// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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 "Graphics.h" #include "GraphicsImpl.h" #include "Shader.h" #include "ShaderVariation.h" #include #include "DebugNew.h" ShaderVariation::ShaderVariation(Shader* shader, ShaderType type, bool isSM3) : GPUObject(shader->GetSubsystem()), shaderType_(type), isSM3_(isSM3), failed_(false) { ClearParameters(); } ShaderVariation::~ShaderVariation() { Release(); } bool ShaderVariation::Create() { Release(); if (!graphics_ || !byteCode_) return false; IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice(); if (shaderType_ == VS) { if (!device || FAILED(device->CreateVertexShader( (const DWORD*)byteCode_.Get(), (IDirect3DVertexShader9**)&object_))) failed_ = true; } else { if (!device || FAILED(device->CreatePixelShader( (const DWORD*)byteCode_.Get(), (IDirect3DPixelShader9**)&object_))) failed_ = true; } return !failed_; } void ShaderVariation::Release() { if (object_) { if (!graphics_) return; if (shaderType_ == VS) { if (graphics_->GetPixelShader() == this) graphics_->SetShaders(0, 0); ((IDirect3DVertexShader9*)object_)->Release(); } else { if (graphics_->GetVertexShader() == this) graphics_->SetShaders(0, 0); ((IDirect3DPixelShader9*)object_)->Release(); } object_ = 0; } failed_ = false; } void ShaderVariation::SetName(const String& name) { name_ = name; } void ShaderVariation::SetByteCode(const SharedArrayPtr& byteCode) { byteCode_ = byteCode; // Recreate object if already created from previous bytecode if (object_) Create(); } void ShaderVariation::AddParameter(StringHash param, const ShaderParameter& definition) { parameters_[param] = definition; } void ShaderVariation::AddTextureUnit(TextureUnit unit) { useTextureUnit_[unit] = true; } void ShaderVariation::ClearParameters() { parameters_.Clear(); for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) useTextureUnit_[i] = false; } void ShaderVariation::OptimizeParameters() { parameters_.Rehash(NextPowerOfTwo(parameters_.Size())); } bool ShaderVariation::IsCreated() const { return object_ != 0; }