axmol/cocos/renderer/backend/ProgramState.cpp

449 lines
12 KiB
C++

#include "renderer/backend/ProgramState.h"
#include "renderer/backend/ProgramCache.h"
#include "renderer/backend/Program.h"
#include "renderer/backend/Texture.h"
#include "renderer/backend/Types.h"
#include <algorithm>
#ifdef CC_USE_METAL
#include "glsl_optimizer.h"
#endif
CC_BACKEND_BEGIN
namespace {
#define MAT3_SIZE 36
#define MAT4X3_SIZE 48
#define VEC3_SIZE 12
#define VEC4_SIZE 16
#define BVEC3_SIZE 3
#define BVEC4_SIZE 4
#define IVEC3_SIZE 12
#define IVEC4_SIZE 16
void convertbVec3TobVec4(const bool* src, bool* dst)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
dst[3] = false;
}
void convertiVec3ToiVec4(const int* src, int* dst)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
dst[3] = 0;
}
void convertVec3ToVec4(const float* src, float* dst)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
dst[3] = 0.0f;
}
void convertMat3ToMat4x3(const float* src, float* dst)
{
dst[3] = dst[7] = dst[11] = 0.0f;
dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2];
dst[4] = src[3]; dst[5] = src[4]; dst[6] = src[5];
dst[8] = src[6]; dst[9] = src[7]; dst[10] = src[8];
}
}
//static field
std::vector<ProgramState::AutoBindingResolver*> ProgramState::_customAutoBindingResolvers;
UniformBuffer::UniformBuffer(const backend::UniformInfo &_uniformInfo)
: uniformInfo(_uniformInfo)
{
if(uniformInfo.bufferSize > 0)
{
data.resize(uniformInfo.bufferSize);
std::fill(data.begin(), data.end(), 0);
}
}
UniformBuffer::~UniformBuffer()
{
}
UniformBuffer::UniformBuffer(const UniformBuffer &other):
uniformInfo(other.uniformInfo), data(other.data)
{
}
UniformBuffer& UniformBuffer::operator=(const UniformBuffer& rhs)
{
if (this != &rhs)
{
uniformInfo = rhs.uniformInfo;
data = rhs.data;
}
return *this;
}
UniformBuffer& UniformBuffer::operator=(UniformBuffer&& rhs)
{
if (this != &rhs)
{
uniformInfo = rhs.uniformInfo;
data = std::move(rhs.data);
}
return *this;
}
TextureInfo::TextureInfo(const std::vector<uint32_t>& _slots, const std::vector<backend::Texture*> _textures)
: slot(_slots)
, textures(_textures)
{
retainTextures();
}
TextureInfo::TextureInfo(const TextureInfo &other)
: slot(other.slot)
, textures(other.textures)
{
retainTextures();
}
TextureInfo::~TextureInfo()
{
releaseTextures();
}
void TextureInfo::retainTextures()
{
for (auto& texture : textures)
CC_SAFE_RETAIN(texture);
}
void TextureInfo::releaseTextures()
{
for (auto& texture : textures)
CC_SAFE_RELEASE(texture);
}
TextureInfo& TextureInfo::operator=(TextureInfo&& rhs)
{
if (this != &rhs)
{
slot = rhs.slot;
rhs.retainTextures();
releaseTextures();
textures = rhs.textures;
//release the textures before cleaning the vertor
rhs.releaseTextures();
rhs.textures.clear();
}
return *this;
}
TextureInfo& TextureInfo::operator=(const TextureInfo& rhs)
{
if (this != &rhs)
{
slot = rhs.slot;
textures = rhs.textures;
retainTextures();
}
return *this;
}
ProgramState::ProgramState(const std::string& vertexShader, const std::string& fragmentShader)
{
_program = backend::ProgramCache::getInstance()->newProgram(vertexShader, fragmentShader);
CC_SAFE_RETAIN(_program);
auto maxVertexLocaiton = _program->getMaxVertexLocation();
auto maxFragmentLocaiton = _program->getMaxFragmentLocation();
if(maxVertexLocaiton > 0)
{
assert(maxVertexLocaiton);
_vertexUniformInfos.resize(maxVertexLocaiton);
createVertexUniformBuffer();
}
if(maxFragmentLocaiton > 0)
{
_fragmentUniformInfos.resize(maxFragmentLocaiton);
createFragmentUniformBuffer();
}
}
ProgramState::ProgramState()
{
}
