PixelShader.cpp 6.6 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 "Context.h"
  25. #include "FileSystem.h"
  26. #include "Graphics.h"
  27. #include "GraphicsImpl.h"
  28. #include "Log.h"
  29. #include "PixelShader.h"
  30. #include "Profiler.h"
  31. #include "ResourceCache.h"
  32. #include "SharedArrayPtr.h"
  33. #include "StringUtils.h"
  34. #include "XMLFile.h"
  35. #include <ctype.h>
  36. #include "DebugNew.h"
  37. OBJECTTYPESTATIC(PixelShader);
  38. PixelShader::PixelShader(Context* context) :
  39. Resource(context),
  40. GPUObject(GetSubsystem<Graphics>()),
  41. isSM3_(false)
  42. {
  43. for (unsigned i = 0; i < MAX_PS_PARAMETERS; ++i)
  44. useParameter_[i] = false;
  45. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  46. useTextureUnit_[i] = false;
  47. }
  48. PixelShader::~PixelShader()
  49. {
  50. Release();
  51. }
  52. void PixelShader::RegisterObject(Context* context)
  53. {
  54. context->RegisterFactory<PixelShader>();
  55. }
  56. bool PixelShader::Load(Deserializer& source)
  57. {
  58. PROFILE(LoadPixelShader);
  59. Release();
  60. if (!graphics_)
  61. return false;
  62. unsigned dataSize = source.GetSize();
  63. SetMemoryUse(dataSize);
  64. SharedArrayPtr<unsigned char> buffer(new unsigned char[dataSize]);
  65. source.Read((void*)buffer.GetPtr(), dataSize);
  66. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  67. if ((!device) || (FAILED(device->CreatePixelShader(
  68. (const DWORD*)buffer.GetPtr(),
  69. (IDirect3DPixelShader9**)&object_))))
  70. {
  71. LOGERROR("Could not create pixel shader " + GetName());
  72. return false;
  73. }
  74. LoadParameters();
  75. return true;
  76. }
  77. bool PixelShader::NeedParameterUpdate(PSParameter parameter, const void* source)
  78. {
  79. if ((useParameter_[parameter]) && (graphics_->GetPSParameterSource(parameter) != source))
  80. {
  81. graphics_->SetPSParameterSource(parameter, source);
  82. return true;
  83. }
  84. return false;
  85. }
  86. void PixelShader::Release()
  87. {
  88. if (object_)
  89. {
  90. if (!graphics_)
  91. return;
  92. if (graphics_->GetPixelShader() == this)
  93. graphics_->SetShaders(0, 0);
  94. ((IDirect3DPixelShader9*)object_)->Release();
  95. object_ = 0;
  96. }
  97. }
  98. void PixelShader::LoadParameters()
  99. {
  100. ResourceCache* cache = GetSubsystem<ResourceCache>();
  101. if ((!cache) || (!graphics_))
  102. return;
  103. std::string shaderPath;
  104. std::string shaderName;
  105. std::string shaderExt;
  106. SplitPath(GetName(), shaderPath, shaderName, shaderExt);
  107. isSM3_ = (shaderExt.find('3') != std::string::npos);
  108. // Take the first part of the shader name (shader group)
  109. size_t index = 2;
  110. while ((index < shaderName.length()) && (shaderName[index] != '_'))
  111. index++;
  112. std::string shaderGroup = shaderName.substr(0, index);
  113. // Load shader information XML file
  114. XMLFile* file = cache->GetResource<XMLFile>(shaderPath + shaderGroup + ".xml");
  115. if (!file)
  116. return;
  117. // Update (global) parameter register mappings
  118. XMLElement shadersElem = file->GetRootElement();
  119. XMLElement paramsElem = shadersElem.GetChildElement("psparameters");
  120. XMLElement paramElem = paramsElem.GetChildElement("parameter");
  121. while (paramElem)
  122. {
  123. std::string name = paramElem.GetString("name");
  124. PSParameter param = graphics_->GetPSParameter(name);
  125. if (param != MAX_PS_PARAMETERS)
  126. graphics_->SetPSRegister(param, paramElem.GetInt("index"));
  127. else
  128. LOGERROR("Unknown pixel shader parameter " + name + " in " + GetName());
  129. paramElem = paramElem.GetNextElement("parameter");
  130. }
  131. // Get parameters and texture units used by this shader
  132. XMLElement shaderElem = shadersElem.GetChildElement("shader");
  133. while (shaderElem)
  134. {
  135. std::string name = shaderElem.GetString("name");
  136. std::string type = shaderElem.GetStringLower("type");
  137. if ((name == shaderName) && (type == "ps"))
  138. {
  139. for (unsigned i = 0; i < MAX_PS_PARAMETERS; ++i)
  140. useParameter_[i] = false;
  141. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  142. useTextureUnit_[i] = false;
  143. XMLElement shaderParamElem = shaderElem.GetChildElement("parameter");
  144. while (shaderParamElem)
  145. {
  146. std::string name = shaderParamElem.GetString("name");
  147. PSParameter param = graphics_->GetPSParameter(name);
  148. if (param != MAX_PS_PARAMETERS)
  149. useParameter_[param] = true;
  150. shaderParamElem = shaderParamElem.GetNextElement("parameter");
  151. }
  152. XMLElement textureElem = shaderElem.GetChildElement("textureunit");
  153. while (textureElem)
  154. {
  155. std::string name = textureElem.GetString("name");
  156. TextureUnit unit = graphics_->GetTextureUnit(name);
  157. if (unit != MAX_TEXTURE_UNITS)
  158. useTextureUnit_[unit] = true;
  159. else
  160. LOGERROR("Unknown texture unit " + name + " in " + GetName());
  161. textureElem = textureElem.GetNextElement("textureunit");
  162. }
  163. return;
  164. }
  165. shaderElem = shaderElem.GetNextElement("shader");
  166. }
  167. LOGERROR("Shader " + shaderName + " not found in shader description XML file");
  168. }