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+//
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+// Copyright (c) 2008-2014 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Precompiled.h"
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+#include "File.h"
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+#include "FileSystem.h"
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+#include "Graphics.h"
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+#include "Log.h"
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+#include "ShaderPrecache.h"
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+#include "ShaderVariation.h"
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+
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+#include "DebugNew.h"
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+
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+namespace Urho3D
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+{
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+
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+ShaderPrecache::ShaderPrecache(Context* context, const String& fileName) :
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+ Object(context),
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+ fileName_(fileName),
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+ xmlFile_(context)
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+{
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+ if (GetSubsystem<FileSystem>()->FileExists(fileName))
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+ {
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+ // If file exists, read the already listed combinations
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+ File source(context_, fileName);
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+ xmlFile_.Load(source);
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+
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+ XMLElement shader = xmlFile_.GetRoot().GetChild("shader");
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+ while (shader)
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+ {
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+ String oldCombination = shader.GetAttribute("vs") + " " + shader.GetAttribute("vsdefines") + " " +
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+ shader.GetAttribute("ps") + " " + shader.GetAttribute("psdefines");
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+ usedCombinations_.Insert(oldCombination);
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+
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+ shader = shader.GetNext("shader");
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+ }
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+ }
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+ else
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+ xmlFile_.CreateRoot("shaders");
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+
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+ LOGDEBUG("Begin dumping shaders to " + fileName_);
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+}
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+
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+ShaderPrecache::~ShaderPrecache()
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+{
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+ LOGDEBUG("End dumping shaders");
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+
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+ if (usedCombinations_.Empty())
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+ return;
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+
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+ File dest(context_, fileName_, FILE_WRITE);
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+ xmlFile_.Save(dest);
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+}
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+
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+void ShaderPrecache::StoreShaders(ShaderVariation* vs, ShaderVariation* ps)
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+{
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+ if (!vs || !ps)
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+ return;
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+
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+ String vsName = vs->GetName().Substring(0, vs->GetName().Find('_'));
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+ String psName = ps->GetName().Substring(0, ps->GetName().Find('_'));
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+ const String& vsDefines = vs->GetDefines();
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+ const String& psDefines = ps->GetDefines();
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+
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+ // Check for duplicate
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+ String newCombination = vsName + " " + vsDefines + " " + psName + " " + psDefines;
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+ if (usedCombinations_.Contains(newCombination))
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+ return;
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+
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+ XMLElement shaderElem = xmlFile_.GetRoot().CreateChild("shader");
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+ shaderElem.SetAttribute("vs", vsName);
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+ shaderElem.SetAttribute("vsdefines", vsDefines);
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+ shaderElem.SetAttribute("ps", psName);
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+ shaderElem.SetAttribute("psdefines", psDefines);
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+ usedCombinations_.Insert(newCombination);
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+}
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+
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+void ShaderPrecache::LoadShaders(Graphics* graphics, Deserializer& source)
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+{
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+ LOGDEBUG("Begin precaching shaders");
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+
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+ XMLFile xmlFile(graphics->GetContext());
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+ xmlFile.Load(source);
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+
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+ XMLElement shader = xmlFile.GetRoot().GetChild("shader");
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+ while (shader)
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+ {
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+ ShaderVariation* vs = graphics->GetShader(VS, shader.GetAttribute("vs"), shader.GetAttribute("vsdefines"));
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+ ShaderVariation* ps = graphics->GetShader(PS, shader.GetAttribute("ps"), shader.GetAttribute("psdefines"));
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+ // Set the shaders active to actually compile them
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+ graphics->SetShaders(vs, ps);
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+
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+ shader = shader.GetNext("shader");
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+ }
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+
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+ LOGDEBUG("End precaching shaders");
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+}
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+
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+}
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