mirror of https://github.com/axmolengine/axmol.git
497 lines
15 KiB
C++
497 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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 deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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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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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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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "renderer/backend/ProgramState.h"
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#include "renderer/backend/ProgramCache.h"
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#include "renderer/backend/Program.h"
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#include "renderer/backend/Texture.h"
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#include "renderer/backend/Types.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "base/CCDirector.h"
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#include <algorithm>
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#ifdef CC_USE_METAL
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#include "glsl_optimizer.h"
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#endif
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CC_BACKEND_BEGIN
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namespace {
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#define MAT3_SIZE 36
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#define MAT4X3_SIZE 48
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#define VEC3_SIZE 12
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#define VEC4_SIZE 16
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#define BVEC3_SIZE 3
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#define BVEC4_SIZE 4
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#define IVEC3_SIZE 12
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#define IVEC4_SIZE 16
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void convertbVec3TobVec4(const bool* src, bool* dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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dst[2] = src[2];
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dst[3] = false;
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}
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void convertiVec3ToiVec4(const int* src, int* dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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dst[2] = src[2];
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dst[3] = 0;
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}
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void convertVec3ToVec4(const float* src, float* dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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dst[2] = src[2];
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dst[3] = 0.0f;
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}
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void convertMat3ToMat4x3(const float* src, float* dst)
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{
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dst[3] = dst[7] = dst[11] = 0.0f;
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dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2];
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dst[4] = src[3]; dst[5] = src[4]; dst[6] = src[5];
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dst[8] = src[6]; dst[9] = src[7]; dst[10] = src[8];
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}
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}
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//static field
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std::vector<ProgramState::AutoBindingResolver*> ProgramState::_customAutoBindingResolvers;
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TextureInfo::TextureInfo(const std::vector<uint32_t>& _slots, const std::vector<backend::TextureBackend*> _textures)
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: slot(_slots)
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, textures(_textures)
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{
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retainTextures();
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}
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TextureInfo::TextureInfo(const TextureInfo &other)
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: slot(other.slot)
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, textures(other.textures)
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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, location(other.location)
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#endif
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{
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retainTextures();
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}
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TextureInfo::~TextureInfo()
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{
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releaseTextures();
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}
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void TextureInfo::retainTextures()
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{
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for (auto& texture : textures)
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CC_SAFE_RETAIN(texture);
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}
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void TextureInfo::releaseTextures()
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{
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for (auto& texture : textures)
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CC_SAFE_RELEASE(texture);
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}
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TextureInfo& TextureInfo::operator=(TextureInfo&& rhs)
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{
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if (this != &rhs)
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{
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slot = rhs.slot;
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rhs.retainTextures();
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releaseTextures();
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textures = rhs.textures;
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//release the textures before cleaning the vertor
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rhs.releaseTextures();
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rhs.textures.clear();
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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location = rhs.location;
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#endif
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}
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return *this;
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}
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TextureInfo& TextureInfo::operator=(const TextureInfo& rhs)
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{
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if (this != &rhs)
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{
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slot = rhs.slot;
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textures = rhs.textures;
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retainTextures();
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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location = rhs.location;
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#endif
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}
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return *this;
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}
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ProgramState::ProgramState(ProgramType type)
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{
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_program = backend::ProgramCache::getInstance()->newBuiltinProgram(type);
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CCASSERT(_program, "Not built-in program type, please use ProgramState(const std::string& vertexShader, const std::string& fragmentShader) instead.");
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CC_SAFE_RETAIN(_program);
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init();
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}
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ProgramState::ProgramState(const std::string& vertexShader, const std::string& fragmentShader)
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{
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_program = backend::ProgramCache::getInstance()->newProgram(vertexShader, fragmentShader);
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CC_SAFE_RETAIN(_program);
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init();
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}
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void ProgramState::init()
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{
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_vertexUniformBufferSize = _program->getUniformBufferSize(ShaderStage::VERTEX);
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_vertexUniformBuffer = new char[_vertexUniformBufferSize];
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memset(_vertexUniformBuffer, 0, _vertexUniformBufferSize);
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#ifdef CC_USE_METAL
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_fragmentUniformBufferSize = _program->getUniformBufferSize(ShaderStage::FRAGMENT);
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_fragmentUniformBuffer = new char[_fragmentUniformBufferSize];
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memset(_fragmentUniformBuffer, 0, _fragmentUniformBufferSize);
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#endif
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*){
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this->resetUniforms();
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});
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
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#endif
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}
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void ProgramState::resetUniforms()
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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if(_program == nullptr)
