0ad/source/graphics/ShaderManager.h
Ykkrosh 994ebd9836 Add a list of statically-constructed CStrIntern strings
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.

This was SVN commit r13906.
2013-09-29 13:19:52 +00:00

136 lines
4.2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SHADERMANAGER
#define INCLUDED_SHADERMANAGER
#define USE_SHADER_XML_VALIDATION 1
#include <boost/unordered_map.hpp>
#include <boost/weak_ptr.hpp>
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgram.h"
#include "graphics/ShaderTechnique.h"
#if USE_SHADER_XML_VALIDATION
# include "ps/XML/RelaxNG.h"
#endif
#include <set>
/**
* 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<CacheKey, CShaderProgramPtr> 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<EffectCacheKey, CShaderTechniquePtr, EffectCacheKeyHash> EffectCacheMap;
EffectCacheMap m_EffectCache;
// Store the set of shaders that need to be reloaded when the given file is modified
typedef boost::unordered_map<VfsPath, std::set<boost::weak_ptr<CShaderProgram> > > 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