mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Added ability to shader features and shaderGen to create multiple instances of the same feature with the option of calling a static creation function that can take arguments in the form of a struct. FEATUREMGR now has createFeature to take advantage of this. The node editor requires this ability as the same node could be used multiple times with different arguments so in its update function we will be calling ```FEATUREMGR->registerFeature(feature_type, (optional default constructor), createFunction);``` then adding it to the feature set with the required arguments to build the shader feature. ```FeatureSet->add(feature_type, index, ParameterStruct);```
526 lines
15 KiB
C++
526 lines
15 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "shaderGen/shaderGen.h"
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#include "shaderGen/conditionerFeature.h"
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#include "core/stream/fileStream.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/shaderOp.h"
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#include "gfx/gfxDevice.h"
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#include "core/memVolume.h"
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#include "core/module.h"
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#ifdef TORQUE_D3D11
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#include "shaderGen/HLSL/customFeatureHLSL.h"
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#endif
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#ifdef TORQUE_OPENGL
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#include "shaderGen/GLSL/customFeatureGLSL.h"
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#endif
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MODULE_BEGIN( ShaderGen )
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MODULE_INIT_BEFORE( GFX )
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MODULE_SHUTDOWN_AFTER( GFX )
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MODULE_INIT
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{
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ManagedSingleton< ShaderGen >::createSingleton();
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}
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MODULE_SHUTDOWN
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{
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ManagedSingleton< ShaderGen >::deleteSingleton();
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}
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MODULE_END;
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String ShaderGen::smCommonShaderPath("shaders/common");
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ShaderGen::ShaderGen()
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{
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mInit = false;
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GFXDevice::getDeviceEventSignal().notify(this, &ShaderGen::_handleGFXEvent);
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mOutput = NULL;
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}
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ShaderGen::~ShaderGen()
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{
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GFXDevice::getDeviceEventSignal().remove(this, &ShaderGen::_handleGFXEvent);
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_uninit();
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}
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void ShaderGen::registerInitDelegate(GFXAdapterType adapterType, ShaderGenInitDelegate& initDelegate)
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{
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mInitDelegates[(U32)adapterType] = initDelegate;
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}
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bool ShaderGen::_handleGFXEvent(GFXDevice::GFXDeviceEventType event)
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{
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switch (event)
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{
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case GFXDevice::deInit :
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initShaderGen();
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break;
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case GFXDevice::deDestroy :
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{
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flushProceduralShaders();
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}
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break;
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default :
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break;
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}
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return true;
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}
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void ShaderGen::initShaderGen()
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{
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if (mInit)
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return;
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const GFXAdapterType adapterType = GFX->getAdapterType();
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if (!mInitDelegates[adapterType])
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return;
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smCommonShaderPath = String(Con::getVariable("$Core::CommonShaderPath", "shaders/common"));
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mInitDelegates[adapterType](this);
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mFeatureInitSignal.trigger( adapterType );
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mInit = true;
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String shaderPath = Con::getVariable( "$shaderGen::cachePath");
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if (!shaderPath.equal( "shadergen:" ) && !shaderPath.isEmpty() )
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{
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// this is necessary, especially under Windows with UAC enabled
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if (!Torque::FS::VerifyWriteAccess(shaderPath))
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{
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// we don't have write access so enable the virtualized memory store
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Con::warnf("ShaderGen: Write permission unavailable, switching to virtualized memory storage");
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shaderPath.clear();
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}
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}
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if ( shaderPath.equal( "shadergen:" ) || shaderPath.isEmpty() )
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{
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// If we didn't get a path then we're gonna cache the shaders to
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// a virtualized memory file system.
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mMemFS = new Torque::Mem::MemFileSystem( "shadergen:/" );
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Torque::FS::Mount( "shadergen", mMemFS );
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}
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else
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Torque::FS::Mount( "shadergen", shaderPath + "/" );
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// Delete the auto-generated conditioner include file.
