6e8fbca745
match the genesis editor version 1.3.0.653.
165 lines
4.2 KiB
C++
165 lines
4.2 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef SHADERCOMPILER_H_
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#define SHADERCOMPILER_H_
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#include "util/array.h"
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#include "util/keyvaluepair.h"
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#include "util/string.h"
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#include "util/dictionary.h"
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#include "core/refcounted.h"
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namespace ShaderProgramCompiler
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{
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class ShaderPass;
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class ShaderMarcro;
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class ShadingTemplateSetting;
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class GpuProgramCompiler : public Core::RefCounted
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{
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__DeclareAbstractClass(GpuProgramCompiler);
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public:
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GpuProgramCompiler();
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virtual ~GpuProgramCompiler();
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public:
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virtual void InitCompiler();
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virtual void Close() = 0;
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virtual void Compile(ShaderPass* pPass) = 0;
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public:
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struct ShaderMarcroInfo
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{
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ShaderMarcroInfo ()
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{
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}
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ShaderMarcroInfo (const Util::String& n, const Util::String& v)
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: name(n), value(v)
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{
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}
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void Clear()
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{
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name.Clear();
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value.Clear();
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}
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bool IsDefault()
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{
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return ( name.IsEmpty() && value.IsEmpty() );
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}
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Util::String name;
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Util::String value;
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};
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typedef Util::Dictionary<uint, Util::Array<IndexT> > Permutation;
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typedef Util::Array<ShaderMarcroInfo> ShaderMarcros;
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typedef Util::Dictionary<uint, ShaderMarcros> ShaderMacroPermutation;
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const Util::Array< ShaderMarcroInfo >& GetMacros() const;
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const Util::String& GetResult() const;
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void SetShaderName(const Util::String& name);
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const Permutation& GetPermutation() const;
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void CreateAllShaderMacrosPermutation(const Util::Array<Util::String>& marcroName, const GPtr<ShaderMarcro>& pMarcro, bool bTemplate);
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void CreateBuiltInMarcro(const uint iPass, const Util::Array<Util::String>& customMacros, const ShadingTemplateSetting* pSetting = NULL);
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const Util::String& GetBuiltInMacroName(const IndexT iPass) const;
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protected:
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void _BeforeCompile(const ShaderPass* pPass);
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void _AfterCompile(bool bForwardPass);
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void _CreatePermutation(const Util::Array<Util::String>& marcroName, bool bTemplate);
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protected:
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ShaderMarcros m_Macros;
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Util::String m_sProgramStartString;
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Util::String m_sResultCode;
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Util::Dictionary<uint, Util::String> m_sCompiledCode;
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Util::Dictionary<uint, Util::String> m_sRegisterBinds;
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Util::String m_sShaderName;
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Permutation m_Permutation;
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ShaderMacroPermutation m_SubShaderMarcroPermuation;
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Util::Dictionary<IndexT, Util::String> m_BuiltInMacro;
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};
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inline const Util::Array< GpuProgramCompiler::ShaderMarcroInfo >& GpuProgramCompiler::GetMacros() const
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{
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return m_Macros;
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}
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inline const Util::String& GpuProgramCompiler::GetResult() const
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{
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return m_sResultCode;
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}
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inline void GpuProgramCompiler::SetShaderName(const Util::String& name)
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{
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m_sShaderName = name;
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}
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inline const GpuProgramCompiler::Permutation& GpuProgramCompiler::GetPermutation() const
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{
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return m_Permutation;
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}
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inline const Util::String& GpuProgramCompiler::GetBuiltInMacroName(const IndexT iPass) const
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{
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return m_BuiltInMacro[iPass];
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}
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};
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#endif//SHADERCOMPILER_H_
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