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return;
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const auto& uniformLocation = _program->getAllUniformsLocation();
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for(const auto& uniform : uniformLocation)
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{
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auto location = uniform.second;
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auto mappedLocation = _program->getMappedLocation(location);
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//check if current location had been set before
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if(_vertexTextureInfos.find(location) != _vertexTextureInfos.end())
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{
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_vertexTextureInfos[location].location = mappedLocation;
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}
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}
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#endif
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}
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ProgramState::ProgramState()
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{
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}
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ProgramState::~ProgramState()
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{
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CC_SAFE_RELEASE(_program);
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CC_SAFE_DELETE_ARRAY(_vertexUniformBuffer);
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CC_SAFE_DELETE_ARRAY(_fragmentUniformBuffer);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
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}
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ProgramState *ProgramState::clone() const
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{
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ProgramState *cp = new ProgramState();
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cp->_program = _program;
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cp->_vertexUniformBufferSize = _vertexUniformBufferSize;
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cp->_fragmentUniformBufferSize = _fragmentUniformBufferSize;
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cp->_vertexTextureInfos = _vertexTextureInfos;
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cp->_fragmentTextureInfos = _fragmentTextureInfos;
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cp->_vertexUniformBuffer = new char[_vertexUniformBufferSize];
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memcpy(cp->_vertexUniformBuffer, _vertexUniformBuffer, _vertexUniformBufferSize);
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cp->_vertexLayout = _vertexLayout;
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#ifdef CC_USE_METAL
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cp->_fragmentUniformBuffer = new char[_fragmentUniformBufferSize];
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memcpy(cp->_fragmentUniformBuffer, _fragmentUniformBuffer, _fragmentUniformBufferSize);
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#endif
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CC_SAFE_RETAIN(cp->_program);
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return cp;
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}
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backend::UniformLocation ProgramState::getUniformLocation(backend::Uniform name) const
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{
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return _program->getUniformLocation(name);
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}
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backend::UniformLocation ProgramState::getUniformLocation(const std::string& uniform) const
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{
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return _program->getUniformLocation(uniform);
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}
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void ProgramState::setCallbackUniform(const backend::UniformLocation& uniformLocation,const UniformCallback& callback)
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{
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_callbackUniforms[uniformLocation] = callback;
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}
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void ProgramState::setUniform(const backend::UniformLocation& uniformLocation, const void* data, uint32_t size)
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{
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switch (uniformLocation.shaderStage)
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{
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case backend::ShaderStage::VERTEX:
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setVertexUniform(uniformLocation.location[0], data, size, uniformLocation.location[1]);
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break;
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case backend::ShaderStage::FRAGMENT:
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setFragmentUniform(uniformLocation.location[1], data, size);
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break;
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case backend::ShaderStage::VERTEX_AND_FRAGMENT:
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setVertexUniform(uniformLocation.location[0], data, size, uniformLocation.location[1]);
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setFragmentUniform(uniformLocation.location[1], data, size);
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break;
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default:
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break;
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}
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}
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#ifdef CC_USE_METAL
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void ProgramState::convertAndCopyUniformData(const backend::UniformInfo& uniformInfo, const void* srcData, uint32_t srcSize, void* buffer)
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{
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auto basicType = static_cast<glslopt_basic_type>(uniformInfo.type);
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char* convertedData = new char[uniformInfo.size];
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memset(convertedData, 0, uniformInfo.size);
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int offset = 0;
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switch (basicType)
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{
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case kGlslTypeFloat:
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{
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if(uniformInfo.isMatrix)
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{
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for (int i=0; i<uniformInfo.count; i++)
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{
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if(offset >= srcSize)
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break;
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convertMat3ToMat4x3((float*)srcData + offset, (float*)convertedData + i * MAT4X3_SIZE);
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offset += MAT3_SIZE;
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}
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}
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else
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{
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for (int i=0; i<uniformInfo.count; i++)
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{
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if(offset >= srcSize)
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break;
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convertVec3ToVec4((float*)srcData +offset, (float*)convertedData + i * VEC4_SIZE);
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offset += VEC3_SIZE;
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}
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}
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break;
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}
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case kGlslTypeBool:
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{
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for (int i=0; i<uniformInfo.count; i++)
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{
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if(offset >= srcSize)
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break;
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convertbVec3TobVec4((bool*)srcData + offset, (bool*)convertedData + i * BVEC4_SIZE);
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offset += BVEC3_SIZE;
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}
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break;
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}
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case kGlslTypeInt:
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{
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for (int i=0; i<uniformInfo.count; i++)
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{
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if(offset >= srcSize)
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break;
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convertiVec3ToiVec4((int*)srcData + offset, (int*)convertedData + i * IVEC4_SIZE);
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offset += IVEC3_SIZE;
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}
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break;
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}
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default:
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CC_ASSERT(false);
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break;
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}
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memcpy((char*)buffer + uniformInfo.location, convertedData, uniformInfo.size);
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CC_SAFE_DELETE_ARRAY(convertedData);
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}
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#endif
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void ProgramState::setVertexUniform(int location, const void* data, uint32_t size, uint32_t offset)
