/* Copyright (C) 2012 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 . */ #ifndef INCLUDED_SHADERMANAGER #define INCLUDED_SHADERMANAGER #define USE_SHADER_XML_VALIDATION 1 #include #include #include "graphics/ShaderDefines.h" #include "graphics/ShaderProgram.h" #include "graphics/ShaderTechnique.h" #if USE_SHADER_XML_VALIDATION # include "ps/XML/RelaxNG.h" #endif #include /** * Shader manager: loads and caches shader programs. * * For a high-level overview of shaders and materials, see * http://trac.wildfiregames.com/wiki/MaterialSystem */ class CShaderManager { public: CShaderManager(); ~CShaderManager(); /** * Load a shader program. * @param name name of shader XML specification (file is loaded from shaders/${name}.xml) * @param defines key/value set of preprocessor definitions * @return loaded program, or null pointer on error */ CShaderProgramPtr LoadProgram(const char* name, const CShaderDefines& defines); /** * Load a shader effect. * Effects can be implemented via many techniques; this returns the best usable technique. * @param name name of effect XML specification (file is loaded from shaders/effects/${name}.xml) * @param defines1,defines2 key/value set of preprocessor definitions; defines2 has higher precedence * @return loaded technique, or empty technique on error */ CShaderTechniquePtr LoadEffect(CStrIntern name, const CShaderDefines& defines1, const CShaderDefines& defines2); /** * Load a shader effect, with default system defines (from CRenderer::GetSystemShaderDefines). */ CShaderTechniquePtr LoadEffect(CStrIntern name); /** * Returns the number of shader effects that are currently loaded. */ size_t GetNumEffectsLoaded(); private: struct CacheKey { std::string name; CShaderDefines defines; bool operator<(const CacheKey& k) const { if (name < k.name) return true; if (k.name < name) return false; return defines < k.defines; } }; // A CShaderProgram contains expensive GL state, so we ought to cache it. // The compiled state depends solely on the filename and list of defines, // so we store that in CacheKey. // TODO: is this cache useful when we already have an effect cache? std::map m_ProgramCache; /** * Key for effect cache lookups. * This stores two separate CShaderDefines because the renderer typically * has one set from the rendering context and one set from the material; * by handling both separately here, we avoid the cost of having to merge * the two sets into a single one before doing the cache lookup. */ struct EffectCacheKey { CStrIntern name; CShaderDefines defines1; CShaderDefines defines2; bool operator==(const EffectCacheKey& b) const; }; struct EffectCacheKeyHash { size_t operator()(const EffectCacheKey& key) const; }; typedef boost::unordered_map EffectCacheMap; EffectCacheMap m_EffectCache; // Store the set of shaders that need to be reloaded when the given file is modified typedef boost::unordered_map > > HotloadFilesMap; HotloadFilesMap m_HotloadFiles; #if USE_SHADER_XML_VALIDATION RelaxNGValidator m_Validator; #endif bool NewProgram(const char* name, const CShaderDefines& defines, CShaderProgramPtr& program); bool NewEffect(const char* name, const CShaderDefines& defines, CShaderTechniquePtr& tech); static Status ReloadChangedFileCB(void* param, const VfsPath& path); Status ReloadChangedFile(const VfsPath& path); }; #endif // INCLUDED_SHADERMANAGER