forked from 0ad/0ad
136 lines
4.2 KiB
C++
136 lines
4.2 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/ShaderDefines.h"
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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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* For a high-level overview of shaders and materials, see
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* http://trac.wildfiregames.com/wiki/MaterialSystem
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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/${name}.xml)
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* @param defines key/value set of preprocessor definitions
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* @return loaded program, or null pointer on error
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*/
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CShaderProgramPtr LoadProgram(const char* name, const CShaderDefines& defines);
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/**
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* Load a shader effect.
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* Effects can be implemented via many techniques; this returns the best usable technique.
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* @param name name of effect XML specification (file is loaded from shaders/effects/${name}.xml)
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* @param defines1,defines2 key/value set of preprocessor definitions; defines2 has higher precedence
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* @return loaded technique, or empty technique on error
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*/
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CShaderTechniquePtr LoadEffect(CStrIntern name, const CShaderDefines& defines1, const CShaderDefines& defines2);
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/**
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* Load a shader effect, with default system defines (from CRenderer::GetSystemShaderDefines).
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*/
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CShaderTechniquePtr LoadEffect(const char* name);
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/**
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* Returns the number of shader effects that are currently loaded.
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*/
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size_t GetNumEffectsLoaded();
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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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CShaderDefines 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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// TODO: is this cache useful when we already have an effect cache?
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std::map<CacheKey, CShaderProgramPtr> m_ProgramCache;
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/**
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* Key for effect cache lookups.
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* This stores two separate CShaderDefines because the renderer typically
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* has one set from the rendering context and one set from the material;
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* by handling both separately here, we avoid the cost of having to merge
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* the two sets into a single one before doing the cache lookup.
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*/
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struct EffectCacheKey
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{
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CStrIntern name;
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CShaderDefines defines1;
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CShaderDefines defines2;
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bool operator==(const EffectCacheKey& b) const;
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};
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struct EffectCacheKeyHash
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{
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size_t operator()(const EffectCacheKey& key) const;
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};
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typedef boost::unordered_map<EffectCacheKey, CShaderTechniquePtr, EffectCacheKeyHash> EffectCacheMap;
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EffectCacheMap m_EffectCache;
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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 CShaderDefines& defines, CShaderProgramPtr& program);
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bool NewEffect(const char* name, const CShaderDefines& defines, 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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