1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "Resources/BsResource.h" |
7 | #include "String/BsStringID.h" |
8 | #include "Resources/BsResourceMetaData.h" |
9 | #include "Material/BsTechnique.h" |
10 | |
11 | namespace bs |
12 | { |
13 | /** @addtogroup Implementation |
14 | * @{ |
15 | */ |
16 | |
17 | class Shader; |
18 | |
19 | namespace ct |
20 | { |
21 | class Shader; |
22 | } |
23 | |
24 | /** Templated version of SubShader that can be used for both core and sim threads. */ |
25 | template<bool Core> |
26 | struct TSubShader |
27 | { |
28 | using TechniqueType = CoreVariantType<Technique, Core>; |
29 | using ShaderType = SPtr<CoreVariantType<Shader, Core>>; |
30 | |
31 | String name; |
32 | ShaderType shader; |
33 | }; |
34 | |
35 | /** Shared memebers between SHADER_DATA_PARAM_DESC and SHADER_OBJECT_PARAM_DESC */ |
36 | struct SHADER_PARAM_COMMON |
37 | { |
38 | SHADER_PARAM_COMMON() = default; |
39 | SHADER_PARAM_COMMON(String name, String gpuVariableName, StringID rendererSemantic = StringID::NONE) |
40 | : name(std::move(name)), gpuVariableName(gpuVariableName), rendererSemantic(rendererSemantic) |
41 | { } |
42 | |
43 | /** The name of the parameter. Name must be unique between all data and object parameters in a shader. */ |
44 | String name; |
45 | |
46 | /** Name of the GPU variable in the GpuProgram that the parameter corresponds with. */ |
47 | String gpuVariableName; |
48 | |
49 | /** |
50 | * Optional semantic that allows you to specify the use of this parameter in the renderer. The actual value of the |
51 | * semantic depends on the current Renderer and its supported list of semantics. Elements with renderer semantics |
52 | * should not be updated by the user, and will be updated by the renderer. These semantics will also be used to |
53 | * determine if a shader is compatible with a specific renderer or not. Value of 0 signifies the parameter is not |
54 | * used by the renderer. |
55 | */ |
56 | StringID rendererSemantic; |
57 | |
58 | /** Index of the default value inside the Shader. Should not be set externally by the user. */ |
59 | UINT32 defaultValueIdx = (UINT32)-1; |
60 | |
61 | /** Index to a set of optional attributes attached to the parameter. Should not be set externally by the user. */ |
62 | UINT32 attribIdx = (UINT32)-1; |
63 | }; |
64 | |
65 | /** @} */ |
66 | |
67 | /** @addtogroup Material |
68 | * @{ |
69 | */ |
70 | |
71 | /** |
72 | * Describes a single data (int, Vector2, etc.) shader parameter. |
73 | * |
74 | * @see Shader::addParameter(). |
75 | */ |
76 | struct SHADER_DATA_PARAM_DESC : SHADER_PARAM_COMMON |
77 | { |
78 | SHADER_DATA_PARAM_DESC() = default; |
79 | SHADER_DATA_PARAM_DESC(String name, String gpuVariableName, GpuParamDataType type, |
80 | StringID rendererSemantic = StringID::NONE, UINT32 arraySize = 1, UINT32 elementSize = 0) |
81 | :SHADER_PARAM_COMMON(std::move(name), std::move(gpuVariableName), rendererSemantic) |
82 | , type(type), arraySize(arraySize), elementSize(elementSize) |
83 | { } |
84 | |
85 | /** The type of the parameter, must be the same as the type in GpuProgram. */ |
86 | GpuParamDataType type = GPDT_FLOAT1; |
87 | |
88 | /** If the parameter is an array, the number of elements in the array. Size of 1 means its not an array. */ |
89 | UINT32 arraySize = 1; |
90 | |
91 | /** |
92 | * Size of an individual element in the array, in bytes. You only need to set this if you are setting variable |
93 | * length parameters, like structs. Otherwise the size is determined from the type. |
94 | */ |
95 | UINT32 elementSize = 0; |
96 | }; |
97 | |
98 | /** |
99 | * Describes a single object (texture, sampler state, etc.) shader parameter. |
100 | * |
101 | * @see Shader::addParameter(). |
