. if (findIterData != mDesc.dataParams.end())
  137. return GPT_DATA;
  138. auto findIterTexture = mDesc.textureParams.find(name);
  139. if (findIterTexture != mDesc.textureParams.end())
  140. return GPT_TEXTURE;
  141. auto findIterBuffer = mDesc.bufferParams.find(name);
  142. if (findIterBuffer != mDesc.bufferParams.end())
  143. return GPT_BUFFER;
  144. auto findIterSampler = mDesc.samplerParams.find(name);
  145. if (findIterSampler != mDesc.samplerParams.end())
  146. return GPT_SAMPLER;
  147. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  148. return GPT_DATA;
  149. }
  150. template<bool Core>
  151. const SHADER_DATA_PARAM_DESC& TShader<Core>::getDataParamDesc(const String& name) const
  152. {
  153. auto findIterData = mDesc.dataParams.find(name);
  154. if (findIterData != mDesc.dataParams.end())
  155. return findIterData->second;
  156. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  157. static SHADER_DATA_PARAM_DESC dummy;
  158. return dummy;
  159. }
  160. template<bool Core>
  161. const SHADER_OBJECT_PARAM_DESC& TShader<Core>::getTextureParamDesc(const String& name) const
  162. {
  163. auto findIterObject = mDesc.textureParams.find(name);
  164. if (findIterObject != mDesc.textureParams.end())
  165. return findIterObject->second;
  166. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  167. static SHADER_OBJECT_PARAM_DESC dummy;
  168. return dummy;
  169. }
  170. template<bool Core>
  171. const SHADER_OBJECT_PARAM_DESC& TShader<Core>::getSamplerParamDesc(const String& name) const
  172. {
  173. auto findIterObject = mDesc.samplerParams.find(name);
  174. if (findIterObject != mDesc.samplerParams.end())
  175. return findIterObject->second;
  176. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  177. static SHADER_OBJECT_PARAM_DESC dummy;
  178. return dummy;
  179. }
  180. template<bool Core>
  181. const SHADER_OBJECT_PARAM_DESC& TShader<Core>::getBufferParamDesc(const String& name) const
  182. {
  183. auto findIterObject = mDesc.bufferParams.find(name);
  184. if (findIterObject != mDesc.bufferParams.end())
  185. return findIterObject->second;
  186. BS_EXCEPT(InternalErrorException, "Cannot find the parameter with the name: " + name);
  187. static SHADER_OBJECT_PARAM_DESC dummy;
  188. return dummy;
  189. }
  190. template<bool Core>
  191. bool TShader<Core>::hasDataParam(const String& name) const
  192. {
  193. auto findIterData = mDesc.dataParams.find(name);
  194. if (findIterData != mDesc.dataParams.end())
  195. return true;
  196. return false;
  197. }
  198. template<bool Core>
  199. bool TShader<Core>::hasTextureParam(const String& name) const
  200. {
  201. auto findIterObject = mDesc.textureParams.find(name);
  202. if (findIterObject != mDesc.textureParams.end())
  203. return true;
  204. return false;
  205. }
  206. template<bool Core>
  207. bool TShader<Core>::hasSamplerParam(const String& name) const
  208. {
  209. auto findIterObject = mDesc.samplerParams.find(name);
  210. if (findIterObject != mDesc.samplerParams.end())
  211. return true;
  212. return false;
  213. }
  214. template<bool Core>
  215. bool TShader<Core>::hasBufferParam(const String& name) const
  216. {
  217. auto findIterObject = mDesc.bufferParams.find(name);
  218. if (findIterObject != mDesc.bufferParams.end())
  219. return true;
  220. return false;
  221. }
  222. template<bool Core>
  223. bool TShader<Core>::hasParamBlock(const String& name) const
  224. {
  225. auto findIterObject = mDesc.paramBlocks.find(name);
  226. if (findIterObject != mDesc.paramBlocks.end())
  227. return true;
  228. return false;
  229. }
  230. template<bool Core>
  231. typename TShader<Core>::TextureType TShader<Core>::getDefaultTexture(UINT32 index) const
