mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
This commit is contained in:
parent
c354f59b72
commit
79e158d528
|
|
@ -1101,11 +1101,13 @@ void GFXD3D9Shader::_getShaderConstants( ID3DXConstantTable *table,
|
|||
desc.constType = GFXSCT_Sampler;
|
||||
desc.arraySize = constantDesc.RegisterIndex;
|
||||
samplerDescriptions.push_back( desc );
|
||||
mShaderConsts.push_back(desc);
|
||||
break;
|
||||
case D3DXPT_SAMPLERCUBE :
|
||||
desc.constType = GFXSCT_SamplerCube;
|
||||
desc.arraySize = constantDesc.RegisterIndex;
|
||||
samplerDescriptions.push_back( desc );
|
||||
mShaderConsts.push_back(desc);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -1371,7 +1373,7 @@ GFXShaderConstBufferRef GFXD3D9Shader::allocConstBuffer()
|
|||
}
|
||||
}
|
||||
|
||||
/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
|
||||
/// Returns a shader constant handle for name
|
||||
GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
|
||||
{
|
||||
HandleMap::Iterator i = mHandles.find(name);
|
||||
|
|
@ -1390,6 +1392,20 @@ GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
|
|||
}
|
||||
}
|
||||
|
||||
/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
|
||||
GFXShaderConstHandle* GFXD3D9Shader::findShaderConstHandle(const String& name)
|
||||
{
|
||||
HandleMap::Iterator i = mHandles.find(name);
|
||||
if ( i != mHandles.end() )
|
||||
{
|
||||
return i->value;
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
const Vector<GFXShaderConstDesc>& GFXD3D9Shader::getShaderConstDesc() const
|
||||
{
|
||||
return mShaderConsts;
|
||||
|
|
|
|||
|
|
@ -205,6 +205,7 @@ public:
|
|||
virtual GFXShaderConstBufferRef allocConstBuffer();
|
||||
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
|
||||
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
|
||||
virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
|
||||
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
|
||||
virtual bool getDisassembly( String &outStr ) const;
|
||||
|
||||
|
|
|
|||
|
|
@ -1117,4 +1117,10 @@ inline void GFXDevice::setVertexFormat( const GFXVertexFormat *vertexFormat )
|
|||
}
|
||||
|
||||
|
||||
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
||||
#define GFXAssertFatal(x, error) AssertFatal(x, error)
|
||||
#else
|
||||
#define GFXAssertFatal(x, error)
|
||||
#endif
|
||||
|
||||
#endif // _GFXDEVICE_H_
|
||||
|
|
|
|||
|
|
@ -332,6 +332,9 @@ public:
|
|||
/// if the constant doesn't exist at this time.
|
||||
virtual GFXShaderConstHandle* getShaderConstHandle( const String& name ) = 0;
|
||||
|
||||
/// Returns a shader constant handle for the name constant, if the variable doesn't exist NULL is returned.
|
||||
virtual GFXShaderConstHandle* findShaderConstHandle( const String& name ) = 0;
|
||||
|
||||
/// Returns the alignment value for constType
|
||||
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const = 0;
|
||||
|
||||
|
|
|
|||
|
|
@ -64,6 +64,9 @@ ShaderData::ShaderData()
|
|||
|
||||
mUseDevicePixVersion = false;
|
||||
mPixVersion = 1.0;
|
||||
|
||||
for( int i = 0; i < NumTextures; ++i)
|
||||
mRTParams[i] = false;
|
||||
}
|
||||
|
||||
void ShaderData::initPersistFields()
|
||||
|
|
@ -115,6 +118,14 @@ void ShaderData::initPersistFields()
|
|||
"@endtsexample\n\n"
|
||||
);
|
||||
|
||||
addField("samplerNames", TypeRealString, Offset(mSamplerNames, ShaderData), NumTextures,
|
||||
"@brief Indicates names of samplers present in shader. Order is important.\n\n"
|
||||
"Order of sampler names are used to assert correct sampler register/location"
|
||||
"Other objects (GFXStateBlockData, PostEffect...) use index number to link samplers."
|
||||
);
|
||||
|
||||
addField("rtParams", TypeBool, Offset(mRTParams, ShaderData), NumTextures, "");
|
||||
|
||||
Parent::initPersistFields();
|
||||
|
||||
// Make sure we get activation signals.
|
||||
|
|
@ -133,6 +144,12 @@ bool ShaderData::onAdd()
|
|||
|
||||
// NOTE: We initialize the shader on request.
|
||||
|
||||
for(int i = 0; i < NumTextures; ++i)
|
||||
{
|
||||
if( mSamplerNames[i].isNotEmpty() && !mSamplerNames[i].startsWith("$") )
|
||||
mSamplerNames[i].insert(0, "$");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -190,6 +207,8 @@ GFXShader* ShaderData::getShader( const Vector<GFXShaderMacro> ¯os )
|
|||
if ( !shader )
|
||||
return NULL;
|
||||
|
||||
_checkDefinition(shader);
|
||||
|
||||
// Store the shader in the cache and return it.
|
||||
mShaders.insertUnique( cacheKey, shader );
|
||||
return shader;
|
||||
|
|
@ -207,6 +226,11 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
|
|||
GFXShader *shader = GFX->createShader();
|
||||
bool success = false;
|
||||
|
||||
Vector<String> samplers;
|
||||
samplers.setSize(ShaderData::NumTextures);
|
||||
for(int i = 0; i < ShaderData::NumTextures; ++i)
|
||||
samplers[i] = mSamplerNames[i][0] == '$' ? mSamplerNames[i] : "$"+mSamplerNames[i];
|
||||
|
||||
// Initialize the right shader type.