102 | */ |
103 | struct SHADER_OBJECT_PARAM_DESC : SHADER_PARAM_COMMON |
104 | { |
105 | SHADER_OBJECT_PARAM_DESC() = default; |
106 | SHADER_OBJECT_PARAM_DESC(String name, String gpuVariableName, GpuParamObjectType type, |
107 | StringID rendererSemantic = StringID::NONE) |
108 | :SHADER_PARAM_COMMON(std::move(name), gpuVariableName, rendererSemantic), type(type) |
109 | { |
110 | gpuVariableNames.emplace_back(gpuVariableName); |
111 | } |
112 | |
113 | /** The type of the parameter, must be the same as the type in GpuProgram. */ |
114 | GpuParamObjectType type = GPOT_TEXTURE2D; |
115 | |
116 | /** Names of all GPU variables this shader parameter maps to. */ |
117 | Vector<String> gpuVariableNames; |
118 | }; |
119 | |
120 | /** Describes a shader parameter block. */ |
121 | struct SHADER_PARAM_BLOCK_DESC |
122 | { |
123 | String name; |
124 | bool shared; |
125 | StringID rendererSemantic; |
126 | GpuBufferUsage usage; |
127 | }; |
128 | |
129 | /** Available attribute types that can be assigned to Shader parameters. */ |
130 | enum class ShaderParamAttributeType |
131 | { |
132 | /** |
133 | * Selects a 4D vector to use for storing UV offset and size when rendering a subset of a larger texture (e.g. |
134 | * when attaching a SpriteTexture to the material parameter). The attribute value is a string naming the texture |
135 | * parameter that contains the texture whose subset the UV represents. |
136 | */ |
137 | SpriteUV, |
138 | |
139 | /** Specifies a human readable name of the shader parameter. */ |
140 | Name, |
141 | |
142 | /** Hides the parameter from the display in editor inspector. */ |
143 | HideInInspector |
144 | }; |
145 | |
146 | /** Optional attribute that can be applied to a shader parameter. */ |
147 | struct SHADER_PARAM_ATTRIBUTE |
148 | { |
149 | /** Type of the attribute. */ |
150 | ShaderParamAttributeType type = (ShaderParamAttributeType)0; |
151 | |
152 | /** Value of the parameter encoded as a string. */ |
153 | String value; |
154 | |
155 | /** Index of the next attribute in the linked list for this parameter. Should not be set externally by the user. */ |
156 | UINT32 nextParamIdx = (UINT32)-1; |
157 | }; |
158 | |
159 | /** Represents a single potential value of a shader variation parameter and optionally its name. */ |
160 | struct BS_SCRIPT_EXPORT(m:Renderer,pl:true) ShaderVariationParamValue |
161 | { |
162 | /** Optional human-readable name describing what this particular value represents. */ |
163 | String name; |
164 | |
165 | /** Integer value of the parameter. */ |
166 | INT32 value = 0; |
167 | }; |
168 | |
169 | /** Represents a single shader variation parameter and a set of all possible values. */ |
170 | struct BS_SCRIPT_EXPORT(m:Renderer,pl:true) ShaderVariationParamInfo |
171 | { |
172 | /** Optional human-readable name describing the variation parameter. */ |
173 | String name; |
174 | |
175 | /** BSL identifier for the parameter. */ |
176 | String identifier; |
177 | |
178 | /** True if the parameter is for internal use by the renderer, and false if its intended to be set by the user. */ |
179 | bool isInternal = true; |
180 | |
181 | /** A list of potential values this parameter can take on. */ |
182 | SmallVector<ShaderVariationParamValue, 4> values; |
183 | }; |
184 | |
185 | /** |
186 | * Sub-shader represents a set of techniques not used by the main shader, but rather a specialized set of techniques |
187 | * used by the renderer for a specific purpose. The renderer identifies these techniques by a unique name, and utilizes |
188 | * them when present, or uses the default built-in techniques otherwise. Note that sub-shader techniques need to follow |
189 | * a specific interface that can be utilized by the renderer, usually similar/identical to the default built-in |
