/**************************************************************************** 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 "ShaderCompiler.h" #include "util/array.h" #include "ShaderElement.h" #include "ShaderMarcro.h" #include "ShadercompilerConfig.h" namespace ShaderProgramCompiler { __ImplementAbstractClass(GpuProgramCompiler,'GPCP',Core::RefCounted); GpuProgramCompiler::GpuProgramCompiler() { } GpuProgramCompiler::~GpuProgramCompiler() { } void GpuProgramCompiler::InitCompiler() { } void GpuProgramCompiler::_BeforeCompile(const ShaderPass* pPass) { m_sResultCode.Clear(); m_sRegisterBinds.Clear(); m_sCompiledCode.Clear(); m_Macros.Clear(); const ShadingTemplateSetting& shadeSetting = pPass->GetShadingSetting(); const CommonShaderSetting& cs = pPass->GetCommonSetting(); m_sProgramStartString = "RenderAPI \"" + CommonShaderSetting::GpuSdkAsString(cs.GetGpuSDK()) + "\" {\n"; m_sResultCode += m_sProgramStartString; } void GpuProgramCompiler::_AfterCompile(bool bForwardPass) { SizeT nCount; if (bForwardPass) { nCount = m_SubShaderMarcroPermuation.Size(); } else { nCount = 1; } for (IndexT i = 0; i < nCount; ++i) { Util::String nSub; IndexT mask = m_SubShaderMarcroPermuation.KeyAtIndex(i); nSub.AppendInt(mask); m_sResultCode += "SubGpuProgram \"" + nSub + "\" {\n"; if (!m_sRegisterBinds.IsEmpty()) { m_sResultCode += m_sRegisterBinds[i]; } Util::String sCompiledCode = m_sCompiledCode[i]; SizeT maxLength = 5000; if (sCompiledCode.Length() > maxLength) { IndexT departs = sCompiledCode.Length()/ maxLength; Util::String tmpStr; for (SizeT i = 0; i < departs; ++i) { if (i != 0) { tmpStr += "\"\nSetShaderCode \""; } tmpStr += sCompiledCode.ExtractRange(i * maxLength, maxLength); } tmpStr += "\"\nSetShaderCode \"" + sCompiledCode.ExtractToEnd(departs * maxLength); sCompiledCode = tmpStr; } m_sResultCode += "SetShaderCode \"" + sCompiledCode + "\"\n\n"; //right bracket of SubGpuProgram m_sResultCode += "}\n"; } //right bracket of RenderAPI m_sResultCode += "}\n"; } void GpuProgramCompiler::_CreatePermutation(const Util::Array& marcroName, bool bTemplate) { SizeT nCount = marcroName.Size(); SizeT nPermutation = (SizeT)Math::n_pow((float)2, (float)nCount); Util::Array permutation; permutation.Resize(nCount, 0); if (!nCount) { m_Permutation.Add(0, permutation); return; } for (IndexT n=1; n <= nPermutation; ++n) { int temp = n; for(IndexT i=0; i < nCount; ++i) { permutation[nCount-1-i] = temp % 2; temp /= 2 ; } if (bTemplate) { SizeT nLignt = permutation[0]; IndexT nLightMap = marcroName.FindIndex("LIGHTMAP_ON"); IndexT nShadow = marcroName.FindIndex("SHADOW_ON"); if (nShadow != InvalidIndex) { //剔除有阴影没有灯光的情况 if (permutation[nShadow] && (!nLignt) && (!permutation[nLightMap])) { continue; } } if (nLightMap != InvalidIndex) { //开启了lightmap就不需要拼接lighting的代码 if (permutation[nLightMap] + nLignt > 1) { continue; } } } m_Permutation.Add(n-1, permutation); } } void GpuProgramCompiler::CreateAllShaderMacrosPermutation(const Util::Array& marcroName, const GPtr& pMarcro, bool bTemplate) { _CreatePermutation(marcroName, bTemplate); SizeT nCount = m_Permutation.Size(); for (IndexT i = 0; i < nCount; ++i) { const Util::Array& permutation = m_Permutation.ValueAtIndex(i); ShaderMarcros marcros; SizeT nPermu = permutation.Size(); uint shaderMask = 0; for (IndexT j = 0; j < nPermu; ++j) { if (permutation[j]) { const Util::String& name = marcroName[j]; shaderMask |= pMarcro->CreateMask(name); ShaderMarcroInfo info; info.name = name; info.value = "1"; marcros.Append(info); } } m_SubShaderMarcroPermuation.Add(shaderMask, marcros); } } void GpuProgramCompiler::CreateBuiltInMarcro(const uint iPass, const Util::Array& customMacros, const ShadingTemplateSetting* pSetting) { GPtr pMacro = ShaderMarcro::Create(); pMacro->Init(customMacros, pSetting); bool bTemplate = true; if (!pSetting) { bTemplate = false; } if (iPass == 0) { const Util::Array& allNames = pMacro->GetAllMarcroName(); CreateAllShaderMacrosPermutation(allNames, pMacro, bTemplate); } const Util::Array& builtIn = pMacro->GetBuiltInMacroName(); Util::String sBuiltIn; sBuiltIn += "\""; if (iPass == 0 && bTemplate) { for (IndexT i = 0; i < builtIn.Size(); ++i) { sBuiltIn += builtIn[i] + " "; } } sBuiltIn += "\""; m_BuiltInMacro.Add(iPass, sBuiltIn); } }