|
||||
switch( GFX->getAdapterType() )
|
||||
{
|
||||
|
|
@ -216,7 +240,8 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
|
|||
success = shader->init( mDXVertexShaderName,
|
||||
mDXPixelShaderName,
|
||||
pixver,
|
||||
macros );
|
||||
macros,
|
||||
samplers);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -225,7 +250,8 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
|
|||
success = shader->init( mOGLVertexShaderName,
|
||||
mOGLPixelShaderName,
|
||||
pixver,
|
||||
macros );
|
||||
macros,
|
||||
samplers);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -235,6 +261,29 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
|
|||
break;
|
||||
}
|
||||
|
||||
#if defined(TORQUE_DEBUG)
|
||||
//Assert Sampler registers
|
||||
const Vector<GFXShaderConstDesc>& descs = shader->getShaderConstDesc();
|
||||
for(int i = 0; i < descs.size(); ++i)
|
||||
{
|
||||
if(descs[i].constType != GFXSCT_Sampler && descs[i].constType != GFXSCT_SamplerCube)
|
||||
continue;
|
||||
|
||||
GFXShaderConstHandle *handle = shader->findShaderConstHandle(descs[i].name);
|
||||
if(!handle || !handle->isValid())
|
||||
continue;
|
||||
|
||||
int reg = handle->getSamplerRegister();
|
||||
if( descs[i].name != samplers[reg] )
|
||||
{
|
||||
const char *err = avar("ShaderData(%s): samplerNames[%d] = \"%s\" are diferent to sampler in shader: %s : register(S%d)"
|
||||
,getName(), reg, samplers[reg].c_str(), handle->getName().c_str(), reg);
|
||||
Con::printf(err);
|
||||
GFXAssertFatal(0, err);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// If we failed to load the shader then
|
||||
// cleanup and return NULL.
|
||||
if ( !success )
|
||||
|
|
@ -270,6 +319,69 @@ void ShaderData::_onLMActivate( const char *lm, bool activate )
|
|||
reloadAllShaders();
|
||||
}
|
||||
|
||||
bool ShaderData::hasSamplerDef(const String &_samplerName, int &pos) const
|
||||
{
|
||||
String samplerName = _samplerName.startsWith("$") ? _samplerName : "$"+_samplerName;
|
||||
for(int i = 0; i < NumTextures; ++i)
|
||||
{
|
||||
if( mSamplerNames[i].equal(samplerName, String::NoCase ) )
|
||||
{
|
||||
pos = i;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
pos = -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ShaderData::_checkDefinition(GFXShader *shader)
|
||||
{
|
||||
bool error = false;
|
||||
Vector<String> samplers;
|
||||
samplers.reserve(NumTextures);
|
||||
bool rtParams[NumTextures];
|
||||
for(int i = 0; i < NumTextures; ++i)
|
||||
rtParams[i] = false;
|
||||
|
||||
const Vector<GFXShaderConstDesc> &shaderConstDesc = shader->getShaderConstDesc();
|
||||
|
||||
for(int i = 0; i < shaderConstDesc.size(); ++i)
|
||||
{
|
||||
const GFXShaderConstDesc &desc = shaderConstDesc[i];
|
||||
if(desc.constType == GFXSCT_Sampler)
|
||||
{
|
||||
samplers.push_back(desc.name );
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = 0; i < samplers.size(); ++i)
|
||||
{
|
||||
int pos;
|
||||
bool find = hasSamplerDef(samplers[i], pos);
|
||||
|
||||
if(find && pos >= 0 && mRTParams[pos])
|
||||
{
|
||||
if( !shader->findShaderConstHandle( String::ToString("$rtParams%d", pos)) )
|
||||
{
|
||||
String error = String::ToString("ShaderData(%s) sampler[%d] used but rtParams%d not used in shader compilation. Possible error", getName(), pos, pos);
|
||||
Con::errorf( error );
|
||||
error = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(!find)
|
||||
{
|
||||
String error = String::ToString("ShaderData(%s) sampler %s not defined", getName(), samplers[i].c_str());
|
||||
Con::errorf(error );
|
||||
GFXAssertFatal(0, error );
|
||||
error = true;
|
||||
}
|
||||
}
|
||||
|
||||
return !error;
|
||||
}
|
||||
|
||||
DefineEngineMethod( ShaderData, reload, void, (),,
|
||||
"@brief Rebuilds all the vertex and pixel shader instances created from this ShaderData.\n\n"
|
||||
|
||||
|
|
|
|||
|
|
@ -91,8 +91,23 @@ protected:
|
|||
/// @see LightManager::smActivateSignal
|
||||
static void _onLMActivate( const char *lm, bool activate );
|
||||
|
||||
enum
|
||||
{
|
||||
NumTextures = 8
|
||||
};
|
||||
|
||||
String mSamplerNames[NumTextures];
|
||||
bool mRTParams[NumTextures];
|
||||
|
||||
bool _checkDefinition(GFXShader *shader);
|
||||
|
||||
public:
|
||||
|
||||
void setSamplerName(const String &name, int idx) { mSamplerNames[idx] = name; }
|
||||
String getSamplerName(int idx) const { return mSamplerNames[idx]; }
|
||||
|
||||
bool hasSamplerDef(const String &samplerName, int &pos) const;
|
||||
bool hasRTParamsDef(const int pos) const { return mRTParams[pos]; }
|
||||
|
||||
ShaderData();
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue