Merge pull request #1509 from marauder2k9-torque/ShaderGen-FeatureArgs-Langelement-unification

Shader gen feature args langelement unification
This commit is contained in:
Brian Roberts 2025-06-29 07:34:26 -05:00 committed by GitHub
commit c1925d9536
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GPG key ID: B5690EEEBB952194
9 changed files with 232 additions and 23 deletions

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@ -96,16 +96,41 @@ ShaderFeature* FeatureMgr::getByType( const FeatureType &type )
return NULL;
}
void FeatureMgr::registerFeature( const FeatureType &type,
ShaderFeature *feature )
ShaderFeature* FeatureMgr::createFeature(const FeatureType& type, void* argStruct)
{
// Remove any existing feature first.
FeatureInfoVector::iterator iter = mFeatures.begin();
for (; iter != mFeatures.end(); iter++)
{
if (*iter->type == type)
{
if (iter->createFunc != NULL)
{
return iter->createFunc(argStruct);
}
}
}
return nullptr;
}
void FeatureMgr::registerFeature( const FeatureType &type,
ShaderFeature *feature,
CreateShaderFeatureDelegate featureDelegate)
{
if (feature == nullptr && featureDelegate == nullptr)
{
AssertFatal(false, "FeatureMgr::registerFeature - no feature or featureDelegate defined, cannot create this feature.");
}
// Remove any existing feature.
unregisterFeature( type );
// Now add the new feature.
mFeatures.increment();
mFeatures.last().type = &type;
mFeatures.last().feature = feature;
mFeatures.last().createFunc = featureDelegate;
// Make sure we resort the features.
mNeedsSort = true;

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@ -27,16 +27,28 @@
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#endif
#ifndef _UTIL_DELEGATE_H_
#include "core/util/delegate.h"
#endif
class FeatureType;
class ShaderFeature;
typedef Delegate<ShaderFeature* (void*)> CreateShaderFeatureDelegate;
/// <summary>
/// Used by the feature manager.
/// </summary>
/// <param name="type">The shader feature type.</param>
/// <param name="feature">The shader feature class.</param>
/// <param name="createFunc">The static create function for this feature.</param>
struct FeatureInfo
{
const FeatureType *type;
ShaderFeature *feature;
CreateShaderFeatureDelegate createFunc;
};
@ -67,10 +79,26 @@ public:
///
ShaderFeature* getByType( const FeatureType &type );
// Allows other systems to add features. index is
// the enum in GFXMaterialFeatureData.
void registerFeature( const FeatureType &type,
ShaderFeature *feature );
/// <summary>
/// Creates a shader feature of this type with the arguments provided.
/// </summary>
/// <param name="type">The shader feature type.</param>
/// <param name="argStruct">The arguments for setting up this isntance of the shaderFeature.</param>
/// <returns>An instance of the shader feature using its static createFunction taking in the
/// argument struct.
/// </returns>
ShaderFeature* createFeature(const FeatureType& type, void* argStruct);
/// <summary>
/// Allows other systems to add features. index is
/// the enum in GFXMaterialFeatureData.
/// </summary>
/// <param name="type">The shader feature type.</param>
/// <param name="feature">The shader feature (can be null if featureDelegate defined)</param>
/// <param name="featureDelegate">The feature delegate create function.</param>
void registerFeature(const FeatureType& type,
ShaderFeature* feature = nullptr,
CreateShaderFeatureDelegate featureDelegate = nullptr);
// Unregister a feature.
void unregisterFeature( const FeatureType &type );
@ -86,4 +114,4 @@ public:
// Helper for accessing the feature manager singleton.
#define FEATUREMGR ManagedSingleton<FeatureMgr>::instance()
#endif // FEATUREMGR
#endif // FEATUREMGR

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@ -82,6 +82,14 @@ const FeatureType& FeatureSet::getAt( U32 index, S32 *outIndex ) const
return *mFeatures[index].type;
}
void* FeatureSet::getArguments(U32 index) const
{
if (mFeatures[index].argStruct)
return mFeatures[index].argStruct;
return nullptr;
}
void FeatureSet::clear()
{
mDescription.clear();
@ -138,19 +146,23 @@ void FeatureSet::setFeature( const FeatureType &type, bool set, S32 index )
mDescription.clear();
}
void FeatureSet::addFeature( const FeatureType &type, S32 index )
void FeatureSet::addFeature( const FeatureType &type, S32 index, void* argStruct )
{
for ( U32 i=0; i < mFeatures.size(); i++ )
if (!argStruct)
{
const FeatureInfo &info = mFeatures[i];
if ( info.type == &type &&
info.index == index )
return;
for (U32 i = 0; i < mFeatures.size(); i++)
{
const FeatureInfo& info = mFeatures[i];
if (info.type == &type &&
info.index == index)
return;
}
}
FeatureInfo info;
info.type = &type;
info.index = index;
info.argStruct = argStruct;
mFeatures.push_back( info );
mDescription.clear();

