ShaderProgram.cpp 4.0 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Graphics.h"
  25. #include "GraphicsImpl.h"
  26. #include "Shader.h"
  27. #include "ShaderProgram.h"
  28. #include <ctype.h>
  29. #include "DebugNew.h"
  30. OBJECTTYPESTATIC(ShaderProgram);
  31. ShaderProgram::ShaderProgram(Shader* shader, ShaderType type, bool isSM3) :
  32. GPUObject(shader->GetSubsystem<Graphics>()),
  33. shader_(shader),
  34. shaderType_(type),
  35. isSM3_(isSM3)
  36. {
  37. ClearParameters();
  38. }
  39. ShaderProgram::~ShaderProgram()
  40. {
  41. Release();
  42. }
  43. bool ShaderProgram::Create()
  44. {
  45. Release();
  46. if ((!graphics_) || (!byteCode_))
  47. return false;
  48. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  49. if (shaderType_ == VS)
  50. {
  51. if ((!device) || (FAILED(device->CreateVertexShader(
  52. (const DWORD*)byteCode_.GetPtr(),
  53. (IDirect3DVertexShader9**)&object_))))
  54. return false;
  55. }
  56. else
  57. {
  58. if ((!device) || (FAILED(device->CreatePixelShader(
  59. (const DWORD*)byteCode_.GetPtr(),
  60. (IDirect3DPixelShader9**)&object_))))
  61. return false;
  62. }
  63. return true;
  64. }
  65. void ShaderProgram::Release()
  66. {
  67. if (object_)
  68. {
  69. if (!graphics_)
  70. return;
  71. if (shaderType_ == VS)
  72. {
  73. if (graphics_->GetPixelShader() == this)
  74. graphics_->SetShaders(0, 0);
  75. ((IDirect3DVertexShader9*)object_)->Release();
  76. }
  77. else
  78. {
  79. if (graphics_->GetVertexShader() == this)
  80. graphics_->SetShaders(0, 0);
  81. ((IDirect3DPixelShader9*)object_)->Release();
  82. }
  83. object_ = 0;
  84. }
  85. }
  86. void ShaderProgram::SetName(const String& name)
  87. {
  88. name_ = name;
  89. }
  90. void ShaderProgram::SetByteCode(const SharedArrayPtr<unsigned char>& byteCode)
  91. {
  92. byteCode_ = byteCode;
  93. // Recreate object if already created from previous bytecode
  94. if (object_)
  95. Create();
  96. }
  97. void ShaderProgram::SetUseParameter(ShaderParameter param, bool enable)
  98. {
  99. useParameter_[param] = enable;
  100. }
  101. void ShaderProgram::SetUseTextureUnit(TextureUnit unit, bool enable)
  102. {
  103. useTextureUnit_[unit] = enable;
  104. }
  105. void ShaderProgram::ClearParameters()
  106. {
  107. for (unsigned i = 0; i < MAX_SHADER_PARAMETERS; ++i)
  108. useParameter_[i] = false;
  109. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  110. useTextureUnit_[i] = false;
  111. }
  112. bool ShaderProgram::NeedParameterUpdate(ShaderParameter parameter, const void* source)
  113. {
  114. if ((useParameter_[parameter]) && (graphics_) && (graphics_->GetShaderParameterSource(parameter) != source))
  115. {
  116. graphics_->SetShaderParameterSource(parameter, source);
  117. return true;
  118. }
  119. return false;
  120. }
  121. Shader* ShaderProgram::GetShader() const
  122. {
  123. return shader_;
  124. }