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Torque::FS::Remove( "shadergen:/" + ConditionerFeature::ConditionerIncludeFileName );
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}
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void ShaderGen::generateShader( const MaterialFeatureData &featureData,
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char *vertFile,
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char *pixFile,
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F32 *pixVersion,
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const GFXVertexFormat *vertexFormat,
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const char* cacheName,
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Vector<GFXShaderMacro> ¯os)
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{
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PROFILE_SCOPE( ShaderGen_GenerateShader );
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mFeatureData = featureData;
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mVertexFormat = vertexFormat;
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_uninit();
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_init();
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char vertShaderName[256];
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char pixShaderName[256];
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// Note: We use a postfix of _V/_P here so that it sorts the matching
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// vert and pixel shaders together when listed alphabetically.
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dSprintf( vertShaderName, sizeof(vertShaderName), "shadergen:/%s_V.%s", cacheName, mFileEnding.c_str() );
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dSprintf( pixShaderName, sizeof(pixShaderName), "shadergen:/%s_P.%s", cacheName, mFileEnding.c_str() );
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dStrcpy( vertFile, vertShaderName, 256 );
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dStrcpy( pixFile, pixShaderName, 256 );
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// this needs to change - need to optimize down to ps v.1.1
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*pixVersion = GFX->getPixelShaderVersion();
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if ( !Con::getBoolVariable( "ShaderGen::GenNewShaders", true ) )
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{
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// If we are not regenerating the shader we will return here.
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// But we must fill in the shader macros first!
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_processVertFeatures( macros, true );
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_processPixFeatures( macros, true );
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return;
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}
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// create vertex shader
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//------------------------
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FileStream* s = new FileStream();
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if(!s->open(vertShaderName, Torque::FS::File::Write ))
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{
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AssertFatal(false, "Failed to open Shader Stream" );
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return;
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}
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mOutput = new MultiLine;
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mInstancingFormat.clear();
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_processVertFeatures(macros);
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_printVertShader( *s );
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delete s;
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((ShaderConnector*)mComponents[C_CONNECTOR])->reset();
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LangElement::deleteElements();
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// create pixel shader
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//------------------------
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s = new FileStream();
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if(!s->open(pixShaderName, Torque::FS::File::Write ))
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{
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AssertFatal(false, "Failed to open Shader Stream" );
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delete s;
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return;
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}
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mOutput = new MultiLine;
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_processPixFeatures(macros);
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_printPixShader( *s );
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delete s;
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LangElement::deleteElements();
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}
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void ShaderGen::_init()
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{
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_createComponents();
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}
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void ShaderGen::_uninit()
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{
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for( U32 i=0; i<mComponents.size(); i++ )
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{
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delete mComponents[i];
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mComponents[i] = NULL;
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}
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mComponents.setSize(0);
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LangElement::deleteElements();
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Var::reset();
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}
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void ShaderGen::_createComponents()
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{
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ShaderComponent* vertComp = mComponentFactory->createVertexInputConnector( *mVertexFormat );
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mComponents.push_back(vertComp);
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ShaderComponent* vertPixelCon = mComponentFactory->createVertexPixelConnector();
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mComponents.push_back(vertPixelCon);
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ShaderComponent* vertParamDef = mComponentFactory->createVertexParamsDef();
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mComponents.push_back(vertParamDef);
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ShaderComponent* pixParamDef = mComponentFactory->createPixelParamsDef();
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mComponents.push_back(pixParamDef);
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}
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//----------------------------------------------------------------------------
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// Process features
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//----------------------------------------------------------------------------
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void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> ¯os, bool macrosOnly )
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{
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const FeatureSet &features = mFeatureData.features;
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for( U32 i=0; i < features.getCount(); i++ )
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{
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S32 index;
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const FeatureType &type = features.getAt( i, &index );
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void* args = features.getArguments(i);