190 | * technique. |
191 | */ |
192 | struct BS_CORE_EXPORT SubShader : TSubShader<false>, IReflectable |
193 | { |
194 | /************************************************************************/ |
195 | /* SERIALIZATION */ |
196 | /************************************************************************/ |
197 | public: |
198 | friend class SubShaderRTTI; |
199 | static RTTITypeBase* getRTTIStatic(); |
200 | RTTITypeBase* getRTTI() const override; |
201 | }; |
202 | |
203 | /** @} */ |
204 | |
205 | /** @addtogroup Implementation |
206 | * @{ |
207 | */ |
208 | |
209 | template<bool Core> struct TSubShaderType {}; |
210 | template<> struct TSubShaderType < false > { typedef SubShader Type; }; |
211 | template<> struct TSubShaderType < true > { typedef TSubShader<true> Type; }; |
212 | |
213 | /** Structure used for initializing a shader. */ |
214 | template<bool Core> |
215 | struct BS_CORE_EXPORT TSHADER_DESC |
216 | { |
217 | using TextureType = CoreVariantHandleType<Texture, Core>; |
218 | using SamplerStateType = SPtr<CoreVariantType<SamplerState, Core>>; |
219 | using TechniqueType = CoreVariantType<Technique, Core>; |
220 | using SubShaderType = typename TSubShaderType<Core>::Type ; |
221 | |
222 | TSHADER_DESC(); |
223 | |
224 | /** |
225 | * Registers a new data (int, Vector2, etc.) parameter you that you may then use via Material by providing the |
226 | * parameter name. All parameters internally map to variables defined in GPU programs. |
227 | * |
228 | * @param[in] paramDesc Structure describing the parameter to add. |
229 | * @param[in] defaultValue (optional) Pointer to the buffer containing the default value for this parameter |
230 | * (initial value that will be set when a material is initialized with this shader). |
231 | * The provided buffer must be of the correct size (depending on the element type |
232 | * and array size). |
233 | * |
234 | * @note If multiple parameters are given with the same name but different types behavior is undefined. |
235 | */ |
236 | void addParameter(SHADER_DATA_PARAM_DESC paramDesc, UINT8* defaultValue = nullptr); |
237 | |
238 | /** |
239 | * Registers a new object (texture, sampler state, etc.) parameter you that you may then use via Material by |
240 | * providing the parameter name. All parameters internally map to variables defined in GPU programs. Multiple GPU |
241 | * variables may be mapped to a single parameter in which case the first variable actually found in the program will |
242 | * be used while others will be ignored. |
243 | * |
244 | * @param[in] paramDesc Structure describing the parameter to add. |
245 | * |
246 | * @note |
247 | * If multiple parameters are given with the same name but different types behavior is undefined. You are allowed |
248 | * to call this method multiple times in order to map multiple GPU variable names to a single parameter, but the |
249 | * default value (if any) will only be recognized on the first call. Mapping multiple GPU variables to a single |
250 | * parameter is useful when you are defining a shader that supports techniques across different render systems |
251 | * where GPU variable names for the same parameters might differ. |
252 | */ |
253 | void addParameter(SHADER_OBJECT_PARAM_DESC paramDesc); |
254 | |
255 | /** |
256 | * @see SHADER_DESC::addParameter(SHADER_OBJECT_PARAM_DESC) |
257 | * |
258 | * @note |
259 | * Specialized version of addParameter that accepts a default sampler value that will be used for initializing the |
260 | * object parameter upon Material creation. Default sampler value is only valid if the object type is one of the |
261 | * sampler types. |
262 | */ |
