Shader.cpp 8.0 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Context.h"
  24. #include "Deserializer.h"
  25. #include "FileSystem.h"
  26. #include "Graphics.h"
  27. #include "Log.h"
  28. #include "Profiler.h"
  29. #include "ResourceCache.h"
  30. #include "Shader.h"
  31. #include "ShaderVariation.h"
  32. #include "Sort.h"
  33. #include "XMLFile.h"
  34. #include "DebugNew.h"
  35. namespace Urho3D
  36. {
  37. void CommentOutFunction(String& code, const String& signature)
  38. {
  39. unsigned startPos = code.Find(signature);
  40. unsigned braceLevel = 0;
  41. if (startPos == String::NPOS)
  42. return;
  43. code.Insert(startPos, "/*");
  44. for (unsigned i = startPos + 2 + signature.Length(); i < code.Length(); ++i)
  45. {
  46. if (code[i] == '{')
  47. ++braceLevel;
  48. else if (code[i] == '}')
  49. {
  50. --braceLevel;
  51. if (braceLevel == 0)
  52. {
  53. code.Insert(i + 1, "*/");
  54. return;
  55. }
  56. }
  57. }
  58. }
  59. Shader::Shader(Context* context) :
  60. Resource(context),
  61. timeStamp_(0)
  62. {
  63. RefreshMemoryUse();
  64. }
  65. Shader::~Shader()
  66. {
  67. ResourceCache* cache = GetSubsystem<ResourceCache>();
  68. cache->ResetDependencies(this);
  69. }
  70. void Shader::RegisterObject(Context* context)
  71. {
  72. context->RegisterFactory<Shader>();
  73. }
  74. bool Shader::Load(Deserializer& source)
  75. {
  76. PROFILE(LoadShader);
  77. Graphics* graphics = GetSubsystem<Graphics>();
  78. if (!graphics)
  79. return false;
  80. // Load the shader source code and resolve any includes
  81. timeStamp_ = 0;
  82. String shaderCode;
  83. if (!ProcessSource(shaderCode, source))
  84. return false;
  85. // Comment out the unneeded shader function
  86. vsSourceCode_ = shaderCode;
  87. psSourceCode_ = shaderCode;
  88. CommentOutFunction(vsSourceCode_, "void PS(");
  89. CommentOutFunction(psSourceCode_, "void VS(");
  90. // OpenGL: rename either VS() or PS() to main(), comment out vertex attributes in pixel shaders
  91. #ifdef URHO3D_OPENGL
  92. vsSourceCode_.Replace("void VS(", "void main(");
  93. psSourceCode_.Replace("void PS(", "void main(");
  94. psSourceCode_.Replace("attribute ", "// attribute ");
  95. #endif
  96. // If variations had already been created, release them and require recompile
  97. for (HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = vsVariations_.Begin(); i != vsVariations_.End(); ++i)
  98. i->second_->Release();
  99. for (HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = psVariations_.Begin(); i != psVariations_.End(); ++i)
  100. i->second_->Release();
  101. RefreshMemoryUse();
  102. return true;
  103. }
  104. ShaderVariation* Shader::GetVariation(ShaderType type, const String& defines)
  105. {
  106. return GetVariation(type, defines.CString());
  107. }
  108. ShaderVariation* Shader::GetVariation(ShaderType type, const char* defines)
  109. {
  110. StringHash definesHash(defines);
  111. if (type == VS)
  112. {
  113. HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = vsVariations_.Find(definesHash);
  114. if (i == vsVariations_.End())
  115. {
  116. // If shader not found, normalize the defines (to prevent duplicates) and check again. In that case make an alias
  117. // so that further queries are faster
  118. String normalizedDefines = NormalizeDefines(defines);
  119. StringHash normalizedHash(normalizedDefines);
  120. i = vsVariations_.Find(normalizedHash);
  121. if (i != vsVariations_.End())
  122. vsVariations_.Insert(MakePair(definesHash, i->second_));
  123. else
  124. {
  125. // No shader variation found. Create new
  126. i = vsVariations_.Insert(MakePair(normalizedHash, SharedPtr<ShaderVariation>(new ShaderVariation(this, VS))));
  127. if (definesHash != normalizedHash)
  128. vsVariations_.Insert(MakePair(definesHash, i->second_));
  129. i->second_->SetName(GetFileName(GetName()));
  130. i->second_->SetDefines(normalizedDefines);
  131. ++numVariations_;
  132. RefreshMemoryUse();
  133. }
  134. }
  135. return i->second_;
  136. }
  137. else
  138. {
  139. HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = psVariations_.Find(definesHash);
  140. if (i == psVariations_.End())
  141. {
  142. String normalizedDefines = NormalizeDefines(defines);
  143. StringHash normalizedHash(normalizedDefines);
  144. i = psVariations_.Find(normalizedHash);
  145. if (i != psVariations_.End())
  146. psVariations_.Insert(MakePair(definesHash, i->second_));
  147. else
  148. {
  149. i = psVariations_.Insert(MakePair(normalizedHash, SharedPtr<ShaderVariation>(new ShaderVariation(this, PS))));
  150. if (definesHash != normalizedHash)
  151. psVariations_.Insert(MakePair(definesHash, i->second_));
  152. i->second_->SetName(GetFileName(GetName()));
  153. i->second_->SetDefines(normalizedDefines);
  154. ++numVariations_;
  155. RefreshMemoryUse();
  156. }
  157. }
  158. return i->second_;
  159. }
  160. }
  161. bool Shader::ProcessSource(String& code, Deserializer& source)
  162. {
  163. ResourceCache* cache = GetSubsystem<ResourceCache>();
  164. // If the source if a non-packaged file, store the timestamp
  165. File* file = dynamic_cast<File*>(&source);
  166. if (file && !file->IsPackaged())
  167. {
  168. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  169. String fullName = cache->GetResourceFileName(file->GetName());
  170. unsigned fileTimeStamp = fileSystem->GetLastModifiedTime(fullName);
  171. if (fileTimeStamp > timeStamp_)
  172. timeStamp_ = fileTimeStamp;
  173. }
  174. // Store resource dependencies for includes so that we know to reload if any of them changes
  175. if (source.GetName() != GetName())
  176. cache->StoreResourceDependency(this, source.GetName());
  177. while (!source.IsEof())
  178. {
  179. String line = source.ReadLine();
  180. if (line.StartsWith("#include"))
  181. {
  182. String includeFileName = GetPath(source.GetName()) + line.Substring(9).Replaced("\"", "").Trimmed();
  183. SharedPtr<File> includeFile = cache->GetFile(includeFileName);
  184. if (!includeFile)
  185. return false;
  186. // Add the include file into the current code recursively
  187. if (!ProcessSource(code, *includeFile))
  188. return false;
  189. }
  190. else
  191. {
  192. code += line;
  193. code += "\n";
  194. }
  195. }
  196. // Finally insert an empty line to mark the space between files
  197. code += "\n";
  198. return true;
  199. }
  200. String Shader::NormalizeDefines(const String& defines)
  201. {
  202. Vector<String> definesVec = defines.ToUpper().Split(' ');
  203. Sort(definesVec.Begin(), definesVec.End());
  204. return String::Joined(definesVec, " ");
  205. }
  206. void Shader::RefreshMemoryUse()
  207. {
  208. SetMemoryUse(sizeof(Shader) + vsSourceCode_.Length() + psSourceCode_.Length() + numVariations_ * sizeof(ShaderVariation));
  209. }
  210. }