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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 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.
- //
- #include "Precompiled.h"
- #include "Graphics.h"
- #include "GraphicsImpl.h"
- #include "Shader.h"
- #include "ShaderProgram.h"
- #include <ctype.h>
- #include "DebugNew.h"
- OBJECTTYPESTATIC(ShaderProgram);
- ShaderProgram::ShaderProgram(Shader* shader, ShaderType type, bool isSM3) :
- GPUObject(shader->GetSubsystem<Graphics>()),
- shader_(shader),
- shaderType_(type),
- isSM3_(isSM3)
- {
- ClearParameters();
- }
- ShaderProgram::~ShaderProgram()
- {
- Release();
- }
- bool ShaderProgram::Create()
- {
- Release();
-
- if ((!graphics_) || (!byteCode_))
- return false;
-
- IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
- if (shaderType_ == VS)
- {
- if ((!device) || (FAILED(device->CreateVertexShader(
- (const DWORD*)byteCode_.GetPtr(),
- (IDirect3DVertexShader9**)&object_))))
- return false;
- }
- else
- {
- if ((!device) || (FAILED(device->CreatePixelShader(
- (const DWORD*)byteCode_.GetPtr(),
- (IDirect3DPixelShader9**)&object_))))
- return false;
- }
-
- return true;
- }
- void ShaderProgram::Release()
- {
- if (object_)
- {
- if (!graphics_)
- return;
-
- if (shaderType_ == VS)
- {
- if (graphics_->GetPixelShader() == this)
- graphics_->SetShaders(0, 0);
-
- ((IDirect3DVertexShader9*)object_)->Release();
- }
- else
- {
- if (graphics_->GetVertexShader() == this)
- graphics_->SetShaders(0, 0);
-
- ((IDirect3DPixelShader9*)object_)->Release();
- }
-
- object_ = 0;
- }
- }
- void ShaderProgram::SetName(const String& name)
- {
- name_ = name;
- }
- void ShaderProgram::SetByteCode(const SharedArrayPtr<unsigned char>& byteCode)
- {
- byteCode_ = byteCode;
-
- // Recreate object if already created from previous bytecode
- if (object_)
- Create();
- }
- void ShaderProgram::SetUseParameter(ShaderParameter param, bool enable)
- {
- useParameter_[param] = enable;
- }
- void ShaderProgram::SetUseTextureUnit(TextureUnit unit, bool enable)
- {
- useTextureUnit_[unit] = enable;
- }
- void ShaderProgram::ClearParameters()
- {
- for (unsigned i = 0; i < MAX_SHADER_PARAMETERS; ++i)
- useParameter_[i] = false;
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- useTextureUnit_[i] = false;
- }
- bool ShaderProgram::NeedParameterUpdate(ShaderParameter parameter, const void* source)
- {
- if ((useParameter_[parameter]) && (graphics_) && (graphics_->GetShaderParameterSource(parameter) != source))
- {
- graphics_->SetShaderParameterSource(parameter, source);
- return true;
- }
- return false;
- }
- Shader* ShaderProgram::GetShader() const
- {
- return shader_;
- }
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