NazaraEngine/src/Nazara/Renderer/UberShaderPreprocessor.cpp

200 lines
5.4 KiB
C++

// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/File.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <algorithm>
#include <memory>
#include <Nazara/Renderer/Debug.hpp>
namespace Nz
{
UberShaderPreprocessor::~UberShaderPreprocessor()
{
OnUberShaderPreprocessorRelease(this);
}
UberShaderInstance* UberShaderPreprocessor::Get(const ParameterList& parameters) const
{
// Première étape, transformer les paramètres en un flag
UInt32 flags = 0;
for (auto it = m_flags.begin(); it != m_flags.end(); ++it)
{
if (parameters.HasParameter(it->first))
{
bool value;
if (parameters.GetBooleanParameter(it->first, &value) && value)
flags |= it->second;
}
}
// Le shader fait-il partie du cache ?
auto shaderIt = m_cache.find(flags);
// Si non, il nous faut le construire
if (shaderIt == m_cache.end())
{
try
{
// Une exception sera lancée à la moindre erreur et celle-ci ne sera pas enregistrée dans le log (car traitée dans le bloc catch)
ErrorFlags errFlags(ErrorFlag_Silent | ErrorFlag_ThrowException, true);
ShaderRef shader = Shader::New();
shader->Create();
for (unsigned int i = 0; i <= ShaderStageType_Max; ++i)
{
const CachedShader& shaderStage = m_shaders[i];
// Le shader stage est-il activé dans cette version du shader ?
if (shaderStage.present && (flags & shaderStage.requiredFlags) == shaderStage.requiredFlags)
{
UInt32 stageFlags = 0;
for (auto it = shaderStage.flags.begin(); it != shaderStage.flags.end(); ++it)
{
if (parameters.HasParameter(it->first))
{
bool value;
if (parameters.GetBooleanParameter(it->first, &value) && value)
stageFlags |= it->second;
}
}
auto stageIt = shaderStage.cache.find(stageFlags);
if (stageIt == shaderStage.cache.end())
{
ShaderStage stage;
stage.Create(static_cast<ShaderStageType>(i));
unsigned int glslVersion = OpenGL::GetGLSLVersion();
StringStream code;
code << "#version " << glslVersion << "\n\n";
code << "#define GLSL_VERSION " << glslVersion << "\n\n";
code << "#define EARLY_FRAGMENT_TESTS " << ((glslVersion >= 420 || OpenGL::IsSupported(OpenGLExtension_Shader_ImageLoadStore)) ? '1' : '0') << "\n\n";
for (auto it = shaderStage.flags.begin(); it != shaderStage.flags.end(); ++it)
code << "#define " << it->first << ' ' << ((stageFlags & it->second) ? '1' : '0') << '\n';
code << "\n#line 1\n"; // Pour que les éventuelles erreurs du shader se réfèrent à la bonne ligne
code << shaderStage.source;
stage.SetSource(code);
try
{
stage.Compile();
}
catch (const std::exception&)
{
ErrorFlags errFlags2(ErrorFlag_ThrowExceptionDisabled);
NazaraError("Shader code failed to compile (" + stage.GetLog() + ")\n" + code.ToString());
throw;
}
stageIt = shaderStage.cache.emplace(flags, std::move(stage)).first;
}
shader->AttachStage(static_cast<ShaderStageType>(i), stageIt->second);
}
}
shader->Link();
// On construit l'instant
shaderIt = m_cache.emplace(flags, shader.Get()).first;
}
catch (const std::exception&)
{
ErrorFlags errFlags(ErrorFlag_ThrowExceptionDisabled);
NazaraError("Failed to build UberShader instance: " + Error::GetLastError());
throw;
}
}
return &shaderIt->second;
}
void UberShaderPreprocessor::SetShader(ShaderStageType stage, const String& source, const String& shaderFlags, const String& requiredFlags)
{
CachedShader& shader = m_shaders[stage];
shader.present = true;
shader.source = source;
// On extrait les flags de la chaîne
std::vector<String> flags;
shaderFlags.Split(flags, ' ');
for (String& flag : flags)
{
auto it = m_flags.find(flag);
if (it == m_flags.end())
m_flags[flag] = 1U << m_flags.size();
auto it2 = shader.flags.find(flag);
if (it2 == shader.flags.end())
shader.flags[flag] = 1U << shader.flags.size();
}
// On construit les flags requis pour l'activation du shader
shader.requiredFlags = 0;
flags.clear();
requiredFlags.Split(flags, ' ');
for (String& flag : flags)
{
UInt32 flagVal;
auto it = m_flags.find(flag);
if (it == m_flags.end())
{
flagVal = 1U << m_flags.size();
m_flags[flag] = flagVal;
}
else
flagVal = it->second;
shader.requiredFlags |= flagVal;
}
}
bool UberShaderPreprocessor::SetShaderFromFile(ShaderStageType stage, const String& filePath, const String& shaderFlags, const String& requiredFlags)
{
File file(filePath);
if (!file.Open(OpenMode_ReadOnly | OpenMode_Text))
{
NazaraError("Failed to open \"" + filePath + '"');
return false;
}
unsigned int length = static_cast<unsigned int>(file.GetSize());
String source(length, '\0');
if (file.Read(&source[0], length) != length)
{
NazaraError("Failed to read program file");
return false;
}
file.Close();
SetShader(stage, source, shaderFlags, requiredFlags);
return true;
}
bool UberShaderPreprocessor::IsSupported()
{
return true; // Forcément supporté
}
}