VertexShader.cpp 7.5 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 "Log.h"
  25. #include "Profiler.h"
  26. #include "Renderer.h"
  27. #include "RendererImpl.h"
  28. #include "ResourceCache.h"
  29. #include "SharedArrayPtr.h"
  30. #include "StringUtils.h"
  31. #include "VertexShader.h"
  32. #include "XMLFile.h"
  33. #include <ctype.h>
  34. #include "DebugNew.h"
  35. std::map<std::string, VSParameter> VertexShader::sParameters;
  36. unsigned VertexShader::sRegisters[MAX_VS_PARAMETERS];
  37. const void* VertexShader::sLastParameterSources[MAX_VS_PARAMETERS];
  38. bool VertexShader::sInitialized = false;
  39. VertexShader::VertexShader(Renderer* renderer, const std::string& name) :
  40. Resource(name),
  41. GPUObject(renderer),
  42. mIsSM3(false)
  43. {
  44. for (unsigned i = 0; i < MAX_VS_PARAMETERS; ++i)
  45. mUseParameter[i] = false;
  46. }
  47. VertexShader::~VertexShader()
  48. {
  49. release();
  50. }
  51. void VertexShader::load(Deserializer& source, ResourceCache* cache)
  52. {
  53. PROFILE(VertexShader_Load);
  54. release();
  55. if (!mRenderer)
  56. return;
  57. unsigned dataSize = source.getSize();
  58. setMemoryUse(dataSize);
  59. SharedArrayPtr<unsigned char> buffer(new unsigned char[dataSize]);
  60. source.read((void*)buffer.getPtr(), dataSize);
  61. if (FAILED(mRenderer->getImpl()->getDevice()->CreateVertexShader(
  62. (const DWORD*)buffer.getPtr(),
  63. (IDirect3DVertexShader9**)&mObject)))
  64. EXCEPTION("Could not create vertex shader " + getName());
  65. loadParameters(cache);
  66. mHash = *((unsigned short*)this) >> 2;
  67. // In state sorting, give priority to non-skinned shaders
  68. if (!mUseParameter[VSP_MODELSKINMATRICES])
  69. mHash |= 32768;
  70. }
  71. VSParameter VertexShader::getParameter(const std::string& name)
  72. {
  73. initializeParameters();
  74. std::map<std::string, VSParameter>::iterator i = sParameters.find(name);
  75. if (i == sParameters.end())
  76. return MAX_VS_PARAMETERS;
  77. return i->second;
  78. }
  79. const std::string& VertexShader::getParameterName(VSParameter parameter)
  80. {
  81. static const std::string noParameter;
  82. initializeParameters();
  83. for (std::map<std::string, VSParameter>::iterator i = sParameters.begin(); i != sParameters.end(); ++i)
  84. {
  85. if (i->second == parameter)
  86. return i->first;
  87. }
  88. return noParameter;
  89. }
  90. void VertexShader::clearLastParameterSources()
  91. {
  92. for (unsigned i = 0; i < MAX_VS_PARAMETERS; ++i)
  93. sLastParameterSources[i] = (const void*)M_MAX_UNSIGNED;
  94. }
  95. void VertexShader::release()
  96. {
  97. if (mObject)
  98. {
  99. if (!mRenderer)
  100. {
  101. LOGWARNING("Renderer has expired, skipping release of PixelShader");
  102. return;
  103. }
  104. if (mRenderer->getVertexShader() == this)
  105. mRenderer->setVertexShader(0);
  106. ((IDirect3DVertexShader9*)mObject)->Release();
  107. mObject = 0;
  108. }
  109. }
  110. void VertexShader::loadParameters(ResourceCache* cache)
  111. {
  112. if (!cache)
  113. return;
  114. initializeParameters();
  115. std::string shaderPath;
  116. std::string shaderName;
  117. std::string shaderExt;
  118. splitPath(getName(), shaderPath, shaderName, shaderExt);
