PixelShader.cpp 6.3 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 "XMLFile.h"
  34. #include <ctype.h>
  35. #include "DebugNew.h"
  36. OBJECTTYPESTATIC(PixelShader);
  37. PixelShader::PixelShader(Context* context) :
  38. Resource(context),
  39. GPUObject(GetSubsystem<Graphics>()),
  40. isSM3_(false)
  41. {
  42. ClearParameters();
  43. }
  44. PixelShader::~PixelShader()
  45. {
  46. Release();
  47. }
  48. void PixelShader::RegisterObject(Context* context)
  49. {
  50. context->RegisterFactory<PixelShader>();
  51. }
  52. bool PixelShader::Load(Deserializer& source)
  53. {
  54. PROFILE(LoadPixelShader);
  55. Release();
  56. if (!graphics_)
  57. return false;
  58. unsigned dataSize = source.GetSize();
  59. SharedArrayPtr<unsigned char> buffer(new unsigned char[dataSize]);
  60. source.Read((void*)buffer.GetPtr(), dataSize);
  61. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  62. if ((!device) || (FAILED(device->CreatePixelShader(
  63. (const DWORD*)buffer.GetPtr(),
  64. (IDirect3DPixelShader9**)&object_))))
  65. {
  66. LOGERROR("Could not create pixel shader " + GetName());
  67. return false;
  68. }
  69. SetMemoryUse(dataSize);
  70. LoadParameters();
  71. return true;
  72. }
  73. bool PixelShader::NeedParameterUpdate(PSParameter parameter, const void* source)
  74. {
  75. if ((useParameter_[parameter]) && (graphics_->GetPSParameterSource(parameter) != source))
  76. {
  77. graphics_->SetPSParameterSource(parameter, source);
  78. return true;
  79. }
  80. return false;
  81. }
  82. void PixelShader::Release()
  83. {
  84. if (object_)
  85. {
  86. if (!graphics_)
  87. return;
  88. if (graphics_->GetPixelShader() == this)
  89. graphics_->SetShaders(0, 0);
  90. ((IDirect3DPixelShader9*)object_)->Release();
  91. object_ = 0;
  92. SetMemoryUse(0);
  93. }
  94. }
  95. void PixelShader::LoadParameters()
  96. {
  97. ResourceCache* cache = GetSubsystem<ResourceCache>();
  98. ClearParameters();
  99. String shaderPath, shaderName, shaderExt;
  100. SplitPath(GetName(), shaderPath, shaderName, shaderExt);
  101. isSM3_ = (shaderExt.Find('3') != String::NPOS);
  102. // Take the first part of the shader name (shader group)
  103. unsigned index = 2;
  104. while ((index < shaderName.Length()) && (shaderName[index] != '_'))
  105. ++index;
  106. String shaderGroup = shaderName.Substring(0, index);
  107. // Load shader information XML file
  108. XMLFile* file = cache->GetResource<XMLFile>(shaderPath + shaderGroup + ".xml");
  109. if (!file)
  110. return;
  111. // Update (global) parameter register mappings
  112. XMLElement shadersElem = file->GetRootElement();
  113. XMLElement paramsElem = shadersElem.GetChildElement("psparameters");
  114. XMLElement paramElem = paramsElem.GetChildElement("parameter");
  115. while (paramElem)
  116. {
  117. String name = paramElem.GetString("name");
  118. PSParameter param = graphics_->GetPSParameter(name);
  119. if (param != MAX_PS_PARAMETERS)
  120. graphics_->SetPSRegister(param, paramElem.GetInt("index"));
  121. else
  122. LOGERROR("Unknown pixel shader parameter " + name + " in " + GetName());
  123. paramElem = paramElem.GetNextElement("parameter");
  124. }
  125. // Get parameters and texture units used by this shader
  126. XMLElement shaderElem = shadersElem.GetChildElement("shader");
  127. while (shaderElem)
  128. {
  129. String name = shaderElem.GetString("name");
  130. String type = shaderElem.GetStringLower("type");
  131. if ((name == shaderName) && (type == "ps"))
  132. {
  133. XMLElement shaderParamElem = shaderElem.GetChildElement("parameter");
  134. while (shaderParamElem)
  135. {
  136. String name = shaderParamElem.GetString("name");
  137. PSParameter param = graphics_->GetPSParameter(name);
  138. if (param != MAX_PS_PARAMETERS)
  139. useParameter_[param] = true;
  140. shaderParamElem = shaderParamElem.GetNextElement("parameter");
  141. }
  142. XMLElement textureElem = shaderElem.GetChildElement("textureunit");
  143. while (textureElem)
  144. {
  145. String name = textureElem.GetString("name");
  146. TextureUnit unit = graphics_->GetTextureUnit(name);
  147. if (unit != MAX_TEXTURE_UNITS)
  148. useTextureUnit_[unit] = true;
  149. else
  150. LOGERROR("Unknown texture unit " + name + " in " + GetName());
  151. textureElem = textureElem.GetNextElement("textureunit");
  152. }
  153. return;
  154. }
  155. shaderElem = shaderElem.GetNextElement("shader");
  156. }
  157. LOGERROR("Shader " + shaderName + " not found in shader description XML file");
  158. }
  159. void PixelShader::ClearParameters()
  160. {
  161. for (unsigned i = 0; i < MAX_PS_PARAMETERS; ++i)
  162. useParameter_[i] = false;
  163. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  164. useTextureUnit_[i] = false;
  165. }