// Copyright (c) 2008-2023 the Urho3D project // License: MIT #include "../Precompiled.h" #include "../Core/Context.h" #include "../Graphics/Graphics.h" #include "../GraphicsAPI/Shader.h" #include "../GraphicsAPI/ShaderVariation.h" #include "../IO/Deserializer.h" #include "../IO/FileSystem.h" #include "../IO/Log.h" #include "../Resource/ResourceCache.h" #include "../DebugNew.h" namespace Urho3D { void CommentOutFunction(String& code, const String& signature) { i32 startPos = code.Find(signature); unsigned braceLevel = 0; if (startPos == String::NPOS) return; code.Insert(startPos, "/*"); for (i32 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), numVariations_(0) { RefreshMemoryUse(); } Shader::~Shader() { auto* cache = GetSubsystem(); if (cache) cache->ResetDependencies(this); } void Shader::RegisterObject(Context* context) { context->RegisterFactory(); } bool Shader::BeginLoad(Deserializer& source) { auto* 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() if (Graphics::GetGAPI() == GAPI_OPENGL) { vsSourceCode_.Replace("void VS(", "void main("); psSourceCode_.Replace("void PS(", "void main("); } RefreshMemoryUse(); return true; } bool Shader::EndLoad() { // 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(); 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); HashMap>& variations(type == VS ? vsVariations_ : psVariations_); HashMap>::Iterator i = variations.Find(definesHash); if (i == variations.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 = variations.Find(normalizedHash); if (i != variations.End()) variations.Insert(MakePair(definesHash, i->second_)); else { // No shader variation found. Create new i = variations.Insert(MakePair(normalizedHash, SharedPtr(new ShaderVariation(this, type)))); if (definesHash != normalizedHash) variations.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) { auto* cache = GetSubsystem(); // If the source if a non-packaged file, store the timestamp auto* file = dynamic_cast(&source); if (file && !file->IsPackaged()) { auto* 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( (unsigned)(sizeof(Shader) + vsSourceCode_.Length() + psSourceCode_.Length() + numVariations_ * sizeof(ShaderVariation))); } }