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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.
- //
- #pragma once
- #include "GPUObject.h"
- #include "GraphicsDefs.h"
- #include "HashSet.h"
- #include "RefCounted.h"
- #include "ArrayPtr.h"
- class Shader;
- /// %Shader parameter definition.
- struct ShaderParameter
- {
- /// Construct with defaults.
- ShaderParameter() :
- type_(VS),
- register_(M_MAX_UNSIGNED),
- regCount_(0),
- lastSource_((void*)M_MAX_UNSIGNED)
- {
- }
-
- /// Construct with parameters.
- ShaderParameter(ShaderType type, unsigned reg, unsigned regCount) :
- type_(type),
- register_(reg),
- regCount_(regCount),
- lastSource_((void*)M_MAX_UNSIGNED)
- {
- }
-
- /// %Shader type.
- ShaderType type_;
- /// Hardware register.
- unsigned register_;
- /// Number of registers.
- unsigned regCount_;
- /// Last data source.
- const void* lastSource_;
- };
- /// Vertex or pixel shader on the GPU.
- class ShaderVariation : public RefCounted, public GPUObject
- {
- public:
- /// Construct.
- ShaderVariation(Shader* shader, ShaderType type, bool isSM3);
- /// Destruct.
- virtual ~ShaderVariation();
-
- /// Create the shader program. Return true if successful.
- bool Create();
- /// Release shader.
- virtual void Release();
-
- /// %Set name.
- void SetName(const String& name);
- /// %Set bytecode.
- void SetByteCode(const SharedArrayPtr<unsigned char>& byteCode);
- /// Add a parameter.
- void AddParameter(StringHash param, const ShaderParameter& definition);
- /// Add a texture unit.
- void AddTextureUnit(TextureUnit unit);
- /// Clear parameters and texture unit use flags.
- void ClearParameters();
- /// Optimize the parameter map for optimal query speed
- void OptimizeParameters();
-
- /// Return shader type.
- ShaderType GetShaderType() const { return shaderType_; }
- /// Return full shader name.
- const String& GetName() const { return name_; }
- /// Return whether created successfully.
- bool IsCreated() const;
- /// Return whether compile failed.
- bool IsFailed() const { return failed_; }
- /// Return whether requires Shader Model 3.
- bool IsSM3() const { return isSM3_; }
- /// Return whether uses a parameter.
- bool HasParameter(StringHash param) const { return parameters_.Contains(param); }
- /// Return whether uses a texture unit (only for pixel shaders.)
- bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; }
- /// Return all parameter definitions.
- const HashMap<StringHash, ShaderParameter>& GetParameters() const { return parameters_; }
-
- private:
- /// Shader type.
- ShaderType shaderType_;
- /// Full shader name.
- String name_;
- /// Shader bytecode.
- SharedArrayPtr<unsigned char> byteCode_;
- /// Shader Model 3 flag.
- bool isSM3_;
- /// Compile failed flag.
- bool failed_;
- /// Shader parameters.
- HashMap<StringHash, ShaderParameter> parameters_;
- /// Texture unit use flags.
- bool useTextureUnit_[MAX_TEXTURE_UNITS];
- };
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