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ShaderFeature* feature = nullptr;
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if(args)
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feature = FEATUREMGR->createFeature(type, args);
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else
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feature = FEATUREMGR->getByType( type );
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if ( feature )
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{
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feature->setProcessIndex( index );
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feature->processVertMacros( macros, mFeatureData );
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if ( macrosOnly )
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continue;
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feature->setInstancingFormat( &mInstancingFormat );
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feature->mVertexFormat = mVertexFormat;
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feature->processVert( mComponents, mFeatureData );
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String line;
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if ( index > -1 )
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line = String::ToString( " // %s %d\r\n", feature->getName().c_str(), index );
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else
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line = String::ToString( " // %s\r\n", feature->getName().c_str() );
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mOutput->addStatement( new GenOp( line ) );
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if ( feature->getOutput() )
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mOutput->addStatement( feature->getOutput() );
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feature->reset();
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mOutput->addStatement( new GenOp( " \r\n" ) );
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}
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}
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ShaderConnector *connect = dynamic_cast<ShaderConnector *>( mComponents[C_CONNECTOR] );
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connect->sortVars();
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}
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void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> ¯os, bool macrosOnly )
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{
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const FeatureSet &features = mFeatureData.features;
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for( U32 i=0; i < features.getCount(); i++ )
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{
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S32 index;
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const FeatureType &type = features.getAt( i, &index );
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void* args = features.getArguments(i);
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ShaderFeature* feature = nullptr;
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if (args)
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feature = FEATUREMGR->createFeature(type, args);
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else
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feature = FEATUREMGR->getByType(type);
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if ( feature )
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{
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feature->setProcessIndex( index );
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feature->processPixMacros( macros, mFeatureData );
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if ( macrosOnly )
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continue;
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feature->setInstancingFormat( &mInstancingFormat );
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feature->processPix( mComponents, mFeatureData );
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String line;
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if ( index > -1 )
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line = String::ToString( " // %s %d\r\n", feature->getName().c_str(), index );
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else
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line = String::ToString( " // %s\r\n", feature->getName().c_str() );
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mOutput->addStatement( new GenOp( line ) );
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if ( feature->getOutput() )
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mOutput->addStatement( feature->getOutput() );
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feature->reset();
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mOutput->addStatement( new GenOp( " \r\n" ) );
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}
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}
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ShaderConnector *connect = dynamic_cast<ShaderConnector *>( mComponents[C_CONNECTOR] );
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connect->sortVars();
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}
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void ShaderGen::_printFeatureList(Stream &stream)
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{
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mPrinter->printLine(stream, "// Features:");
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const FeatureSet &features = mFeatureData.features;
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for( U32 i=0; i < features.getCount(); i++ )
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{
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S32 index;
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const FeatureType &type = features.getAt( i, &index );
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void* args = features.getArguments(i);
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ShaderFeature* feature = nullptr;
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if (args)
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feature = FEATUREMGR->createFeature(type, args);
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else
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feature = FEATUREMGR->getByType(type);
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if ( feature )
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{
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String line;
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if ( index > -1 )
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line = String::ToString( "// %s %d", feature->getName().c_str(), index );
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else
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line = String::ToString( "// %s", feature->getName().c_str() );
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mPrinter->printLine( stream, line );
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}
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}
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mPrinter->printLine(stream, "");
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}
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void ShaderGen::_printDependencies(Stream &stream)
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{
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Vector<const ShaderDependency *> dependencies;
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for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
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{
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const FeatureInfo &info = FEATUREMGR->getAt( i );
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if ( mFeatureData.features.hasFeature( *info.type ) )
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dependencies.merge( info.feature->getDependencies() );
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}
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// Do a quick loop removing any duplicate dependancies.
