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 |