View file

@ -42,6 +42,7 @@ protected:
{
const FeatureType* type;
S32 index;
void* argStruct;
};
/// The list of featurs.
@ -93,14 +94,21 @@ public:
/// the feature index when it was added.
const FeatureType& getAt( U32 index, S32 *outIndex = NULL ) const;
void* getArguments(U32 index) const;
/// Returns true if this handle has this feature.
bool hasFeature( const FeatureType &type, S32 index = -1 ) const;
///
void setFeature( const FeatureType &type, bool set, S32 index = -1 );
///
void addFeature( const FeatureType &type, S32 index = -1 );
/// <summary>
/// Adds a feauter to the feature set.
/// </summary>
/// <param name="type">The shader feature type.</param>
/// <param name="index">The inedx the shader feature will be sorted in the set.</param>
/// <param name="argStruct">A struct representing arguments for a shader feature.</param>
void addFeature( const FeatureType &type, S32 index = -1, void* argStruct = nullptr );
///
void removeFeature( const FeatureType &type );

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@ -30,6 +30,69 @@
//**************************************************************************
Vector<LangElement*> LangElement::elementList( __FILE__, __LINE__ );
const char* LangElement::constTypeToString(GFXShaderConstType constType)
{
// Determine shader language based on GFXAdapterAPI
if (GFX->getAdapterType() == OpenGL)
{
switch (constType)
{
case GFXSCT_Float: return "float"; break;
case GFXSCT_Float2: return "vec2"; break;
case GFXSCT_Float3: return "vec3"; break;
case GFXSCT_Float4: return "vec4"; break;
case GFXSCT_Float2x2: return "mat2"; break;
case GFXSCT_Float3x3: return "mat3"; break;
case GFXSCT_Float3x4: return "mat3x4"; break;
case GFXSCT_Float4x3: return "mat4x3"; break;
case GFXSCT_Float4x4: return "mat4"; break;
case GFXSCT_Int: return "int"; break;
case GFXSCT_Int2: return "ivec2"; break;
case GFXSCT_Int3: return "ivec3"; break;
case GFXSCT_Int4: return "ivec4"; break;
case GFXSCT_UInt: return "uint"; break;
case GFXSCT_UInt2: return "uvec2"; break;
case GFXSCT_UInt3: return "uvec3"; break;
case GFXSCT_UInt4: return "uvec4"; break;
case GFXSCT_Bool: return "bool"; break;
case GFXSCT_Bool2: return "bvec2"; break;
case GFXSCT_Bool3: return "bvec3"; break;
case GFXSCT_Bool4: return "bvec4"; break;
default: return "unknown"; break;
}
}
else // Assume DirectX/HLSL
{
switch (constType)
{
case GFXSCT_Float: return "float"; break;
case GFXSCT_Float2: return "float2"; break;
case GFXSCT_Float3: return "float3"; break;
case GFXSCT_Float4: return "float4"; break;
case GFXSCT_Float2x2: return "float2x2"; break;
case GFXSCT_Float3x3: return "float3x3"; break;
case GFXSCT_Float3x4: return "float3x4"; break;
case GFXSCT_Float4x3: return "float4x3"; break;
case GFXSCT_Float4x4: return "float4x4"; break;
case GFXSCT_Int: return "int"; break;
case GFXSCT_Int2: return "int2"; break;
case GFXSCT_Int3: return "int3"; break;
case GFXSCT_Int4: return "int4"; break;
case GFXSCT_UInt: return "uint"; break;
case GFXSCT_UInt2: return "uint2"; break;
case GFXSCT_UInt3: return "uint3"; break;
case GFXSCT_UInt4: return "uint4"; break;
case GFXSCT_Bool: return "bool"; break;
case GFXSCT_Bool2: return "bool2"; break;
case GFXSCT_Bool3: return "bool3"; break;
case GFXSCT_Bool4: return "bool4"; break;
default: return "unknown"; break;
}
}
return "";
}
//--------------------------------------------------------------------------
// Constructor
//--------------------------------------------------------------------------
@ -121,6 +184,25 @@ Var::Var( const char *inName, const char *inType )
setType( inType );
}
Var::Var(const char* name, GFXShaderConstType type)
{
structName[0] = '\0';
connectName[0] = '\0';
uniform = false;
vertData = false;
connector = false;
sampler = false;
texCoordNum = 0;
constSortPos = cspUninit;
constNum = 0;
arraySize = 1;
texture = false;
rank = 0;
setName(name);
setType(type);
}
void Var::setUniform(const String& constType, const String& constName, ConstantSortPosition sortPos)
{
uniform = true;
@ -156,6 +238,14 @@ void Var::setType(const char *newType )
type[ sizeof( type ) - 1 ] = '\0';
}
void Var::setType(GFXShaderConstType constType)
{
const char* typeStr = "unknown"; // Default unknown type
typeStr = constTypeToString(constType);
// Copy the string into type[]
dStrcpy((char*)type, typeStr, sizeof(type));
type[sizeof(type) - 1] = '\0';
}
//--------------------------------------------------------------------------
// print
//--------------------------------------------------------------------------