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{
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if(location < 0)
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return;
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//float3 etc in Metal has both sizeof and alignment same as float4, need convert to correct laytout
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#ifdef CC_USE_METAL
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const auto& uniformInfo = _program->getActiveUniformInfo(ShaderStage::VERTEX, location);
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if(uniformInfo.needConvert)
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{
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convertAndCopyUniformData(uniformInfo, data, size, _vertexUniformBuffer);
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}
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else
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{
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memcpy(_vertexUniformBuffer + location, data, size);
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}
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#else
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memcpy(_vertexUniformBuffer + offset, data, size);
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#endif
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}
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void ProgramState::setFragmentUniform(int location, const void* data, uint32_t size)
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{
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if(location < 0)
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return;
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//float3 etc in Metal has both sizeof and alignment same as float4, need convert to correct laytout
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#ifdef CC_USE_METAL
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const auto& uniformInfo = _program->getActiveUniformInfo(ShaderStage::FRAGMENT, location);
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if(uniformInfo.needConvert)
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{
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convertAndCopyUniformData(uniformInfo, data, size, _fragmentUniformBuffer);
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}
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else
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{
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memcpy(_fragmentUniformBuffer + location, data, size);
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}
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#endif
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}
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void ProgramState::setTexture(const backend::UniformLocation& uniformLocation, uint32_t slot, backend::TextureBackend* texture)
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{
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switch (uniformLocation.shaderStage)
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{
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case backend::ShaderStage::VERTEX:
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setTexture(uniformLocation.location[0], slot, texture, _vertexTextureInfos);
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break;
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case backend::ShaderStage::FRAGMENT:
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setTexture(uniformLocation.location[1], slot, texture, _fragmentTextureInfos);
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break;
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case backend::ShaderStage::VERTEX_AND_FRAGMENT:
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setTexture(uniformLocation.location[0], slot, texture, _vertexTextureInfos);
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setTexture(uniformLocation.location[1], slot, texture, _fragmentTextureInfos);
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break;
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default:
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break;
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}
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}
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void ProgramState::setTextureArray(const backend::UniformLocation& uniformLocation, const std::vector<uint32_t>& slots, const std::vector<backend::TextureBackend*> textures)
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{
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switch (uniformLocation.shaderStage)
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{
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case backend::ShaderStage::VERTEX:
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setTextureArray(uniformLocation.location[0], slots, textures, _vertexTextureInfos);
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break;
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case backend::ShaderStage::FRAGMENT:
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setTextureArray(uniformLocation.location[1], slots, textures, _fragmentTextureInfos);
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break;
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case backend::ShaderStage::VERTEX_AND_FRAGMENT:
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setTextureArray(uniformLocation.location[0], slots, textures, _vertexTextureInfos);
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setTextureArray(uniformLocation.location[1], slots, textures, _fragmentTextureInfos);
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break;
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default:
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break;
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}
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}
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void ProgramState::setTexture(int location, uint32_t slot, backend::TextureBackend* texture, std::unordered_map<int, TextureInfo>& textureInfo)
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{
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if(location < 0)
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return;
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TextureInfo& info = textureInfo[location];
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info.slot = {slot};
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info.textures = {texture};
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info.retainTextures();
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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info.location = location;
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#endif
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}
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void ProgramState::setTextureArray(int location, const std::vector<uint32_t>& slots, const std::vector<backend::TextureBackend*> textures, std::unordered_map<int, TextureInfo>& textureInfo)
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{
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assert(slots.size() == textures.size());
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TextureInfo& info = textureInfo[location];
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info.slot = slots;
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info.textures = textures;
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info.retainTextures();
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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info.location = location;
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#endif
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}
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void ProgramState::setParameterAutoBinding(const std::string &uniform, const std::string &autoBinding)
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{
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_autoBindings.emplace(uniform, autoBinding);
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applyAutoBinding(uniform, autoBinding);
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}
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void ProgramState::applyAutoBinding(const std::string &uniformName, const std::string &autoBinding)
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{
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bool resolved = false;
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for (const auto resolver : _customAutoBindingResolvers)
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{
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resolved = resolver->resolveAutoBinding(this, uniformName, autoBinding);
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if (resolved) break;
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}
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}
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ProgramState::AutoBindingResolver::AutoBindingResolver()
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{
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_customAutoBindingResolvers.emplace_back(this);
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}
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ProgramState::AutoBindingResolver::~AutoBindingResolver()
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{
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auto &list = _customAutoBindingResolvers;
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list.erase(std::remove(list.begin(), list.end(), this), list.end());
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}
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void ProgramState::getVertexUniformBuffer(char** buffer, std::size_t& size) const
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{
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*buffer = _vertexUniformBuffer;
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size = _vertexUniformBufferSize;
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}
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void ProgramState::getFragmentUniformBuffer(char** buffer, std::size_t& size) const
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{
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*buffer = _fragmentUniformBuffer;
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size = _fragmentUniformBufferSize;
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}
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CC_BACKEND_END
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