ProgramState::~ProgramState()
{
CC_SAFE_RELEASE(_program);
_vertexUniformInfos.clear();
_fragmentUniformInfos.clear();
_vertexTextureInfos.clear();
_fragmentTextureInfos.clear();
}
ProgramState *ProgramState::clone() const
{
ProgramState *cp = new ProgramState();
cp->_program = _program;
cp->_vertexUniformInfos = _vertexUniformInfos;
cp->_fragmentUniformInfos = _fragmentUniformInfos;
cp->_vertexTextureInfos = _vertexTextureInfos;
cp->_fragmentTextureInfos = _fragmentTextureInfos;
CC_SAFE_RETAIN(cp->_program);
return cp;
}
void ProgramState::createVertexUniformBuffer()
{
const auto& vertexUniformInfos = _program->getVertexUniformInfos();
for(const auto& uniformInfo : vertexUniformInfos)
{
if(uniformInfo.second.bufferSize)
_vertexUniformInfos[uniformInfo.second.location] = uniformInfo.second;
}
}
void ProgramState::createFragmentUniformBuffer()
{
const auto& fragmentUniformInfos = _program->getFragmentUniformInfos();
for(const auto& uniformInfo : fragmentUniformInfos)
{
if(uniformInfo.second.bufferSize)
_fragmentUniformInfos[uniformInfo.second.location] = uniformInfo.second;
}
}
backend::UniformLocation ProgramState::getUniformLocation(const std::string& uniform) const
{
return _program->getUniformLocation(uniform);
}
void ProgramState::setCallbackUniform(const backend::UniformLocation& uniformLocation,const UniformCallback& callback)
{
_callbackUniforms[uniformLocation] = callback;
}
void ProgramState::setUniform(const backend::UniformLocation& uniformLocation, const void* data, uint32_t size)
{
switch (uniformLocation.shaderStage)
{
case backend::ShaderStage::VERTEX:
setVertexUniform(uniformLocation.location, data, size);
break;
case backend::ShaderStage::FRAGMENT:
setFragmentUniform(uniformLocation.location, data, size);
break;
case backend::ShaderStage::VERTEX_AND_FRAGMENT:
setVertexUniform(uniformLocation.location, data, size);
setFragmentUniform(uniformLocation.location, data, size);
break;
default:
break;
}
}
#ifdef CC_USE_METAL
void ProgramState::convertUniformData(const backend::UniformInfo& uniformInfo, const void* srcData, uint32_t srcSize, std::vector<char>& uniformData)
{
auto basicType = static_cast<glslopt_basic_type>(uniformInfo.type);
char* convertedData = new char[uniformInfo.bufferSize];
memset(convertedData, 0, uniformInfo.bufferSize);
switch (basicType)
{
case kGlslTypeFloat:
{
for (int i=0; i<uniformInfo.count; i++)
{
int offset = 0;
if(uniformInfo.isMatrix)
{
offset = i*MAT3_SIZE;
if(offset >= srcSize)
break;
convertMat3ToMat4x3((float*)srcData + offset, (float*)convertedData + i * MAT4X3_SIZE);
}
else
{
offset = i*VEC3_SIZE;
if(offset >= srcSize)
break;
convertVec3ToVec4((float*)srcData +offset, (float*)convertedData + i * VEC4_SIZE);
}
}
break;
}
case kGlslTypeBool:
{
for (int i=0; i<uniformInfo.count; i++)
{
int offset = 0;
offset = i*BVEC3_SIZE;
if(offset >= srcSize)
break;
convertbVec3TobVec4((bool*)srcData + offset, (bool*)convertedData + i * BVEC4_SIZE);
}
break;
}
case kGlslTypeInt:
{
for (int i=0; i<uniformInfo.count; i++)
{
int offset = 0;
offset = i*IVEC3_SIZE;
if(offset >= srcSize)
break;
convertiVec3ToiVec4((int*)srcData + offset, (int*)convertedData + i * IVEC4_SIZE);
}
break;
}
default:
CC_ASSERT(false);
break;
}
uniformData.assign(convertedData, convertedData + uniformInfo.bufferSize);
CC_SAFE_DELETE_ARRAY(convertedData);
}
#endif
void ProgramState::setVertexUniform(int location, const void* data, uint32_t size)
{
if(location < 0)
return;
//float3 etc in Metal has both sizeof and alignment same as float4, need convert to correct laytout