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for( U32 i=0; i < dependencies.size(); )
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{
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bool dup = false;
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for( U32 j=0; j < dependencies.size(); j++ )
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{
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if ( j != i &&
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*dependencies[i] == *dependencies[j] )
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{
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dup = true;
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break;
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}
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}
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if ( dup )
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dependencies.erase( i );
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else
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i++;
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}
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// Print dependencies
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if( dependencies.size() > 0 )
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{
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mPrinter->printLine(stream, "// Dependencies:");
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for( S32 i = 0; i < dependencies.size(); i++ )
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dependencies[i]->print( stream );
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mPrinter->printLine(stream, "");
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}
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}
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void ShaderGen::_printFeatures( Stream &stream )
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{
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mOutput->print( stream );
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}
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void ShaderGen::_printVertShader( Stream &stream )
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{
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mPrinter->printShaderHeader(stream);
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_printDependencies(stream); // TODO: Split into vert and pix dependencies?
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_printFeatureList(stream);
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// print out structures
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mComponents[C_VERT_STRUCT]->print( stream, true );
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mComponents[C_CONNECTOR]->print( stream, true );
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mPrinter->printMainComment(stream);
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mComponents[C_VERT_MAIN]->print( stream, true );
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mComponents[C_VERT_STRUCT]->printOnMain( stream, true );
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// print out the function
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_printFeatures( stream );
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mPrinter->printVertexShaderCloser(stream);
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}
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void ShaderGen::_printPixShader( Stream &stream )
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{
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mPrinter->printShaderHeader(stream);
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_printDependencies(stream); // TODO: Split into vert and pix dependencies?
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_printFeatureList(stream);
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mComponents[C_CONNECTOR]->print( stream, false );
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mPrinter->printPixelShaderOutputStruct(stream, mFeatureData);
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mPrinter->printMainComment(stream);
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mComponents[C_PIX_MAIN]->print( stream, false );
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mComponents[C_CONNECTOR]->printOnMain( stream, false );
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// print out the function
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_printFeatures( stream );
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mPrinter->printPixelShaderCloser(stream);
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}
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GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers )
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{
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PROFILE_SCOPE( ShaderGen_GetShader );
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const FeatureSet &features = featureData.codify();
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// Build a description string from the features
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// and vertex format combination ( and macros ).
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String shaderDescription = vertexFormat->getDescription() + features.getDescription();
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// Generate a single 64bit hash from the description string.
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//
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// Don't get paranoid! This has 1 in 18446744073709551616
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// chance for collision... it won't happen in this lifetime.
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//
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shaderDescription.replace("\n", " ");
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U64 hash = Torque::hash64( (const U8*)shaderDescription.c_str(), shaderDescription.length(), 0 );
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hash = convertHostToLEndian(hash);
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U32 high = (U32)( hash >> 32 );
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U32 low = (U32)( hash & 0x00000000FFFFFFFF );
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String cacheKey = String::ToString( "%x%x", high, low );
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// return shader if exists
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GFXShader *match = mProcShaders[cacheKey];
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if ( match )
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return match;
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// if not, then create it
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char vertFile[256];
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char pixFile[256];
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F32 pixVersion;
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Vector<GFXShaderMacro> shaderMacros;
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shaderMacros.push_back( GFXShaderMacro( "TORQUE_SHADERGEN" ) );
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if ( macros )
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shaderMacros.merge( *macros );
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generateShader( featureData, vertFile, pixFile, &pixVersion, vertexFormat, cacheKey, shaderMacros );
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GFXShader *shader = GFX->createShader();
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shader->setShaderStageFile(GFXShaderStage::VERTEX_SHADER, vertFile);
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shader->setShaderStageFile(GFXShaderStage::PIXEL_SHADER, pixFile);
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if (!shader->init(pixVersion, shaderMacros, samplers, &mInstancingFormat))
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{
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delete shader;
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return NULL;
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}
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mProcShaders[cacheKey] = shader;
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return shader;
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}
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void ShaderGen::flushProceduralShaders()
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{
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// The shaders are reference counted, so we
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// just need to clear the map.
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mProcShaders.clear();
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}
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