121 lines
3.8 KiB
C++
121 lines
3.8 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SHADERMANAGER
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#define INCLUDED_SHADERMANAGER
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#define USE_SHADER_XML_VALIDATION 1
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#include <boost/unordered_map.hpp>
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#include <boost/weak_ptr.hpp>
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#include "graphics/ShaderProgram.h"
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#include "graphics/ShaderTechnique.h"
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#if USE_SHADER_XML_VALIDATION
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# include "ps/XML/RelaxNG.h"
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#endif
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#include <set>
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/**
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* Shader manager: loads and caches shader programs.
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*/
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class CShaderManager
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{
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public:
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CShaderManager();
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~CShaderManager();
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/**
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* Load a shader program.
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* @param name name of shader XML specification (file is loaded from shaders/${name}.xml)
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* @param defines key/value set of preprocessor definitions
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* @return loaded program, or null pointer on error
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*/
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CShaderProgramPtr LoadProgram(const char* name, const std::map<CStr, CStr>& defines = (std::map<CStr, CStr>()));
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/**
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* Load a shader effect.
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* Effects can be implemented via many techniques; this returns the best usable technique.
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* @param name name of effect XML specification (file is loaded from shaders/effects/${name}.xml)
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* @param defines key/value set of preprocessor definitions
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* @return loaded technique, or empty technique on error
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*/
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CShaderTechniquePtr LoadEffect(const char* name, const std::map<CStr, CStr>& defines = (std::map<CStr, CStr>()));
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private:
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struct CacheKey
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{
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std::string name;
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std::map<CStr, CStr> defines;
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bool operator<(const CacheKey& k) const
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{
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if (name < k.name) return true;
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if (k.name < name) return false;
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return defines < k.defines;
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}
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};
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// A CShaderProgram contains expensive GL state, so we ought to cache it.
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// The compiled state depends solely on the filename and list of defines,
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// so we store that in CacheKey.
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std::map<CacheKey, CShaderProgramPtr> m_ProgramCache;
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// An effect isn't too expensive but it may be loaded many times per frame,
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// so we ought to cache it anyway.
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// For each effect we pick a technique at load time, dependent on various
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// settings (e.g. GL shader extensions, or user's chosen graphics quality)
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// which rarely change. We'll store that collection of settings in
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// EffectContext and reload the effect cache whenever it changes.
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struct EffectContext
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{
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bool hasARB;
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bool hasGLSL;
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bool preferGLSL;
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bool operator==(const EffectContext& b) const
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{
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return hasARB == b.hasARB && hasGLSL == b.hasGLSL && preferGLSL == b.preferGLSL;
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}
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};
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EffectContext GetEffectContextAndVerifyCache();
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std::map<CacheKey, CShaderTechniquePtr> m_EffectCache;
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EffectContext m_EffectCacheContext;
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// Store the set of shaders that need to be reloaded when the given file is modified
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typedef boost::unordered_map<VfsPath, std::set<boost::weak_ptr<CShaderProgram> > > HotloadFilesMap;
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HotloadFilesMap m_HotloadFiles;
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#if USE_SHADER_XML_VALIDATION
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RelaxNGValidator m_Validator;
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#endif
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bool NewProgram(const char* name, const std::map<CStr, CStr>& defines, CShaderProgramPtr& program);
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bool NewEffect(const char* name, const std::map<CStr, CStr>& defines, const EffectContext& cx, CShaderTechniquePtr& tech);
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static Status ReloadChangedFileCB(void* param, const VfsPath& path);
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Status ReloadChangedFile(const VfsPath& path);
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};
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#endif // INCLUDED_SHADERMANAGER
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