  232. {
  233. if (index < (UINT32)mDesc.textureDefaultValues.size())
  234. return mDesc.textureDefaultValues[index];
  235. return TextureType();
  236. }
  237. template<bool Core>
  238. typename TShader<Core>::SamplerStateType TShader<Core>::getDefaultSampler(UINT32 index) const
  239. {
  240. if (index < (UINT32)mDesc.samplerDefaultValues.size())
  241. return mDesc.samplerDefaultValues[index];
  242. return SamplerStateType();
  243. }
  244. template<bool Core>
  245. UINT8* TShader<Core>::getDefaultValue(UINT32 index) const
  246. {
  247. if (index < (UINT32)mDesc.dataDefaultValues.size())
  248. return (UINT8*)&mDesc.dataDefaultValues[index];
  249. return nullptr;
  250. }
  251. template<bool Core>
  252. Vector<SPtr<typename TShader<Core>::TechniqueType>> TShader<Core>::getCompatibleTechniques() const
  253. {
  254. Vector<SPtr<TechniqueType>> output;
  255. for (auto& technique : mTechniques)
  256. {
  257. if (technique->isSupported())
  258. output.push_back(technique);
  259. }
  260. return output;
  261. }
  262. template class TShader < false > ;
  263. template class TShader < true >;
  264. Shader::Shader(const String& name, const SHADER_DESC& desc, const Vector<SPtr<Technique>>& techniques, UINT32 id)
  265. :TShader(name, desc, techniques, id)
  266. {
  267. mMetaData = bs_shared_ptr_new<ShaderMetaData>();
  268. }
  269. SPtr<ct::Shader> Shader::getCore() const
  270. {
  271. return std::static_pointer_cast<ct::Shader>(mCoreSpecific);
  272. }
  273. void Shader::setIncludeFiles(const Vector<String>& includes)
  274. {
  275. SPtr<ShaderMetaData> meta = std::static_pointer_cast<ShaderMetaData>(getMetaData());
  276. meta->includes = includes;
  277. }
  278. SPtr<ct::CoreObject> Shader::createCore() const
  279. {
  280. Vector<SPtr<ct::Technique>> techniques;
  281. for (auto& technique : mTechniques)
  282. techniques.push_back(technique->getCore());
  283. ct::Shader* shaderCore = new (bs_alloc<ct::Shader>()) ct::Shader(mName, convertDesc(mDesc), techniques, mId);
  284. SPtr<ct::Shader> shaderCorePtr = bs_shared_ptr<ct::Shader>(shaderCore);
  285. shaderCorePtr->_setThisPtr(shaderCorePtr);
  286. return shaderCorePtr;
  287. }
  288. ct::SHADER_DESC Shader::convertDesc(const SHADER_DESC& desc) const
  289. {
  290. ct::SHADER_DESC output;
  291. output.dataParams = desc.dataParams;
  292. output.textureParams = desc.textureParams;
  293. output.samplerParams = desc.samplerParams;
  294. output.bufferParams = desc.bufferParams;
  295. output.paramBlocks = desc.paramBlocks;
  296. output.dataDefaultValues = desc.dataDefaultValues;
  297. output.samplerDefaultValues.resize(desc.samplerDefaultValues.size());
  298. for (UINT32 i = 0; i < (UINT32)desc.samplerDefaultValues.size(); i++)
  299. {
  300. if (desc.samplerDefaultValues[i] != nullptr)
  301. output.samplerDefaultValues.push_back(desc.samplerDefaultValues[i]->getCore());
  302. else
  303. output.samplerDefaultValues.push_back(nullptr);
  304. }
  305. output.textureDefaultValues.resize(desc.textureDefaultValues.size());
  306. for (UINT32 i = 0; i < (UINT32)desc.textureDefaultValues.size(); i++)
  307. {
  308. if (desc.textureDefaultValues[i].isLoaded())
  309. output.textureDefaultValues.push_back(desc.textureDefaultValues[i]->getCore());
  310. else
  311. output.textureDefaultValues.push_back(nullptr);
  312. }
  313. output.queuePriority = desc.queuePriority;
  314. output.queueSortType = desc.queueSortType;
  315. output.separablePasses = desc.separablePasses;
  316. output.flags = desc.flags;
  317. // Ignoring default values as they are not needed for syncing since
  318. // they're initialized through the material.
