// // 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. // #pragma once #include "ArrayPtr.h" #include "GPUObject.h" #include "GraphicsDefs.h" #include "RefCounted.h" namespace Urho3D { class Shader; class ShaderProgram; /// Vertex or pixel shader on the GPU. class URHO3D_API ShaderVariation : public RefCounted, public GPUObject { public: /// Construct. ShaderVariation(Shader* owner, ShaderType type); /// Destruct. virtual ~ShaderVariation(); /// Mark the GPU resource destroyed on context destruction. virtual void OnDeviceLost(); /// Release the shader. virtual void Release(); /// Compile the shader. Return true if successful. bool Create(); /// Set name. void SetName(const String& name); /// Set defines. void SetDefines(const String& defines); /// Return the owner resource. Shader* GetOwner() const; /// Return shader type. ShaderType GetShaderType() const { return type_; } /// Return name. const String& GetName() const { return name_; } /// Return defines. const String& GetDefines() const { return defines_; } /// Return full shader name. String GetFullName() const { return name_ + "(" + defines_ + ")"; } /// Return compile error/warning string. const String& GetCompilerOutput() const { return compilerOutput_; } private: /// Shader this variation belongs to. WeakPtr owner_; /// Shader type. ShaderType type_; /// Shader name. String name_; /// Defines to use in compiling. String defines_; /// Shader compile error string. String compilerOutput_; }; }