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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // 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.
- //
- #include "Precompiled.h"
- #include "Graphics.h"
- #include "GraphicsImpl.h"
- #include "Log.h"
- #include "Shader.h"
- #include "ShaderProgram.h"
- #include "ShaderVariation.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- ShaderVariation::ShaderVariation(Shader* owner, ShaderType type) :
- GPUObject(owner->GetSubsystem<Graphics>()),
- owner_(owner),
- type_(type)
- {
- }
- ShaderVariation::~ShaderVariation()
- {
- Release();
- }
- void ShaderVariation::OnDeviceLost()
- {
- GPUObject::OnDeviceLost();
- compilerOutput_.Clear();
-
- if (graphics_)
- graphics_->CleanupShaderPrograms();
- }
- void ShaderVariation::Release()
- {
- if (object_)
- {
- if (!graphics_)
- return;
-
- if (!graphics_->IsDeviceLost())
- {
- if (type_ == VS)
- {
- if (graphics_->GetVertexShader() == this)
- graphics_->SetShaders(0, 0);
- }
- else
- {
- if (graphics_->GetPixelShader() == this)
- graphics_->SetShaders(0, 0);
- }
-
- glDeleteShader(object_);
- }
-
- object_ = 0;
- graphics_->CleanupShaderPrograms();
- }
-
- compilerOutput_.Clear();
- }
- bool ShaderVariation::Create()
- {
- Release();
- if (!owner_)
- {
- compilerOutput_ = "Owner shader has expired";
- return false;
- }
-
- object_ = glCreateShader(type_ == VS ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
- if (!object_)
- {
- compilerOutput_ = "Could not create shader object";
- return false;
- }
-
- const String& originalShaderCode = owner_->GetSourceCode(type_);
- String shaderCode;
- // Check if the shader code contains a version define
- unsigned verStart = originalShaderCode.Find('#');
- unsigned verEnd = 0;
- if (verStart != String::NPOS)
- {
- if (originalShaderCode.Substring(verStart + 1, 7) == "version")
- {
- verEnd = verStart + 9;
- while (verEnd < originalShaderCode.Length())
- {
- if (IsDigit(originalShaderCode[verEnd]))
- ++verEnd;
- else
- break;
- }
- // If version define found, insert it first
- String versionDefine = originalShaderCode.Substring(verStart, verEnd - verStart);
- shaderCode += versionDefine + "\n";
- }
- }
- // Distinguish between VS and PS compile in case the shader code wants to include/omit different things
- shaderCode += type_ == VS ? "#define COMPILEVS\n" : "#define COMPILEPS\n";
-
- // Prepend the defines to the shader code
- Vector<String> defineVec = defines_.Split(' ');
- for (unsigned i = 0; i < defineVec.Size(); ++i)
- {
- // Add extra space for the checking code below
- String defineString = "#define " + defineVec[i].Replaced('=', ' ') + " \n";
- shaderCode += defineString;
-
- // In debug mode, check that all defines are referenced by the shader code
- #ifdef _DEBUG
- String defineCheck = defineString.Substring(8, defineString.Find(' ', 8) - 8);
- if (originalShaderCode.Find(defineCheck) == String::NPOS)
- LOGWARNING("Shader " + GetFullName() + " does not use the define " + defineCheck);
- #endif
- }
-
- #ifdef RASPI
- if (type_ == VS)
- shaderCode += "#define RASPI\n";
- #endif
- // When version define found, do not insert it a second time
- if (verEnd > 0)
- shaderCode += (originalShaderCode.CString() + verEnd);
- else
- shaderCode += originalShaderCode;
-
- const char* shaderCStr = shaderCode.CString();
- glShaderSource(object_, 1, &shaderCStr, 0);
- glCompileShader(object_);
-
- int compiled, length;
- glGetShaderiv(object_, GL_COMPILE_STATUS, &compiled);
- if (!compiled)
- {
- glGetShaderiv(object_, GL_INFO_LOG_LENGTH, &length);
- compilerOutput_.Resize(length);
- int outLength;
- glGetShaderInfoLog(object_, length, &outLength, &compilerOutput_[0]);
- glDeleteShader(object_);
- object_ = 0;
- }
- else
- compilerOutput_.Clear();
-
- return object_ != 0;
- }
- void ShaderVariation::SetName(const String& name)
- {
- name_ = name;
- }
- void ShaderVariation::SetDefines(const String& defines)
- {
- defines_ = defines;
- }
- Shader* ShaderVariation::GetOwner() const
- {
- return owner_;
- }
- }
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