// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "Context.h" #include "Deserializer.h" #include "FileSystem.h" #include "Graphics.h" #include "Log.h" #include "Profiler.h" #include "ResourceCache.h" #include "Shader.h" #include "ShaderVariation.h" #include "Sort.h" #include "XMLFile.h" #include "DebugNew.h" namespace Urho3D { void CommentOutFunction(String& code, const String& signature) { unsigned startPos = code.Find(signature); unsigned braceLevel = 0; if (startPos == String::NPOS) return; code.Insert(startPos, "/*"); for (unsigned i = startPos + 2 + signature.Length(); i < code.Length(); ++i) { if (code[i] == '{') ++braceLevel; else if (code[i] == '}') { --braceLevel; if (braceLevel == 0) { code.Insert(i + 1, "*/"); return; } } } } Shader::Shader(Context* context) : Resource(context), timeStamp_(0) { RefreshMemoryUse(); } Shader::~Shader() { ResourceCache* cache = GetSubsystem(); cache->ResetDependencies(this); } void Shader::RegisterObject(Context* context) { context->RegisterFactory(); } bool Shader::Load(Deserializer& source) { PROFILE(LoadShader); Graphics* graphics = GetSubsystem(); if (!graphics) return false; // Load the shader source code and resolve any includes timeStamp_ = 0; String shaderCode; if (!ProcessSource(shaderCode, source)) return false; // Comment out the unneeded shader function vsSourceCode_ = shaderCode; psSourceCode_ = shaderCode; CommentOutFunction(vsSourceCode_, "void PS("); CommentOutFunction(psSourceCode_, "void VS("); // OpenGL: rename either VS() or PS() to main(), comment out vertex attributes in pixel shaders #ifdef URHO3D_OPENGL vsSourceCode_.Replace("void VS(", "void main("); psSourceCode_.Replace("void PS(", "void main("); psSourceCode_.Replace("attribute ", "// attribute "); #endif // If variations had already been created, release them and require recompile for (HashMap >::Iterator i = vsVariations_.Begin(); i != vsVariations_.End(); ++i) i->second_->Release(); for (HashMap >::Iterator i = psVariations_.Begin(); i != psVariations_.End(); ++i) i->second_->Release(); RefreshMemoryUse(); return true; } ShaderVariation* Shader::GetVariation(ShaderType type, const String& defines) { return GetVariation(type, defines.CString()); } ShaderVariation* Shader::GetVariation(ShaderType type, const char* defines) { StringHash definesHash(defines); if (type == VS) { HashMap >::Iterator i = vsVariations_.Find(definesHash); if (i == vsVariations_.End()) { // If shader not found, normalize the defines (to prevent duplicates) and check again. In that case make an alias // so that further queries are faster String normalizedDefines = NormalizeDefines(defines); StringHash normalizedHash(normalizedDefines); i = vsVariations_.Find(normalizedHash); if (i != vsVariations_.End()) vsVariations_.Insert(MakePair(definesHash, i->second_)); else { // No shader variation found. Create new i = vsVariations_.Insert(MakePair(normalizedHash, SharedPtr(new ShaderVariation(this, VS)))); if (definesHash != normalizedHash) vsVariations_.Insert(MakePair(definesHash, i->second_)); i->second_->SetName(GetFileName(GetName())); i->second_->SetDefines(normalizedDefines); ++numVariations_; RefreshMemoryUse(); } } return i->second_; } else { HashMap >::Iterator i = psVariations_.Find(definesHash); if (i == psVariations_.End()) { String normalizedDefines = NormalizeDefines(defines); StringHash normalizedHash(normalizedDefines); i = psVariations_.Find(normalizedHash); if (i != psVariations_.End()) psVariations_.Insert(MakePair(definesHash, i->second_)); else { i = psVariations_.Insert(MakePair(normalizedHash, SharedPtr(new ShaderVariation(this, PS)))); if (definesHash != normalizedHash) psVariations_.Insert(MakePair(definesHash, i->second_)); i->second_->SetName(GetFileName(GetName())); i->second_->SetDefines(normalizedDefines); ++numVariations_; RefreshMemoryUse(); } } return i->second_; } } bool Shader::ProcessSource(String& code, Deserializer& source) { ResourceCache* cache = GetSubsystem(); // If the source if a non-packaged file, store the timestamp File* file = dynamic_cast(&source); if (file && !file->IsPackaged()) { FileSystem* fileSystem = GetSubsystem(); String fullName = cache->GetResourceFileName(file->GetName()); unsigned fileTimeStamp = fileSystem->GetLastModifiedTime(fullName); if (fileTimeStamp > timeStamp_) timeStamp_ = fileTimeStamp; } // Store resource dependencies for includes so that we know to reload if any of them changes if (source.GetName() != GetName()) cache->StoreResourceDependency(this, source.GetName()); while (!source.IsEof()) { String line = source.ReadLine(); if (line.StartsWith("#include")) { String includeFileName = GetPath(source.GetName()) + line.Substring(9).Replaced("\"", "").Trimmed(); SharedPtr includeFile = cache->GetFile(includeFileName); if (!includeFile) return false; // Add the include file into the current code recursively if (!ProcessSource(code, *includeFile)) return false; } else { code += line; code += "\n"; } } // Finally insert an empty line to mark the space between files code += "\n"; return true; } String Shader::NormalizeDefines(const String& defines) { Vector definesVec = defines.ToUpper().Split(' '); Sort(definesVec.Begin(), definesVec.End()); return String::Joined(definesVec, " "); } void Shader::RefreshMemoryUse() { SetMemoryUse(sizeof(Shader) + vsSourceCode_.Length() + psSourceCode_.Length() + numVariations_ * sizeof(ShaderVariation)); } }