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@ -30,6 +30,10 @@
#include "core/stream/stream.h"
#endif
#ifndef _GFXENUMS_H_
#include "gfx/gfxEnums.h"
#endif
#define WRITESTR( a ){ stream.write( dStrlen(a), a ); }
@ -55,7 +59,7 @@ struct LangElement
static void deleteElements();
U8 name[32];
static const char* constTypeToString(GFXShaderConstType constType);
LangElement();
virtual ~LangElement() {};
virtual void print( Stream &stream ){};
@ -131,10 +135,12 @@ struct Var : public LangElement
// Default
Var();
Var( const char *name, const char *type );
Var( const char *name, GFXShaderConstType type );
void setStructName(const char *newName );
void setConnectName(const char *newName );
void setType(const char *newType );
void setType(GFXShaderConstType constType);
void print( Stream &stream ) override;

View file

@ -257,7 +257,13 @@ void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> &macros, bool macro
{
S32 index;
const FeatureType &type = features.getAt( i, &index );
ShaderFeature* feature = FEATUREMGR->getByType( type );
void* args = features.getArguments(i);
ShaderFeature* feature = nullptr;
if(args)
feature = FEATUREMGR->createFeature(type, args);
else
feature = FEATUREMGR->getByType( type );
if ( feature )
{
feature->setProcessIndex( index );
@ -300,7 +306,12 @@ void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> &macros, bool macros
{
S32 index;
const FeatureType &type = features.getAt( i, &index );
ShaderFeature* feature = FEATUREMGR->getByType( type );
void* args = features.getArguments(i);
ShaderFeature* feature = nullptr;
if (args)
feature = FEATUREMGR->createFeature(type, args);
else
feature = FEATUREMGR->getByType(type);
if ( feature )
{
feature->setProcessIndex( index );
@ -342,7 +353,12 @@ void ShaderGen::_printFeatureList(Stream &stream)
{
S32 index;
const FeatureType &type = features.getAt( i, &index );
ShaderFeature* feature = FEATUREMGR->getByType( type );
void* args = features.getArguments(i);
ShaderFeature* feature = nullptr;
if (args)
feature = FEATUREMGR->createFeature(type, args);
else
feature = FEATUREMGR->getByType(type);
if ( feature )
{
String line;

View file

@ -179,3 +179,19 @@ void GenOp::print( Stream &stream )
mElemList[i]->print( stream );
}
}
CastOp::CastOp(Var* in1, GFXShaderConstType type) : Parent(in1, NULL)
{
mInput[0] = in1;
mConstType = constTypeToString(type);
}
void CastOp::print(Stream& stream)
{
Var* var = dynamic_cast<Var*>(mInput[0]);
WRITESTR(mConstType);
WRITESTR("( ");
mInput[0]->print(stream);
WRITESTR(" )");
}

View file

@ -59,7 +59,6 @@ public:
ShaderOp( LangElement *in1, LangElement *in2 );
};
//----------------------------------------------------------------------------
/*!
DecOp - Declaration Operation - Used when declaring a variable in a shader
feature. It will automatically print the type of the variable and then
@ -82,7 +81,6 @@ public:
float foo = 8.0 * 5.0;
@endcode
*/
//----------------------------------------------------------------------------
class DecOp : public ShaderOp
{
typedef ShaderOp Parent;
@ -163,4 +161,14 @@ public:
};
class CastOp : public ShaderOp
{
typedef ShaderOp Parent;
const char* mConstType;
public:
CastOp(Var* in1, GFXShaderConstType type);
void print(Stream& stream) override;
};
#endif // _SHADEROP_H_