/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_SHADERMANAGER
#define INCLUDED_SHADERMANAGER
#define USE_SHADER_XML_VALIDATION 1
#include
#include
#include
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgram.h"
#include "graphics/ShaderTechnique.h"
#if USE_SHADER_XML_VALIDATION
# include "ps/XML/RelaxNG.h"
#endif
/**
* Shader manager: loads and caches shader programs.
*
* For a high-level overview of shaders and materials, see
* http://trac.wildfiregames.com/wiki/MaterialSystem
*/
class CShaderManager
{
public:
CShaderManager();
~CShaderManager();
/**
* Load a shader program.
* @param name name of shader XML specification (file is loaded from shaders/${name}.xml)
* @param defines key/value set of preprocessor definitions
* @return loaded program, or null pointer on error
*/
CShaderProgramPtr LoadProgram(const char* name, const CShaderDefines& defines);
/**
* Load a shader effect.
* Effects can be implemented via many techniques; this returns the best usable technique.
* @param name name of effect XML specification (file is loaded from shaders/effects/${name}.xml)
* @param defines1,defines2 key/value set of preprocessor definitions; defines2 has higher precedence
* @return loaded technique, or empty technique on error
*/
CShaderTechniquePtr LoadEffect(CStrIntern name, const CShaderDefines& defines1, const CShaderDefines& defines2);
/**
* Load a shader effect, with default system defines (from CRenderer::GetSystemShaderDefines).
*/
CShaderTechniquePtr LoadEffect(CStrIntern name);
/**
* Returns the number of shader effects that are currently loaded.
*/
size_t GetNumEffectsLoaded();
private:
struct CacheKey
{
std::string name;
CShaderDefines defines;
bool operator<(const CacheKey& k) const
{
if (name < k.name) return true;
if (k.name < name) return false;
return defines < k.defines;
}
};
// A CShaderProgram contains expensive GL state, so we ought to cache it.
// The compiled state depends solely on the filename and list of defines,
// so we store that in CacheKey.
// TODO: is this cache useful when we already have an effect cache?
std::map m_ProgramCache;
/**
* Key for effect cache lookups.
* This stores two separate CShaderDefines because the renderer typically
* has one set from the rendering context and one set from the material;
* by handling both separately here, we avoid the cost of having to merge
* the two sets into a single one before doing the cache lookup.
*/
struct EffectCacheKey
{
CStrIntern name;
CShaderDefines defines1;
CShaderDefines defines2;
bool operator==(const EffectCacheKey& b) const;
};
struct EffectCacheKeyHash
{
size_t operator()(const EffectCacheKey& key) const;
};
typedef boost::unordered_map EffectCacheMap;
EffectCacheMap m_EffectCache;
// Store the set of shaders that need to be reloaded when the given file is modified
typedef boost::unordered_map, std::owner_less>>> HotloadFilesMap;
HotloadFilesMap m_HotloadFiles;
bool NewProgram(const char* name, const CShaderDefines& defines, CShaderProgramPtr& program);
bool NewEffect(const char* name, const CShaderDefines& defines, CShaderTechniquePtr& tech);
static Status ReloadChangedFileCB(void* param, const VfsPath& path);
Status ReloadChangedFile(const VfsPath& path);
};
#endif // INCLUDED_SHADERMANAGER