263 | void addParameter(SHADER_OBJECT_PARAM_DESC paramDesc, const SamplerStateType& defaultValue); |
264 | |
265 | /** |
266 | * @see SHADER_DESC::addParameter(SHADER_OBJECT_PARAM_DESC) |
267 | * |
268 | * @note |
269 | * Specialized version of addParameter that accepts a default texture value that will be used for initializing the |
270 | * object parameter upon Material creation. Default texture value is only valid if the object type is one of the |
271 | * texture types. |
272 | */ |
273 | void addParameter(SHADER_OBJECT_PARAM_DESC paramDesc, const TextureType& defaultValue); |
274 | |
275 | /** |
276 | * Applies an attribute to the parameter with the specified name. |
277 | * |
278 | * @param[in] name Name of an object or data parameter to apply the attribute to. |
279 | * @param[in] attrib Structure describing the attribute to apply. |
280 | */ |
281 | void setParameterAttribute(const String& name, const SHADER_PARAM_ATTRIBUTE& attrib); |
282 | |
283 | /** |
284 | * Changes parameters of a parameter block with the specified name. |
285 | * |
286 | * @param[in] name Name of the parameter block. This should correspond with the name specified in |
287 | * the GPU program code. |
288 | * @param[in] shared If parameter block is marked as shared it will not be automatically created by |
289 | * the Material. You will need to create it elsewhere and then assign it manually. |
290 | * @param[in] usage Specified how often do we plan on modifying the buffer, which determines how is |
291 | * the buffer internally stored for best performance. |
292 | * @param[in] rendererSemantic (optional) Semantic that allows you to specify the use of this parameter block |
293 | * in the renderer. The actual value of the semantic depends on the current |
294 | * Renderer and its supported list of semantics. Elements with a renderer semantic |
295 | * will not have their parameter block automatically created (similar to "shared" |
296 | * argument), but instead a Renderer will create an assign it instead. Be aware |
297 | * that renderers have strict policies on what and how are parameters stored in the |
298 | * buffer and you will need to respect them. If you don't respect them your shader |
299 | * will be deemed incompatible and won't be used. Value of 0 signifies the parameter |
300 | * block is not used by the renderer. |
301 | */ |
302 | void setParamBlockAttribs(const String& name, bool shared, GpuBufferUsage usage, |
303 | StringID rendererSemantic = StringID::NONE); |
304 | |
305 | /** |
306 | * Sorting type to use when performing sort in the render queue. Default value is sort front to back which causes |
307 | * least overdraw and is preferable. Transparent objects need to be sorted back to front. You may also specify no |
308 | * sorting and the elements will be rendered in the order they were added to the render queue. |
309 | */ |
310 | QueueSortType queueSortType; |
311 | |
312 | /** |
313 | * Priority that allows you to control in what order are your shaders rendered. See QueuePriority for a list of |
314 | * initial values. Shaders with higher priority will be rendered before shaders with lower priority, and |
315 | * additionally render queue will only sort elements within the same priority group. |
316 | * |
317 | * @note |
318 | * This is useful when you want all your opaque objects to be rendered before you start drawing your transparent |
319 | * ones. Or to render your overlays after everything else. Values provided in QueuePriority are just for general |
320 | * guidance and feel free to increase them or decrease them for finer tuning. (for example QueuePriority::Opaque + |
321 | * 1). |
322 | */ |
323 | INT32 queuePriority; |
324 | |
325 | /** |
