D3D9ShaderVariation.cpp 3.7 KB

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  1. //
  2. // Copyright (c) 2008-2013 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 "Graphics.h"
  24. #include "GraphicsImpl.h"
  25. #include "Shader.h"
  26. #include "ShaderVariation.h"
  27. #include <ctype.h>
  28. #include "DebugNew.h"
  29. namespace Urho3D
  30. {
  31. ShaderVariation::ShaderVariation(Shader* owner, ShaderType type) :
  32. GPUObject(owner->GetSubsystem<Graphics>()),
  33. owner_(owner),
  34. shaderType_(type),
  35. failed_(false)
  36. {
  37. ClearParameters();
  38. }
  39. ShaderVariation::~ShaderVariation()
  40. {
  41. Release();
  42. }
  43. bool ShaderVariation::Create()
  44. {
  45. Release();
  46. if (!graphics_)
  47. return false;
  48. // Load bytecode and/or compile shader if necessary
  49. if (!byteCode_ && owner_)
  50. owner_->PrepareVariation(this);
  51. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  52. if (shaderType_ == VS)
  53. {
  54. if (!byteCode_ || !device || FAILED(device->CreateVertexShader(
  55. (const DWORD*)byteCode_.Get(),
  56. (IDirect3DVertexShader9**)&object_)))
  57. failed_ = true;
  58. }
  59. else
  60. {
  61. if (!byteCode_ || !device || FAILED(device->CreatePixelShader(
  62. (const DWORD*)byteCode_.Get(),
  63. (IDirect3DPixelShader9**)&object_)))
  64. failed_ = true;
  65. }
  66. return !failed_;
  67. }
  68. void ShaderVariation::Release()
  69. {
  70. if (object_)
  71. {
  72. if (!graphics_)
  73. return;
  74. if (shaderType_ == VS)
  75. {
  76. if (graphics_->GetVertexShader() == this)
  77. graphics_->SetShaders(0, 0);
  78. ((IDirect3DVertexShader9*)object_)->Release();
  79. }
  80. else
  81. {
  82. if (graphics_->GetPixelShader() == this)
  83. graphics_->SetShaders(0, 0);
  84. ((IDirect3DPixelShader9*)object_)->Release();
  85. }
  86. object_ = 0;
  87. }
  88. failed_ = false;
  89. }
  90. void ShaderVariation::SetName(const String& name)
  91. {
  92. name_ = name;
  93. }
  94. void ShaderVariation::SetByteCode(const SharedArrayPtr<unsigned char>& byteCode)
  95. {
  96. byteCode_ = byteCode;
  97. }
  98. void ShaderVariation::AddParameter(StringHash param, const ShaderParameter& definition)
  99. {
  100. parameters_[param] = definition;
  101. }
  102. void ShaderVariation::AddTextureUnit(TextureUnit unit)
  103. {
  104. useTextureUnit_[unit] = true;
  105. }
  106. void ShaderVariation::ClearParameters()
  107. {
  108. parameters_.Clear();
  109. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  110. useTextureUnit_[i] = false;
  111. }
  112. void ShaderVariation::OptimizeParameters()
  113. {
  114. parameters_.Rehash(NextPowerOfTwo(parameters_.Size()));
  115. }
  116. bool ShaderVariation::IsCreated() const
  117. {
  118. return object_ != 0;
  119. }
  120. }