#ifdef CC_USE_METAL
auto& uniformInfo = _vertexUniformInfos[location].uniformInfo;
if(uniformInfo.needConvert)
{
convertUniformData(uniformInfo, data, size, _vertexUniformInfos[location].data);
return;
}
#endif
_vertexUniformInfos[location].data.assign((char*)data, (char*)data + size);
}
void ProgramState::setFragmentUniform(int location, const void* data, uint32_t size)
{
if(location < 0)
return;
//float3 etc in Metal has both sizeof and alignment same as float4, need convert to correct laytout
#ifdef CC_USE_METAL
auto& uniformInfo = _fragmentUniformInfos[location].uniformInfo;
if(uniformInfo.needConvert)
{
convertUniformData(uniformInfo, data, size, _fragmentUniformInfos[location].data);
return;
}
#endif
_fragmentUniformInfos[location].data.assign((char *)data, (char *)data + size);
}
void ProgramState::setTexture(const backend::UniformLocation& uniformLocation, uint32_t slot, backend::Texture* texture)
{
switch (uniformLocation.shaderStage)
{
case backend::ShaderStage::VERTEX:
setTexture(uniformLocation.location, slot, texture, _vertexTextureInfos);
break;
case backend::ShaderStage::FRAGMENT:
setTexture(uniformLocation.location, slot, texture, _fragmentTextureInfos);
break;
case backend::ShaderStage::VERTEX_AND_FRAGMENT:
setTexture(uniformLocation.location, slot, texture, _vertexTextureInfos);
setTexture(uniformLocation.location, slot, texture, _fragmentTextureInfos);
break;
default:
break;
}
}
void ProgramState::setTextureArray(const backend::UniformLocation& uniformLocation, const std::vector<uint32_t>& slots, const std::vector<backend::Texture*> textures)
{
switch (uniformLocation.shaderStage)
{
case backend::ShaderStage::VERTEX:
setTextureArray(uniformLocation.location, slots, textures, _vertexTextureInfos);
break;
case backend::ShaderStage::FRAGMENT:
setTextureArray(uniformLocation.location, slots, textures, _fragmentTextureInfos);
break;
case backend::ShaderStage::VERTEX_AND_FRAGMENT:
setTextureArray(uniformLocation.location, slots, textures, _vertexTextureInfos);
setTextureArray(uniformLocation.location, slots, textures, _fragmentTextureInfos);
break;
default:
break;
}
}
void ProgramState::setTexture(int location, uint32_t slot, backend::Texture* texture, std::unordered_map<int, TextureInfo>& textureInfo)
{
if(location < 0)
return;
TextureInfo info;
info.slot = {slot};
info.textures = {texture};
info.retainTextures();
textureInfo[location] = std::move(info);
}
void ProgramState::setTextureArray(int location, const std::vector<uint32_t>& slots, const std::vector<backend::Texture*> textures, std::unordered_map<int, TextureInfo>& textureInfo)
{
assert(slots.size() == textures.size());
TextureInfo info;
info.slot = slots;
info.textures = textures;
info.retainTextures();
textureInfo[location] = std::move(info);
}
void ProgramState::setParameterAutoBinding(const std::string &uniform, const std::string &autoBinding)
{
_autoBindings.emplace(uniform, autoBinding);
applyAutoBinding(uniform, autoBinding);
}
void ProgramState::applyAutoBinding(const std::string &uniformName, const std::string &autoBinding)
{
bool resolved = false;
for (const auto resolver : _customAutoBindingResolvers)
{
resolved = resolver->resolveAutoBinding(this, uniformName, autoBinding);
if (resolved) break;
}
}
ProgramState::AutoBindingResolver::AutoBindingResolver()
{
_customAutoBindingResolvers.emplace_back(this);
}
ProgramState::AutoBindingResolver::~AutoBindingResolver()
{
auto &list = _customAutoBindingResolvers;
list.erase(std::remove(list.begin(), list.end(), this), list.end());
}
CC_BACKEND_END