326 | * Enables or disables separable passes. When separable passes are disabled all shader passes will be executed in a |
327 | * sequence one after another. If it is disabled the renderer is free to mix and match passes from different |
328 | * objects to achieve best performance. (They will still be executed in sequence, but some other object may be |
329 | * rendered in-between passes) |
330 | * |
331 | * @note Shaders with transparency generally can't be separable, while opaque can. |
332 | */ |
333 | bool separablePasses; |
334 | |
335 | /** Flags that let the renderer know how should it interpret the shader. */ |
336 | ShaderFlags flags; |
337 | |
338 | /** Techniques to initialize the shader with. */ |
339 | Vector<SPtr<TechniqueType>> techniques; |
340 | |
341 | /** Optional set of sub-shaders to initialize the shader with. */ |
342 | Vector<SubShaderType> subShaders; |
343 | |
344 | /** |
345 | * Information about all variation parameters and their possible values. Each permutation of variation parameters |
346 | * represents a separate shader technique. |
347 | */ |
348 | Vector<ShaderVariationParamInfo> variationParams; |
349 | |
350 | Map<String, SHADER_DATA_PARAM_DESC> dataParams; |
351 | Map<String, SHADER_OBJECT_PARAM_DESC> textureParams; |
352 | Map<String, SHADER_OBJECT_PARAM_DESC> bufferParams; |
353 | Map<String, SHADER_OBJECT_PARAM_DESC> samplerParams; |
354 | Map<String, SHADER_PARAM_BLOCK_DESC> paramBlocks; |
355 | |
356 | Vector<UINT8> dataDefaultValues; |
357 | Vector<SamplerStateType> samplerDefaultValues; |
358 | Vector<TextureType> textureDefaultValues; |
359 | Vector<SHADER_PARAM_ATTRIBUTE> paramAttributes; |
360 | |
361 | private: |
362 | /** |
363 | * @copydoc addParameter(SHADER_OBJECT_PARAM_DESC) |
364 | * |
365 | * @note Common method shared by different addParameter overloads. |
366 | */ |
367 | void addParameterInternal(SHADER_OBJECT_PARAM_DESC paramDesc, UINT32 defaultValueIdx); |
368 | }; |
369 | |
370 | /** Templated version of Shader used for implementing both sim and core thread variants. */ |
371 | template<bool Core> |
372 | class BS_CORE_EXPORT TShader |
373 | { |
374 | public: |
375 | using TechniqueType = CoreVariantType<Technique, Core>; |
376 | using TextureType = typename TSHADER_DESC<Core>::TextureType; |
377 | using SamplerStateType = typename TSHADER_DESC<Core>::SamplerStateType; |
378 | using SubShaderType = typename TSubShaderType<Core>::Type; |
379 | |
380 | TShader(UINT32 id); |
381 | TShader(const String& name, const TSHADER_DESC<Core>& desc, UINT32 id); |
382 | virtual ~TShader(); |
383 | |
384 | /** Returns the total number of techniques in this shader. */ |
385 | UINT32 getNumTechniques() const { return (UINT32)mDesc.techniques.size(); } |
386 | |
387 | /** Returns the list of all supported techniques based on current render API and renderer. */ |
388 | Vector<SPtr<TechniqueType>> getCompatibleTechniques() const; |
389 | |
390 | /** |
391 | * Returns the list of all supported techniques based on current render API and renderer, and limits the techniques |
392 | * to only those implementing the specified variation. |
393 | * |
394 | * @param[in] variation Object containing variation parameters to compare to technique variation. |
395 | * @param[in] exact When true the technique variation needs to have the exact number of parameters with |
396 | * identical contents to the provided variation. When false, only the provided subset |
397 | * of parameters is used for comparison, while any extra parameters present in |
398 | * the technique are not compared. |
399 | */ |
400 | Vector<SPtr<TechniqueType>> getCompatibleTechniques(const ShaderVariation& variation, bool exact) const; |
401 | |
402 | /** Returns a list of all techniques in this shader. */ |
