// // 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 "XMLFile.h" #include "DebugNew.h" namespace Urho3D { Shader::Shader(Context* context) : Resource(context) { } Shader::~Shader() { ResourceCache* cache = GetSubsystem(); if (cache) 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 String shaderCode; if (!ProcessSource(shaderCode, source)) return false; // Customize the vertex & pixel shader source code to not include the unnecessary shader, // and on OpenGL, rename either VS() or PS() to main() #ifdef USE_OPENGL vsSourceCode_ = shaderCode; vsSourceCode_.Replace("void VS(", "void main("); vsSourceCode_.Replace("void PS(", "/* void PS("); vsSourceCode_ += "*/\n"; psSourceCode_ = shaderCode; psSourceCode_.Replace("attribute ", "// attribute "); psSourceCode_.Replace("void VS(", "/* void VS("); psSourceCode_.Replace("void PS(", "*/\nvoid main("); #else vsSourceCode_ = shaderCode; vsSourceCode_.Replace("void PS(", "/* void PS("); vsSourceCode_ += "*/\n"; psSourceCode_ = shaderCode; psSourceCode_.Replace("void VS(", "/* void VS("); psSourceCode_.Replace("void PS(", "*/\nvoid PS("); #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(); SetMemoryUse(sizeof(Shader) + vsSourceCode_.Length() + psSourceCode_.Length() + (vsVariations_.Size() + psVariations_.Size()) * sizeof(ShaderVariation)); 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); // Create the shader variation now if not created yet if (i == vsVariations_.End()) { i = vsVariations_.Insert(MakePair(definesHash, SharedPtr(new ShaderVariation(this, VS)))); i->second_->SetName(GetFileName(GetName()) + "_" + defines); i->second_->SetDefines(defines); SetMemoryUse(GetMemoryUse() + sizeof(ShaderVariation)); } return i->second_; } else { HashMap >::Iterator i = psVariations_.Find(definesHash); // Create the shader variation now if not created yet if (i == psVariations_.End()) { i = psVariations_.Insert(MakePair(definesHash, SharedPtr(new ShaderVariation(this, PS)))); i->second_->SetName(GetFileName(GetName()) + "_" + defines); i->second_->SetDefines(defines); SetMemoryUse(GetMemoryUse() + sizeof(ShaderVariation)); } return i->second_; } } String Shader::SanitateDefines(const String& definesIn) { String ret; ret.Reserve(definesIn.Length()); unsigned numSpaces = 0; for (unsigned i = 0; i < definesIn.Length(); ++i) { // Ensure only one space in a row if (definesIn[i] == ' ') ++numSpaces; else numSpaces = 0; if (numSpaces <= 1) ret += definesIn[i]; } return ret.Trimmed(); } bool Shader::ProcessSource(String& code, Deserializer& source) { ResourceCache* cache = GetSubsystem(); if (!cache) return false; // 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; } }