  119. mIsSM3 = (shaderExt.find('3') != std::string::npos);
  120. // Take the first part of the shader name (shader group)
  121. size_t index = 2;
  122. while ((index < shaderName.length()) && (shaderName[index] != '_'))
  123. index++;
  124. std::string shaderGroup = shaderName.substr(0, index);
  125. // Load shader information XML file
  126. XMLFile* file = cache->getResource<XMLFile>(shaderPath + shaderGroup + ".xml");
  127. if (!file)
  128. return;
  129. // Update (global) parameter register mappings
  130. XMLElement shadersElem = file->getRootElement();
  131. XMLElement paramsElem = shadersElem.getChildElement("vsparameters");
  132. XMLElement paramElem = paramsElem.getChildElement("parameter");
  133. while (paramElem)
  134. {
  135. std::string name = paramElem.getString("name");
  136. if (sParameters.find(name) == sParameters.end())
  137. LOGERROR("Unknown vertex shader parameter " + name + " in " + getName());
  138. else
  139. sRegisters[sParameters[name]] = paramElem.getInt("index");
  140. paramElem = paramElem.getNextElement("parameter");
  141. }
  142. // Get parameters and texture units used by this shader
  143. XMLElement shaderElem = shadersElem.getChildElement("shader");
  144. while (shaderElem)
  145. {
  146. std::string name = shaderElem.getString("name");
  147. std::string type = shaderElem.getStringLower("type");
  148. if ((name == shaderName) && (type == "vs"))
  149. {
  150. for (unsigned i = 0; i < MAX_VS_PARAMETERS; ++i)
  151. mUseParameter[i] = false;
  152. XMLElement shaderParamElem = shaderElem.getChildElement("parameter");
  153. while (shaderParamElem)
  154. {
  155. std::string name = shaderParamElem.getString("name");
  156. mUseParameter[sParameters[name]] = true;
  157. shaderParamElem = shaderParamElem.getNextElement("parameter");
  158. }
  159. return;
  160. }
  161. shaderElem = shaderElem.getNextElement("shader");
  162. }
  163. LOGERROR("Shader " + shaderName + " not found in shader description XML file");
  164. }
  165. void VertexShader::initializeParameters()
  166. {
  167. if (sInitialized)
  168. return;
  169. // Initialize all parameters as unknown
  170. for (unsigned i = 0; i < MAX_VS_PARAMETERS; ++i)
  171. sRegisters[i] = MAX_CONSTANT_REGISTERS;
  172. // Map parameter names
  173. sParameters["AmbientColor"] = VSP_AMBIENTCOLOR;
  174. sParameters["DepthMode"] = VSP_DEPTHMODE;
  175. sParameters["ElapsedTime"] = VSP_ELAPSEDTIME;
  176. sParameters["FrustumSize"] = VSP_FRUSTUMSIZE;
  177. sParameters["GBufferOffsets"] = VSP_GBUFFEROFFSETS;
  178. sParameters["Model"] = VSP_MODEL;
  179. sParameters["ModelViewProj"] = VSP_MODELVIEWPROJ;
  180. sParameters["ShadowProj"] = VSP_SHADOWPROJ;
  181. sParameters["SpotProj"] = VSP_SPOTPROJ;
  182. sParameters["ViewInverse"] = VSP_VIEWINVERSE;
  183. sParameters["ViewProj"] = VSP_VIEWPROJ;
  184. sParameters["UOffset"] = VSP_UOFFSET;
  185. sParameters["VOffset"] = VSP_VOFFSET;
  186. sParameters["ViewRightVector"] = VSP_VIEWRIGHTVECTOR;
  187. sParameters["ViewUpVector"] = VSP_VIEWUPVECTOR;
  188. sParameters["ModelSkinMatrices"] = VSP_MODELSKINMATRICES;
  189. sParameters["ModelInstances"] = VSP_MODELINSTANCES;
  190. sInitialized = true;
  191. }