403 | const Vector<SPtr<TechniqueType>>& getTechniques() const { return mDesc.techniques; } |
404 | |
405 | /** Returns a list of all sub-shaders in this shader. */ |
406 | const Vector<SubShaderType>& getSubShaders() const { return mDesc.subShaders; } |
407 | |
408 | /** |
409 | * Returns the list of all variation parameters supported by this shader, possible values of each parameter and |
410 | * other meta-data. |
411 | */ |
412 | BS_SCRIPT_EXPORT(n:VariationParams,pr:getter) |
413 | const Vector<ShaderVariationParamInfo> getVariationParams() const { return mDesc.variationParams; } |
414 | |
415 | /** |
416 | * Returns currently active queue sort type. |
417 | * |
418 | * @see SHADER_DESC::queueSortType |
419 | */ |
420 | QueueSortType getQueueSortType() const { return mDesc.queueSortType; } |
421 | |
422 | /** |
423 | * Returns currently active queue priority. |
424 | * |
425 | * @see SHADER_DESC::queuePriority |
426 | */ |
427 | INT32 getQueuePriority() const { return mDesc.queuePriority; } |
428 | |
429 | /** |
430 | * Returns if separable passes are allowed. |
431 | * |
432 | * @see SHADER_DESC::separablePasses |
433 | */ |
434 | bool getAllowSeparablePasses() const { return mDesc.separablePasses; } |
435 | |
436 | /** |
437 | * Returns flags that control how the renderer interprets the shader. Actual interpretation of the flags depends on |
438 | * the active renderer. |
439 | */ |
440 | ShaderFlags getFlags() const { return mDesc.flags; } |
441 | |
442 | /** Returns type of the parameter with the specified name. Throws exception if the parameter doesn't exist. */ |
443 | GpuParamType getParamType(const String& name) const; |
444 | |
445 | /** |
446 | * Returns description for a data parameter with the specified name. Throws exception if the parameter doesn't exist. |
447 | */ |
448 | const SHADER_DATA_PARAM_DESC& getDataParamDesc(const String& name) const; |
449 | |
450 | /** |
451 | * Returns description for a texture parameter with the specified name. Throws exception if the parameter doesn't |
452 | * exist. |
453 | */ |
454 | const SHADER_OBJECT_PARAM_DESC& getTextureParamDesc(const String& name) const; |
455 | |
456 | /** |
457 | * Returns description for a sampler parameter with the specified name. Throws exception if the parameter doesn't |
458 | * exist. |
459 | */ |
460 | const SHADER_OBJECT_PARAM_DESC& getSamplerParamDesc(const String& name) const; |
461 | |
462 | /** |
463 | * Returns description for a buffer parameter with the specified name. Throws exception if the parameter doesn't |
464 | * exist. |
465 | */ |
466 | const SHADER_OBJECT_PARAM_DESC& getBufferParamDesc(const String& name) const; |
467 | |
468 | /** Checks if the parameter with the specified name exists, and is a data parameter. */ |
469 | bool hasDataParam(const String& name) const; |
470 | |
471 | /** Checks if the parameter with the specified name exists, and is a texture parameter. */ |
472 | bool hasTextureParam(const String& name) const; |
473 | |
474 | /** Checks if the parameter with the specified name exists, and is a sampler parameter. */ |
475 | bool hasSamplerParam(const String& name) const; |
476 | |
477 | /** Checks if the parameter with the specified name exists, and is a buffer parameter. */ |
478 | bool hasBufferParam(const String& name) const; |
479 | |
480 | /** Checks if the parameter block with the specified name exists. */ |
481 | bool hasParamBlock(const String& name) const; |
482 | |
483 | /** Returns a map of all data parameters in the shader. */ |
484 | const Map<String, SHADER_DATA_PARAM_DESC>& getDataParams() const { return mDesc.dataParams; } |
485 | |
486 | /** Returns a map of all texture parameters in the shader. */ |