  319. return output;
  320. }
  321. void Shader::getCoreDependencies(Vector<CoreObject*>& dependencies)
  322. {
  323. for (auto& technique : mTechniques)
  324. dependencies.push_back(technique.get());
  325. }
  326. bool Shader::isSampler(GpuParamObjectType type)
  327. {
  328. switch(type)
  329. {
  330. case GPOT_SAMPLER1D:
  331. case GPOT_SAMPLER2D:
  332. case GPOT_SAMPLER3D:
  333. case GPOT_SAMPLERCUBE:
  334. case GPOT_SAMPLER2DMS:
  335. return true;
  336. default:
  337. return false;
  338. }
  339. }
  340. bool Shader::isTexture(GpuParamObjectType type)
  341. {
  342. switch(type)
  343. {
  344. case GPOT_TEXTURE1D:
  345. case GPOT_TEXTURE2D:
  346. case GPOT_TEXTURE3D:
  347. case GPOT_TEXTURECUBE:
  348. case GPOT_TEXTURE2DMS:
  349. case GPOT_TEXTURE1DARRAY:
  350. case GPOT_TEXTURE2DARRAY:
  351. case GPOT_TEXTURE2DMSARRAY:
  352. case GPOT_TEXTURECUBEARRAY:
  353. return true;
  354. default:
  355. return false;
  356. }
  357. }
  358. bool Shader::isLoadStoreTexture(GpuParamObjectType type)
  359. {
  360. switch (type)
  361. {
  362. case GPOT_RWTEXTURE1D:
  363. case GPOT_RWTEXTURE2D:
  364. case GPOT_RWTEXTURE3D:
  365. case GPOT_RWTEXTURE2DMS:
  366. case GPOT_RWTEXTURE1DARRAY:
  367. case GPOT_RWTEXTURE2DARRAY:
  368. case GPOT_RWTEXTURE2DMSARRAY:
  369. return true;
  370. default:
  371. return false;
  372. }
  373. }
  374. bool Shader::isBuffer(GpuParamObjectType type)
  375. {
  376. switch(type)
  377. {
  378. case GPOT_BYTE_BUFFER:
  379. case GPOT_STRUCTURED_BUFFER:
  380. case GPOT_RWBYTE_BUFFER:
  381. case GPOT_RWAPPEND_BUFFER:
  382. case GPOT_RWCONSUME_BUFFER:
  383. case GPOT_RWSTRUCTURED_BUFFER:
  384. case GPOT_RWSTRUCTURED_BUFFER_WITH_COUNTER:
  385. case GPOT_RWTYPED_BUFFER:
  386. return true;
  387. default:
  388. return false;
  389. }
  390. }
  391. UINT32 Shader::getDataParamSize(GpuParamDataType type)
  392. {
  393. static const GpuDataParamInfos PARAM_SIZES;
  394. UINT32 idx = (UINT32)type;
  395. if (idx < sizeof(GpuParams::PARAM_SIZES.lookup))
  396. return GpuParams::PARAM_SIZES.lookup[idx].size;
  397. return 0;
  398. }
  399. HShader Shader::create(const String& name, const SHADER_DESC& desc, const Vector<SPtr<Technique>>& techniques)
  400. {
  401. SPtr<Shader> newShader = _createPtr(name, desc, techniques);
  402. return static_resource_cast<Shader>(gResources()._createResourceHandle(newShader));
  403. }
  404. SPtr<Shader> Shader::_createPtr(const String& name, const SHADER_DESC& desc, const Vector<SPtr<Technique>>& techniques)
  405. {
  406. UINT32 id = ct::Shader::mNextShaderId.fetch_add(1, std::memory_order_relaxed);
  407. assert(id < std::numeric_limits<UINT32>::max() && "Created too many shaders, reached maximum id.");
  408. SPtr<Shader> newShader = bs_core_ptr<Shader>(new (bs_alloc<Shader>()) Shader(name, desc, techniques, id));
  409. newShader->_setThisPtr(newShader);
  410. newShader->initialize();
  411. return newShader;
  412. }
  413. SPtr<Shader> Shader::createEmpty()
  414. {
  415. SPtr<Shader> newShader = bs_core_ptr<Shader>(new (bs_alloc<Shader>()) Shader());
  416. newShader->_setThisPtr(newShader);
  417. return newShader;
  418. }
  419. RTTITypeBase* Shader::getRTTIStatic()
  420. {
  421. return ShaderRTTI::instance();
  422. }
  423. RTTITypeBase* Shader::getRTTI() const
  424. {
  425. return Shader::getRTTIStatic();
  426. }
  427. RTTITypeBase* ShaderMetaData::getRTTIStatic()
  428. {
  429. return ShaderMetaDataRTTI::instance();
  430. }
  431. RTTITypeBase* ShaderMetaData::getRTTI() const
  432. {
  433. return ShaderMetaData::getRTTIStatic();
  434. }
  435. namespace ct
  436. {
  437. std::atomic<UINT32> Shader::mNextShaderId;
  438. Shader::Shader(const String& name, const SHADER_DESC& desc, const Vector<SPtr<Technique>>& techniques,
  439. UINT32 id)
  440. :TShader(name, desc, techniques, id)
  441. {
  442. }
  443. SPtr<Shader> Shader::create(const String& name, const SHADER_DESC& desc,
  444. const Vector<SPtr<Technique>>& techniques)
  445. {
  446. UINT32 id = mNextShaderId.fetch_add(1, std::memory_order_relaxed);
  447. assert(id < std::numeric_limits<UINT32>::max() && "Created too many shaders, reached maximum id.");
  448. Shader* shaderCore = new (bs_alloc<Shader>()) Shader(name, desc, techniques, id);
  449. SPtr<Shader> shaderCorePtr = bs_shared_ptr<Shader>(shaderCore);
  450. shaderCorePtr->_setThisPtr(shaderCorePtr);
  451. shaderCorePtr->initialize();
  452. return shaderCorePtr;
  453. }
  454. }
  455. }