/* Copyright (C) 2011 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ShaderManager.h" #include "lib/timer.h" #include "lib/utf8.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/XML/Xeromyces.h" #include "ps/XML/XMLWriter.h" #include "renderer/Renderer.h" TIMER_ADD_CLIENT(tc_ShaderValidation); CShaderManager::CShaderManager() { #if USE_SHADER_XML_VALIDATION { TIMER_ACCRUE(tc_ShaderValidation); CVFSFile grammar; if (grammar.Load(g_VFS, L"shaders/program.rng") != PSRETURN_OK) LOGERROR(L"Failed to read grammar shaders/program.rng"); else { if (!m_Validator.LoadGrammar(grammar.GetAsString())) LOGERROR(L"Failed to load grammar shaders/program.rng"); } } #endif // Allow hotloading of textures RegisterFileReloadFunc(ReloadChangedFileCB, this); } CShaderManager::~CShaderManager() { UnregisterFileReloadFunc(ReloadChangedFileCB, this); } CShaderProgramPtr CShaderManager::LoadProgram(const char* name, const std::map& defines) { CacheKey key = { name, defines }; std::map::iterator it = m_Cache.find(key); if (it != m_Cache.end()) return it->second; CShaderProgramPtr program; if (NewProgram(name, defines, program) != PSRETURN_OK) { LOGERROR(L"Failed to load shader '%hs'", name); program = CShaderProgramPtr(); } m_Cache[key] = program; return program; } bool CShaderManager::NewProgram(const char* name, const std::map& baseDefines, CShaderProgramPtr& program) { VfsPath xmlFilename = L"shaders/" + wstring_from_utf8(name) + L".xml"; CXeromyces XeroFile; PSRETURN ret = XeroFile.Load(g_VFS, xmlFilename); if (ret != PSRETURN_OK) return false; #if USE_SHADER_XML_VALIDATION { TIMER_ACCRUE(tc_ShaderValidation); // Serialize the XMB data and pass it to the validator XML_Start(); XML_SetPrettyPrint(false); XML_WriteXMB(XeroFile); bool ok = m_Validator.ValidateEncoded(wstring_from_utf8(name), XML_GetOutput()); if (!ok) return false; } #endif // Define all the elements and attributes used in the XML file #define EL(x) int el_##x = XeroFile.GetElementID(#x) #define AT(x) int at_##x = XeroFile.GetAttributeID(#x) EL(vertex); EL(fragment); EL(define); EL(uniform); EL(attrib); EL(stream); AT(type); AT(file); AT(name); AT(value); AT(loc); #undef AT #undef EL XMBElement Root = XeroFile.GetRoot(); bool isGLSL = (Root.GetAttributes().GetNamedItem(at_type) == "glsl"); VfsPath vertexFile; VfsPath fragmentFile; std::map defines = baseDefines; std::map vertexUniforms; std::map fragmentUniforms; int streamFlags = 0; XERO_ITER_EL(Root, Child) { if (Child.GetNodeName() == el_define) { defines[Child.GetAttributes().GetNamedItem(at_name)] = Child.GetAttributes().GetNamedItem(at_value); } else if (Child.GetNodeName() == el_vertex) { vertexFile = L"shaders/" + Child.GetAttributes().GetNamedItem(at_file).FromUTF8(); XERO_ITER_EL(Child, Param) { if (Param.GetNodeName() == el_uniform) { vertexUniforms[Param.GetAttributes().GetNamedItem(at_name)] = Param.GetAttributes().GetNamedItem(at_loc).ToInt(); } else if (Param.GetNodeName() == el_stream) { CStr StreamName = Param.GetAttributes().GetNamedItem(at_name); if (StreamName == "pos") streamFlags |= STREAM_POS; else if (StreamName == "normal") streamFlags |= STREAM_NORMAL; else if (StreamName == "color") streamFlags |= STREAM_COLOR; else if (StreamName == "uv0") streamFlags |= STREAM_UV0; else if (StreamName == "uv1") streamFlags |= STREAM_UV1; else if (StreamName == "uv2") streamFlags |= STREAM_UV2; else if (StreamName == "uv3") streamFlags |= STREAM_UV3; } else if (Param.GetNodeName() == el_attrib) { // TODO: add support for vertex attributes } } } else if (Child.GetNodeName() == el_fragment) { fragmentFile = L"shaders/" + Child.GetAttributes().GetNamedItem(at_file).FromUTF8(); XERO_ITER_EL(Child, Param) { if (Param.GetNodeName() == el_uniform) fragmentUniforms[Param.GetAttributes().GetNamedItem(at_name)] = Param.GetAttributes().GetNamedItem(at_loc).ToInt(); } } } // TODO: add GLSL support ENSURE(!isGLSL); program = CShaderProgramPtr(CShaderProgram::ConstructARB(vertexFile, fragmentFile, defines, vertexUniforms, fragmentUniforms, streamFlags)); program->Reload(); // m_HotloadFiles[xmlFilename].insert(program); // TODO: should reload somehow when the XML changes m_HotloadFiles[vertexFile].insert(program); m_HotloadFiles[fragmentFile].insert(program); return PSRETURN_OK; } /*static*/ Status CShaderManager::ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } Status CShaderManager::ReloadChangedFile(const VfsPath& path) { // Find all shaders using this file HotloadFilesMap::iterator files = m_HotloadFiles.find(path); if (files != m_HotloadFiles.end()) { // Reload all shaders using this file for (std::set >::iterator it = files->second.begin(); it != files->second.end(); ++it) { if (shared_ptr program = it->lock()) program->Reload(); } } return INFO::OK; }