// // Urho3D Engine // Copyright (c) 2008-2012 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. // #pragma once #include "GPUObject.h" #include "GraphicsDefs.h" #include "HashSet.h" #include "RefCounted.h" #include "ArrayPtr.h" class Shader; /// %Shader parameter definition. struct ShaderParameter { /// Construct with defaults. ShaderParameter() : type_(VS), register_(M_MAX_UNSIGNED), regCount_(0), lastSource_((void*)M_MAX_UNSIGNED) { } /// Construct with parameters. ShaderParameter(ShaderType type, unsigned reg, unsigned regCount) : type_(type), register_(reg), regCount_(regCount), lastSource_((void*)M_MAX_UNSIGNED) { } /// %Shader type. ShaderType type_; /// Hardware register. unsigned register_; /// Number of registers. unsigned regCount_; /// Last data source. const void* lastSource_; }; /// Vertex or pixel shader on the GPU. class ShaderVariation : public RefCounted, public GPUObject { public: /// Construct. ShaderVariation(Shader* owner, ShaderType type, bool isSM3); /// Destruct. virtual ~ShaderVariation(); /// Create the shader program. Return true if successful. bool Create(); /// Release shader. virtual void Release(); /// %Set name. void SetName(const String& name); /// %Set bytecode. void SetByteCode(const SharedArrayPtr& byteCode); /// Add a parameter. void AddParameter(StringHash param, const ShaderParameter& definition); /// Add a texture unit. void AddTextureUnit(TextureUnit unit); /// Clear parameters and texture unit use flags. void ClearParameters(); /// Optimize the parameter map for optimal query speed void OptimizeParameters(); /// Return shader type. ShaderType GetShaderType() const { return shaderType_; } /// Return full shader name. const String& GetName() const { return name_; } /// Return whether created successfully. bool IsCreated() const; /// Return whether compile failed. bool IsFailed() const { return failed_; } /// Return whether requires Shader Model 3. bool IsSM3() const { return isSM3_; } /// Return whether uses a parameter. bool HasParameter(StringHash param) const { return parameters_.Contains(param); } /// Return whether uses a texture unit (only for pixel shaders.) bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; } /// Return all parameter definitions. const HashMap& GetParameters() const { return parameters_; } private: /// Shader type. ShaderType shaderType_; /// Full shader name. String name_; /// Shader bytecode. SharedArrayPtr byteCode_; /// Shader Model 3 flag. bool isSM3_; /// Compile failed flag. bool failed_; /// Shader parameters. HashMap parameters_; /// Texture unit use flags. bool useTextureUnit_[MAX_TEXTURE_UNITS]; };