487 | const Map<String, SHADER_OBJECT_PARAM_DESC>& getTextureParams() const { return mDesc.textureParams; } |
488 | |
489 | /** Returns a map of all buffer parameters in the shader. */ |
490 | const Map<String, SHADER_OBJECT_PARAM_DESC>& getBufferParams() const { return mDesc.bufferParams; } |
491 | |
492 | /** Returns a map of all sampler parameters in the shader. */ |
493 | const Map<String, SHADER_OBJECT_PARAM_DESC>& getSamplerParams() const { return mDesc.samplerParams; } |
494 | |
495 | /** Returns a map of all parameter blocks. */ |
496 | const Map<String, SHADER_PARAM_BLOCK_DESC>& getParamBlocks() const { return mDesc.paramBlocks; } |
497 | |
498 | /** Returns a list of all parameter attributes, as referenced by individual parameters. */ |
499 | const Vector<SHADER_PARAM_ATTRIBUTE>& getParamAttributes() const { return mDesc.paramAttributes; } |
500 | |
501 | /** |
502 | * Returns a default texture for a parameter that has the specified default value index (retrieved from the |
503 | * parameters descriptor). |
504 | */ |
505 | TextureType getDefaultTexture(UINT32 index) const; |
506 | |
507 | /** |
508 | * Returns a default sampler state for a parameter that has the specified default value index (retrieved from the |
509 | * parameters descriptor). |
510 | */ |
511 | SamplerStateType getDefaultSampler(UINT32 index) const; |
512 | |
513 | /** |
514 | * Returns a pointer to the internal buffer containing the default value for a data parameter that has the |
515 | * specified default value index (retrieved from the parameters descriptor). |
516 | */ |
517 | UINT8* getDefaultValue(UINT32 index) const; |
518 | |
519 | /** Returns the unique shader ID. */ |
520 | UINT32 getId() const { return mId; } |
521 | |
522 | protected: |
523 | String mName; |
524 | TSHADER_DESC<Core> mDesc; |
525 | UINT32 mId; |
526 | }; |
527 | |
528 | /** @} */ |
529 | |
530 | namespace ct |
531 | { |
532 | /** @addtogroup Material-Internal |
533 | * @{ |
534 | */ |
535 | |
536 | typedef TSHADER_DESC<true> SHADER_DESC; |
537 | |
538 | /** Core thread version of bs::SubShader. */ |
539 | typedef TSubShader<true> SubShader; |
540 | |
541 | /** @} */ |
542 | } |
543 | |
544 | /** @addtogroup Material |
545 | * @{ |
546 | */ |
547 | |
548 | typedef TSHADER_DESC<false> SHADER_DESC; |
549 | |
550 | /** |
551 | * @native |
552 | * Shader represents a collection of techniques that control object rendering. They are used in Material%s, which can be |
553 | * considered as instances of a Shader. Multiple materials may share the same shader but provide different parameters to |
554 | * it. |
555 | * |
556 | * Shader will always choose the first supported technique based on the current render system, render manager and other |
557 | * properties. So make sure to add most important techniques first so you make sure they are used if they are supported. |
558 | * @endnative |
559 | * |
560 | * @script |
561 | * Contains definitions of GPU programs used for rendering, as well as a set of global parameters to control those |
562 | * programs. |
563 | * @endscript |
564 | */ |
565 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Rendering) Shader : public Resource, public TShader<false> |
566 | { |
567 | public: |
568 | /** Retrieves an implementation of a shader usable only from the core thread. */ |
569 | SPtr<ct::Shader> getCore() const; |
570 | |
571 | /** |
572 | * Sets a list include file paths that are referenced by this shader. |
573 | * |
574 | * @note |
575 | * This is not used directly by the shader as includes are expected to be processed during GPU program and state |
576 | * creation, but it may be referenced by higher layers for various purposes. |
577 | */ |
578 | void setIncludeFiles(const Vector<String>& includes); |
579 | |
