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Shader.cpp 6.9 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::BeginLoad(Deserializer& source)
  75. {
  76. Graphics* graphics = GetSubsystem<Graphics>();
  77. if (!graphics)
  78. return false;
  79. // Load the shader source code and resolve any includes
  80. timeStamp_ = 0;
  81. String shaderCode;
  82. if (!ProcessSource(shaderCode, source))
  83. return false;
  84. // Comment out the unneeded shader function
  85. vsSourceCode_ = shaderCode;
  86. psSourceCode_ = shaderCode;
  87. CommentOutFunction(vsSourceCode_, "void PS(");
  88. CommentOutFunction(psSourceCode_, "void VS(");
  89. // OpenGL: rename either VS() or PS() to main(), comment out vertex attributes in pixel shaders
  90. #ifdef URHO3D_OPENGL
  91. vsSourceCode_.Replace("void VS(", "void main(");
  92. psSourceCode_.Replace("void PS(", "void main(");
  93. psSourceCode_.Replace("attribute ", "// attribute ");
  94. #endif
  95. RefreshMemoryUse();
  96. return true;
  97. }
  98. bool Shader::EndLoad()
  99. {
  100. // If variations had already been created, release them and require recompile
  101. for (HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = vsVariations_.Begin(); i != vsVariations_.End(); ++i)
  102. i->second_->Release();
  103. for (HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = psVariations_.Begin(); i != psVariations_.End(); ++i)
  104. i->second_->Release();
  105. return true;
  106. }
  107. ShaderVariation* Shader::GetVariation(ShaderType type, const String& defines)
  108. {
  109. return GetVariation(type, defines.CString());
  110. }
  111. ShaderVariation* Shader::GetVariation(ShaderType type, const char* defines)
  112. {
  113. StringHash definesHash(defines);
  114. HashMap<StringHash, SharedPtr<ShaderVariation> > & variations(type == VS ? vsVariations_ : psVariations_);
  115. HashMap<StringHash, SharedPtr<ShaderVariation> >::Iterator i = variations.Find(definesHash);
  116. if (i == variations.End())
  117. {
  118. // If shader not found, normalize the defines (to prevent duplicates) and check again. In that case make an alias
  119. // so that further queries are faster
  120. String normalizedDefines = NormalizeDefines(defines);
  121. StringHash normalizedHash(normalizedDefines);
  122. i = variations.Find(normalizedHash);
  123. if (i != variations.End())
  124. variations.Insert(MakePair(definesHash, i->second_));
  125. else
  126. {
  127. // No shader variation found. Create new
  128. i = variations.Insert(MakePair(normalizedHash, SharedPtr<ShaderVariation>(new ShaderVariation(this, type))));
  129. if (definesHash != normalizedHash)
  130. variations.Insert(MakePair(definesHash, i->second_));
  131. i->second_->SetName(GetFileName(GetName()));
  132. i->second_->SetDefines(normalizedDefines);
  133. ++numVariations_;
  134. RefreshMemoryUse();
  135. }
  136. }
  137. return i->second_;
  138. }
  139. bool Shader::ProcessSource(String& code, Deserializer& source)
  140. {
  141. ResourceCache* cache = GetSubsystem<ResourceCache>();
  142. // If the source if a non-packaged file, store the timestamp
  143. File* file = dynamic_cast<File*>(&source);
  144. if (file && !file->IsPackaged())
  145. {
  146. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  147. String fullName = cache->GetResourceFileName(file->GetName());
  148. unsigned fileTimeStamp = fileSystem->GetLastModifiedTime(fullName);
  149. if (fileTimeStamp > timeStamp_)
  150. timeStamp_ = fileTimeStamp;
  151. }
  152. // Store resource dependencies for includes so that we know to reload if any of them changes
  153. if (source.GetName() != GetName())
  154. cache->StoreResourceDependency(this, source.GetName());
  155. while (!source.IsEof())
  156. {
  157. String line = source.ReadLine();
  158. if (line.StartsWith("#include"))
  159. {
  160. String includeFileName = GetPath(source.GetName()) + line.Substring(9).Replaced("\"", "").Trimmed();
  161. SharedPtr<File> includeFile = cache->GetFile(includeFileName);
  162. if (!includeFile)
  163. return false;
  164. // Add the include file into the current code recursively
  165. if (!ProcessSource(code, *includeFile))
  166. return false;
  167. }
  168. else
  169. {
  170. code += line;
  171. code += "\n";
  172. }
  173. }
  174. // Finally insert an empty line to mark the space between files
  175. code += "\n";
  176. return true;
  177. }
  178. String Shader::NormalizeDefines(const String& defines)
  179. {
  180. Vector<String> definesVec = defines.ToUpper().Split(' ');
  181. Sort(definesVec.Begin(), definesVec.End());
  182. return String::Joined(definesVec, " ");
  183. }
  184. void Shader::RefreshMemoryUse()
  185. {
  186. SetMemoryUse(sizeof(Shader) + vsSourceCode_.Length() + psSourceCode_.Length() + numVariations_ * sizeof(ShaderVariation));
  187. }
  188. }