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PixelShader.cpp 6.4 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. ClearParameters();
  44. }
  45. PixelShader::~PixelShader()
  46. {
  47. Release();
  48. }
  49. void PixelShader::RegisterObject(Context* context)
  50. {
  51. context->RegisterFactory<PixelShader>();
  52. }
  53. bool PixelShader::Load(Deserializer& source)
  54. {
  55. PROFILE(LoadPixelShader);
  56. Release();
  57. if (!graphics_)
  58. return false;
  59. unsigned dataSize = source.GetSize();
  60. SharedArrayPtr<unsigned char> buffer(new unsigned char[dataSize]);
  61. source.Read((void*)buffer.GetPtr(), dataSize);
  62. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  63. if ((!device) || (FAILED(device->CreatePixelShader(
  64. (const DWORD*)buffer.GetPtr(),
  65. (IDirect3DPixelShader9**)&object_))))
  66. {
  67. LOGERROR("Could not create pixel shader " + GetName());
  68. return false;
  69. }
  70. SetMemoryUse(dataSize);
  71. LoadParameters();
  72. return true;
  73. }
  74. bool PixelShader::NeedParameterUpdate(PSParameter parameter, const void* source)
  75. {
  76. if ((useParameter_[parameter]) && (graphics_->GetPSParameterSource(parameter) != source))
  77. {
  78. graphics_->SetPSParameterSource(parameter, source);
  79. return true;
  80. }
  81. return false;
  82. }
  83. void PixelShader::Release()
  84. {
  85. if (object_)
  86. {
  87. if (!graphics_)
  88. return;
  89. if (graphics_->GetPixelShader() == this)
  90. graphics_->SetShaders(0, 0);
  91. ((IDirect3DPixelShader9*)object_)->Release();
  92. object_ = 0;
  93. SetMemoryUse(0);
  94. }
  95. }
  96. void PixelShader::LoadParameters()
  97. {
  98. ResourceCache* cache = GetSubsystem<ResourceCache>();
  99. ClearParameters();
  100. std::string shaderPath, shaderName, shaderExt;
  101. SplitPath(GetName(), shaderPath, shaderName, shaderExt);
  102. isSM3_ = (shaderExt.find('3') != std::string::npos);
  103. // Take the first part of the shader name (shader group)
  104. size_t index = 2;
  105. while ((index < shaderName.length()) && (shaderName[index] != '_'))
  106. index++;
  107. std::string shaderGroup = shaderName.substr(0, index);
  108. // Load shader information XML file
  109. XMLFile* file = cache->GetResource<XMLFile>(shaderPath + shaderGroup + ".xml");
  110. if (!file)
  111. return;
  112. // Update (global) parameter register mappings
  113. XMLElement shadersElem = file->GetRootElement();
  114. XMLElement paramsElem = shadersElem.GetChildElement("psparameters");
  115. XMLElement paramElem = paramsElem.GetChildElement("parameter");
  116. while (paramElem)
  117. {
  118. std::string name = paramElem.GetString("name");
  119. PSParameter param = graphics_->GetPSParameter(name);
  120. if (param != MAX_PS_PARAMETERS)
  121. graphics_->SetPSRegister(param, paramElem.GetInt("index"));
  122. else
  123. LOGERROR("Unknown pixel shader parameter " + name + " in " + GetName());
  124. paramElem = paramElem.GetNextElement("parameter");
  125. }
  126. // Get parameters and texture units used by this shader
  127. XMLElement shaderElem = shadersElem.GetChildElement("shader");
  128. while (shaderElem)
  129. {
  130. std::string name = shaderElem.GetString("name");
  131. std::string type = shaderElem.GetStringLower("type");
  132. if ((name == shaderName) && (type == "ps"))
  133. {
  134. XMLElement shaderParamElem = shaderElem.GetChildElement("parameter");
  135. while (shaderParamElem)
  136. {
  137. std::string name = shaderParamElem.GetString("name");
  138. PSParameter param = graphics_->GetPSParameter(name);
  139. if (param != MAX_PS_PARAMETERS)
  140. useParameter_[param] = true;
  141. shaderParamElem = shaderParamElem.GetNextElement("parameter");
  142. }
  143. XMLElement textureElem = shaderElem.GetChildElement("textureunit");
  144. while (textureElem)
  145. {
  146. std::string name = textureElem.GetString("name");
  147. TextureUnit unit = graphics_->GetTextureUnit(name);
  148. if (unit != MAX_TEXTURE_UNITS)
  149. useTextureUnit_[unit] = true;
  150. else
  151. LOGERROR("Unknown texture unit " + name + " in " + GetName());
  152. textureElem = textureElem.GetNextElement("textureunit");
  153. }
  154. return;
  155. }
  156. shaderElem = shaderElem.GetNextElement("shader");
  157. }
  158. LOGERROR("Shader " + shaderName + " not found in shader description XML file");
  159. }
  160. void PixelShader::ClearParameters()
  161. {
  162. for (unsigned i = 0; i < MAX_PS_PARAMETERS; ++i)
  163. useParameter_[i] = false;
  164. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  165. useTextureUnit_[i] = false;
  166. }