/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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 "stdneb.h" #include "../GenesisMaterial.h" #include "GenesisShaderParser.h" #include "addons/shadercompiler/ShaderFactory.h" #include "foundation/io/ioserver.h" #include "foundation/io/textreader.h" #include "io/memorystream.h" #include "io/iointerfaceprotocol.h" #include "io/iointerface.h" #include "foundation/exception/exceptions.h" #include "addons/shadercompiler/Utility/ShaderCompilerUtil.h" #include "shadercompiler/ShadercompilerConfig.h" #include "profilesystem/ProfileSystem.h" void InitLexer (const char *buf, size_t length); void EndLexer (); int Genesisparse (); extern GenesisMaterialMaker::GenesisMaterial* g_GenesisMaterial; GPtr Graphic::Material::s_defaultFallBackMat = 0; namespace GenesisMaterialMaker { bool CreateCompiledShaderDirectory(const IO::URI& outputFile) { return IO::IoServer::Instance()->CreateDirectory(outputFile); } void CompileShaderCode(const Util::StringAtom& shaderfile, Util::String& outputShader) { static IO::URI uriISpath("sys:"); static IO::URI includeSysPath = IO::AssignRegistry::Instance()->ResolveAssigns(uriISpath); Util::String outputShaderfile; outputShaderfile = shaderfile.AsString(); IO::URI outputPath("cmpileshd:" + outputShaderfile.ExtractFileName()); outputShaderfile = outputPath.AsString().ExtractDirName() + "output_" + outputShaderfile.ExtractFileName(); #if __WIN32__ && _DEBUG if (!CreateCompiledShaderDirectory(outputPath.AsString().ExtractDirName())) n_warning("CompileShaderCode: can't create directory: %s",outputShaderfile.ExtractDirName().AsCharPtr()); #endif #ifdef __GENESIS_EDITOR__ ShaderProgramCompiler::ShaderCompilerConfig::usePreCompileShader = false; ShaderProgramCompiler::ShaderCompilerConfig::shaderCompileType = ShaderProgramCompiler::ShaderCompilerConfig::D3D9_SHADER_COMPILER; #endif #if __ANDROID__ ShaderProgramCompiler::ShaderCompilerConfig::shaderCompileType = ShaderProgramCompiler::ShaderCompilerConfig::GLES_SHADER_COMPILER; #endif if ( !ShaderProgramCompiler::ShaderCompilerConfig::usePreCompileShader ) { //editor,shaderPrecompileTool, use ShaderProgramCompiler::ShaderFactory::Instance()->Add(shaderfile.AsString()); ShaderProgramCompiler::ShaderFactory::Instance()->Process(); outputShader = ShaderProgramCompiler::ShaderFactory::Instance()->GetCompiledCode(); ShaderProgramCompiler::ShaderFactory::Instance()->Finish(); } else { if ( !ShaderProgramCompiler::ShaderUtil::ReadText(shaderfile.AsString(),outputShader) ) { n_warning("read compiled shader file failed,shader:%s \n",shaderfile.Value()); } } } GPtr MakeFromShader(const char* text,SizeT size) { GenesisMaterial* genesismat = new GenesisMaterial(); g_GenesisMaterial = genesismat; InitLexer(text,size); Genesisparse(); EndLexer(); GPtr mat = genesismat->CreateRealMaterial(); g_GenesisMaterial = NULL; delete genesismat; return mat; } void CreateDefaultFallBackMaterial() { Util::StringAtom atom("sys:defaultFallBackShader.shader"); Util::String text; CompileShaderCode(atom, text); Graphic::Material::s_defaultFallBackMat = GenesisMaterialMaker::MakeFromShader(text.AsCharPtr(),text.Length()); } bool VerifyGenesisShader(GPtr& mat, const Util::StringAtom& shaderfile) { if (mat->GetTechList().IsEmpty()) { n_warning("MakeFromShader Warning:FileName: %s has technique error!\n rollback to default fallback shader!",shaderfile.AsString().AsCharPtr()); return false; } for (SizeT i = 0; i < mat->GetTechList().Size(); ++i) { if (mat->GetTechList()[i]->GetPassList().IsEmpty()) { n_warning("MakeFromShader Warning:FileName: %sTech: %d has pass error!\n Rollback to default fallback shader!",shaderfile.AsString().AsCharPtr(),i); return false; } } return true; } GPtr MakeFromShader(const Util::StringAtom& shaderfile) { if (!Graphic::Material::s_defaultFallBackMat.isvalid()) { try { CreateDefaultFallBackMaterial(); } catch(const Exceptions::Exception& e) { n_warning( "defaultfallback shader has error!\n", e.what() ); } } #ifdef __ANDROID__ LOGI(shaderfile.Value()); #else n_printf( "shader %s\n", shaderfile.Value() ); #endif // check the empty file GPtr pStream = IO::MemoryStream::Create(); n_assert( pStream ); GPtr readStreamMsg = IO::ReadStream::Create(); n_assert( readStreamMsg ); readStreamMsg->SetFileName( shaderfile ); readStreamMsg->SetStream( pStream ); IO::IoInterface::Instance()->SendWait( readStreamMsg.upcast() ); if ( !readStreamMsg->GetResult() ) { n_warning( "ShaderProcessor::ReadTextStream: can not open file: %s", shaderfile.Value() ); return Graphic::Material::s_defaultFallBackMat; } Util::String text; try { #ifdef __PROFILER_IO__ //begint tick PROFILER_IO_TICKBEGIN(tickBegin); PROFILER_IO_LOGTIMES("begin,compile shader %s",shaderfile.Value()); #endif CompileShaderCode(shaderfile, text); #ifdef __PROFILER_IO__ //end tick PROFILER_IO_TICKEND(tickBegin,delta); PROFILER_IO_LOGTIMES2("end,compile shader %s,time consume: %f ms",shaderfile.Value(),__tick_delta_delta/1000.f); PROFILER_IO_READ_RES(mIoReadTexture,delta); #endif } catch(const Exceptions::Exception& e) { n_warning( "Compile %s Error: %s!\n", shaderfile.AsString().AsCharPtr(), e.what() ); return Graphic::Material::s_defaultFallBackMat; } GPtr mat = GenesisMaterialMaker::MakeFromShader(text.AsCharPtr(),text.Length()); return VerifyGenesisShader(mat,shaderfile) ? mat : Graphic::Material::s_defaultFallBackMat; } }