// // Copyright (c) 2008-2020 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 "../Container/HashMap.h" #include "../Container/RefCounted.h" #include "../Container/ArrayPtr.h" #include "../Graphics/GPUObject.h" #include "../Graphics/GraphicsDefs.h" namespace Urho3D { class ConstantBuffer; class Shader; /// %Shader parameter definition. struct ShaderParameter { /// Construct with defaults. ShaderParameter() = default; /// Construct with name, glType and location, leaving the remaining attributes zero-initialized (used only in OpenGL). ShaderParameter(const String& name, unsigned glType, int location); /// Construct with type, name, offset, size, and buffer, leaving the remaining attributes zero-initialized (used only in Direct3D11). ShaderParameter(ShaderType type, const String& name, unsigned offset, unsigned size, unsigned buffer); /// Construct with type, name, register, and register count, leaving the remaining attributes zero-initialized (used only in Direct3D9). ShaderParameter(ShaderType type, const String& name, unsigned reg, unsigned regCount); /// %Shader type. ShaderType type_{}; /// Name of the parameter. String name_{}; union { /// Offset in constant buffer. unsigned offset_; /// OpenGL uniform location. int location_; /// Direct3D9 register index. unsigned register_; }; union { /// Parameter size. Used only on Direct3D11 to calculate constant buffer size. unsigned size_; /// Parameter OpenGL type. unsigned glType_; /// Number of registers on Direct3D9. unsigned regCount_; }; /// Constant buffer index. Only used on Direct3D11. unsigned buffer_{}; /// Constant buffer pointer. Defined only in shader programs. ConstantBuffer* bufferPtr_{}; }; /// Vertex or pixel shader on the GPU. class URHO3D_API ShaderVariation : public RefCounted, public GPUObject { public: /// Construct. ShaderVariation(Shader* owner, ShaderType type); /// Destruct. ~ShaderVariation() override; /// Mark the GPU resource destroyed on graphics context destruction. void OnDeviceLost() override; /// Release the shader. void Release() override; /// 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 shader name. const String& GetName() const { return name_; } /// Return full shader name. String GetFullName() const { return name_ + "(" + defines_ + ")"; } /// Return whether uses a parameter. Not applicable on OpenGL, where this information is contained in ShaderProgram instead. bool HasParameter(StringHash param) const { return parameters_.Contains(param); } /// Return whether uses a texture unit (only for pixel shaders). Not applicable on OpenGL, where this information is contained in ShaderProgram instead. bool HasTextureUnit(TextureUnit unit) const { return useTextureUnits_[unit]; } /// Return all parameter definitions. Not applicable on OpenGL, where this information is contained in ShaderProgram instead. const HashMap& GetParameters() const { return parameters_; } /// Return vertex element hash. unsigned long long GetElementHash() const { return elementHash_; } /// Return shader bytecode. Stored persistently on Direct3D11 only. const PODVector& GetByteCode() const { return byteCode_; } /// Return defines. const String& GetDefines() const { return defines_; } /// Return compile error/warning string. const String& GetCompilerOutput() const { return compilerOutput_; } /// Return constant buffer data sizes. const unsigned* GetConstantBufferSizes() const { return &constantBufferSizes_[0]; } /// Return defines with the CLIPPLANE define appended. Used internally on Direct3D11 only, will be empty on other APIs. const String& GetDefinesClipPlane() { return definesClipPlane_; } /// D3D11 vertex semantic names. Used internally. static const char* elementSemanticNames[]; private: /// Load bytecode from a file. Return true if successful. bool LoadByteCode(const String& binaryShaderName); /// Compile from source. Return true if successful. bool Compile(); /// Inspect the constant parameters and input layout (if applicable) from the shader bytecode. void ParseParameters(unsigned char* bufData, unsigned bufSize); /// Save bytecode to a file. void SaveByteCode(const String& binaryShaderName); /// Calculate constant buffer sizes from parameters. void CalculateConstantBufferSizes(); /// Shader this variation belongs to. WeakPtr owner_; /// Shader type. ShaderType type_; /// Vertex element hash for vertex shaders. Zero for pixel shaders. Note that hashing is different than vertex buffers. unsigned long long elementHash_{}; /// Shader parameters. HashMap parameters_; /// Texture unit use flags. bool useTextureUnits_[MAX_TEXTURE_UNITS]{}; /// Constant buffer sizes. 0 if a constant buffer slot is not in use. unsigned constantBufferSizes_[MAX_SHADER_PARAMETER_GROUPS]{}; /// Shader bytecode. Needed for inspecting the input signature and parameters. Not used on OpenGL. PODVector byteCode_; /// Shader name. String name_; /// Defines to use in compiling. String defines_; /// Defines to use in compiling + CLIPPLANE define appended. Used only on Direct3D11. String definesClipPlane_; /// Shader compile error string. String compilerOutput_; }; }