| 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 | #include "Renderer/BsRendererMaterialManager.h" |
| 4 | #include "Renderer/BsRendererMaterial.h" |
| 5 | #include "Resources/BsBuiltinResources.h" |
| 6 | #include "CoreThread/BsCoreThread.h" |
| 7 | #include "Material/BsShader.h" |
| 8 | |
| 9 | namespace bs |
| 10 | { |
| 11 | RendererMaterialManager::RendererMaterialManager() |
| 12 | { |
| 13 | BuiltinResources& br = BuiltinResources::instance(); |
| 14 | |
| 15 | // Note: Ideally I want to avoid loading all materials, and instead just load those that are used. |
| 16 | Vector<RendererMaterialData>& materials = getMaterials(); |
| 17 | Vector<SPtr<ct::Shader>> shaders; |
| 18 | for (auto& material : materials) |
| 19 | { |
| 20 | HShader shader = br.getShader(material.shaderPath); |
| 21 | if (shader.isLoaded()) |
| 22 | shaders.push_back(shader->getCore()); |
| 23 | else |
| 24 | shaders.push_back(nullptr); |
| 25 | } |
| 26 | |
| 27 | gCoreThread().queueCommand(std::bind(&RendererMaterialManager::initOnCore, shaders), CTQF_InternalQueue); |
| 28 | } |
| 29 | |
| 30 | RendererMaterialManager::~RendererMaterialManager() |
| 31 | { |
| 32 | gCoreThread().queueCommand(std::bind(&RendererMaterialManager::destroyOnCore)); |
| 33 | } |
| 34 | |
| 35 | void RendererMaterialManager::_registerMaterial(ct::RendererMaterialMetaData* metaData, const char* shaderPath) |
| 36 | { |
| 37 | Lock lock(getMutex()); |
| 38 | |
| 39 | Vector<RendererMaterialData>& materials = getMaterials(); |
| 40 | materials.push_back({ metaData, shaderPath }); |
| 41 | } |
| 42 | |
| 43 | void RendererMaterialManager::initOnCore(const Vector<SPtr<ct::Shader>>& shaders) |
| 44 | { |
| 45 | Lock lock(getMutex()); |
| 46 | |
| 47 | Vector<RendererMaterialData>& materials = getMaterials(); |
| 48 | for (UINT32 i = 0; i < materials.size(); i++) |
| 49 | { |
| 50 | materials[i].metaData->shaderPath = materials[i].shaderPath; |
| 51 | materials[i].metaData->shader = shaders[i]; |
| 52 | |
| 53 | // Note: Making the assumption here that all the techniques are generated due to shader variations |
| 54 | Vector<SPtr<ct::Technique>> techniques = shaders[i]->getCompatibleTechniques(); |
| 55 | materials[i].metaData->instances.resize((UINT32)techniques.size()); |
| 56 | |
| 57 | for(auto& entry : techniques) |
| 58 | materials[i].metaData->variations.add(entry->getVariation()); |
| 59 | |
| 60 | #if BS_PROFILING_ENABLED |
| 61 | const String& filename = materials[i].shaderPath.getFilename(false); |
| 62 | materials[i].metaData->profilerSampleName = ProfilerString("RM: ") + |
| 63 | ProfilerString(filename.data(), filename.size()); |
| 64 | #endif |
| 65 | } |
| 66 | } |
| 67 | |
| 68 | ShaderDefines RendererMaterialManager::_getDefines(const Path& shaderPath) |
| 69 | { |
| 70 | ShaderDefines output; |
| 71 | |
| 72 | Vector<RendererMaterialData>& materials = getMaterials(); |
| 73 | for (auto& entry : materials) |
| 74 | { |
| 75 | if (entry.shaderPath == shaderPath) |
| 76 | return entry.metaData->defines; |
| 77 | } |
| 78 | |
| 79 | return output; |
| 80 | } |
| 81 | |
| 82 | void RendererMaterialManager::destroyOnCore() |
| 83 | { |
| 84 | Lock lock(getMutex()); |
| 85 | |
| 86 | Vector<RendererMaterialData>& materials = getMaterials(); |
| 87 | for (UINT32 i = 0; i < materials.size(); i++) |
| 88 | { |
| 89 | materials[i].metaData->shader = nullptr; |
| 90 | materials[i].metaData->overrideShader = nullptr; |
| 91 | |
| 92 | for (auto& entry : materials[i].metaData->instances) |
| 93 | { |
| 94 | if(entry != nullptr) |
| 95 | bs_delete(entry); |
| 96 | } |
| 97 | |
| 98 | materials[i].metaData->instances.clear(); |
| 99 | } |
| 100 | } |
| 101 | |
| 102 | Vector<RendererMaterialManager::RendererMaterialData>& RendererMaterialManager::getMaterials() |
| 103 | { |
| 104 | static Vector<RendererMaterialData> materials; |
| 105 | return materials; |
| 106 | } |
| 107 | |
| 108 | Mutex& RendererMaterialManager::getMutex() |
| 109 | { |
| 110 | static Mutex mutex; |
| 111 | return mutex; |
| 112 | } |
| 113 | } |
| 114 |