580 | /** Checks is the provided object type a sampler. */ |
581 | static bool isSampler(GpuParamObjectType type); |
582 | |
583 | /** Checks is the provided object type a texture. */ |
584 | static bool isTexture(GpuParamObjectType type); |
585 | |
586 | /** Checks is the provided object type a load/store (unordered read/write) texture. */ |
587 | static bool isLoadStoreTexture(GpuParamObjectType type); |
588 | |
589 | /** Checks is the provided object type a buffer. */ |
590 | static bool isBuffer(GpuParamObjectType type); |
591 | |
592 | /** |
593 | * Returns the size in bytes for a specific data type. |
594 | * |
595 | * @note Returns 0 for variable size types like structures. |
596 | */ |
597 | static UINT32 getDataParamSize(GpuParamDataType type); |
598 | |
599 | /** Creates a new shader resource using the provided descriptor and techniques. */ |
600 | static HShader create(const String& name, const SHADER_DESC& desc); |
601 | |
602 | /** Returns a shader object but doesn't initialize it. */ |
603 | static SPtr<Shader> createEmpty(); |
604 | |
605 | public: // ***** INTERNAL ****** |
606 | /** @name Internal |
607 | * @{ |
608 | */ |
609 | |
610 | /** |
611 | * Creates a new shader object using the provided descriptor and techniques. |
612 | * |
613 | * @note Internal method. Use create() for normal use. |
614 | */ |
615 | static SPtr<Shader> _createPtr(const String& name, const SHADER_DESC& desc); |
616 | |
617 | /** @} */ |
618 | |
619 | private: |
620 | Shader(const String& name, const SHADER_DESC& desc, UINT32 id); |
621 | |
622 | /** @copydoc CoreObject::getCoreDependencies */ |
623 | void getCoreDependencies(Vector<CoreObject*>& dependencies) override; |
624 | |
625 | /** @copydoc CoreObject::createCore */ |
626 | SPtr<ct::CoreObject> createCore() const override; |
627 | |
628 | /** Converts a sim thread version of the shader descriptor to a core thread version. */ |
629 | ct::SHADER_DESC convertDesc(const SHADER_DESC& desc) const; |
630 | |
631 | private: |
632 | /************************************************************************/ |
633 | /* RTTI */ |
634 | /************************************************************************/ |
635 | Shader(UINT32 id); |
636 | |
637 | public: |
638 | friend class ShaderRTTI; |
639 | static RTTITypeBase* getRTTIStatic(); |
640 | RTTITypeBase* getRTTI() const override; |
641 | }; |
642 | |
643 | /** @} */ |
644 | /** @addtogroup Material |
645 | * @{ |
646 | */ |
647 | |
648 | /** Shader specific resource meta-data containing information about referenced include files. */ |
649 | class BS_CORE_EXPORT ShaderMetaData : public ResourceMetaData |
650 | { |
651 | public: |
652 | Vector<String> includes; |
653 | |
654 | /************************************************************************/ |
655 | /* SERIALIZATION */ |
656 | /************************************************************************/ |
657 | public: |
658 | friend class ShaderMetaDataRTTI; |
659 | static RTTITypeBase* getRTTIStatic(); |
660 | RTTITypeBase* getRTTI() const override; |
661 | }; |
662 | |
663 | /** @} */ |
664 | |
665 | namespace ct |
666 | { |
667 | /** @addtogroup Material-Internal |
668 | * @{ |
669 | */ |
670 | |
671 | /** Core thread version of Shader. */ |
672 | class BS_CORE_EXPORT Shader : public CoreObject, public TShader<true> |
673 | { |
674 | public: |
675 | /** @copydoc bs::Shader::create */ |
676 | static SPtr<Shader> create(const String& name, const SHADER_DESC& desc); |
677 | |
678 | protected: |
679 | friend class bs::Shader; |
680 | |
681 | Shader(const String& name, const SHADER_DESC& desc, UINT32 id); |
682 | |
683 | static std::atomic<UINT32> mNextShaderId; |
684 | }; |
685 | |
686 | /** @} */ |
687 | } |
688 | } |