mirror of https://github.com/axmolengine/axmol.git
300 lines
8.8 KiB
C++
300 lines
8.8 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) Microsoft Open Technologies, Inc.
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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 "CCPrecompiledShaders.h"
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#include "CCWinRTUtils.h"
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#include "renderer/CCGLProgram.h"
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#include "sha1.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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#include "platform/winrt/shaders/precompiledshaders.h"
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#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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#include "platform/wp8/shaders/precompiledshaders.h"
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#endif
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using namespace Windows::Graphics::Display;
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using namespace Windows::Storage;
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using namespace Platform;
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using namespace Windows::Storage;
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using namespace Windows::Storage::Pickers;
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using namespace Windows::Storage::Streams;
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using namespace concurrency;
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NS_CC_BEGIN
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// singleton stuff
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static CCPrecompiledShaders *s_pPrecompiledShaders = NULL;
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#define SHADER_NAME_PREFIX "s_"
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CCPrecompiledShaders* CCPrecompiledShaders::getInstance(void)
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{
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if (!s_pPrecompiledShaders)
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{
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s_pPrecompiledShaders = new CCPrecompiledShaders();
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}
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return s_pPrecompiledShaders;
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}
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CCPrecompiledShaders::CCPrecompiledShaders(void)
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: m_isDirty(false)
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{
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Init();
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}
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void CCPrecompiledShaders::Init(void)
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{
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m_programs.clear();
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m_precompiledPrograms.clear();
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// add existing precomiled programs to dictionary
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loadPrecompiledPrograms();
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}
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CCPrecompiledShaders::~CCPrecompiledShaders(void)
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{
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}
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static std::string computeHash(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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SHA1Context sha;
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int err;
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err = SHA1Reset(&sha);
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std::string result = "";
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uint8_t hash[SHA1HashSize];
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char hashString[SHA1HashSize * 2 + 1];
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if(!err)
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{
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err = SHA1Input(&sha,(const unsigned char *) vShaderByteArray,strlen(vShaderByteArray));
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}
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if(!err)
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{
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err = SHA1Input(&sha,(const unsigned char *) fShaderByteArray,strlen(fShaderByteArray));
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}
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if(!err)
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{
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char* shader_version = (char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
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err = SHA1Input(&sha,(const unsigned char *) shader_version,strlen(shader_version));
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}
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if(!err)
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{
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err = SHA1Result(&sha, hash);
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}
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if(!err)
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{
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SHA1ConvertMessageToString(hash, hashString);
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result = hashString;
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}
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return result;
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}
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std::string CCPrecompiledShaders::addShaders(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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return computeHash(vShaderByteArray, fShaderByteArray);
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}
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void CCPrecompiledShaders::loadPrecompiledPrograms()
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{
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m_precompiledPrograms.clear();
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#if defined(PRECOMPILED_SHADERS)
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for(int i = 0; i < s_numPrograms; i++)
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{
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PrecompiledProgram* p = new PrecompiledProgram();
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p->key = s_programKeys[i];
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p->program = s_programs[i];
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p->length = s_programLengths[i];
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m_precompiledPrograms[s_programKeys[i]] = p;
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}
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#endif
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}
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void CCPrecompiledShaders::addPrecompiledProgram(const char* key, const unsigned char* program, int programLength)
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{
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std::string id = key;
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PrecompiledProgram* p = nullptr;
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auto it = m_precompiledPrograms.find(id);
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if (it != m_precompiledPrograms.end())
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{
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p = it->second;
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}
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else
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{
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p = new PrecompiledProgram();
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m_precompiledPrograms[id] = p;
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}
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p->key = key;
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p->program = program;
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p->length = programLength;
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}
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bool CCPrecompiledShaders::loadProgram(GLuint program, const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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std::string id = computeHash(vShaderByteArray, fShaderByteArray);
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auto it = m_precompiledPrograms.find(id);
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if(it == m_precompiledPrograms.end())
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return false;
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glProgramBinaryOES(program, GL_PROGRAM_BINARY_ANGLE, (const GLvoid*) it->second->program, it->second->length);
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return true;
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}
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bool CCPrecompiledShaders::addProgram(GLuint program, const std::string& id)
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{
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int length;
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auto it = m_programs.find(id);
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if(it != m_programs.end())
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return true;
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auto it2 = m_precompiledPrograms.find(id);
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if(it2 == m_precompiledPrograms.end())
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m_isDirty = true;
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CompiledProgram* p = new CompiledProgram();
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &length);
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p->program.reserve(length);
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p->length = length;
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p->key = id;
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GLenum binaryFormat;
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glGetProgramBinaryOES(program, length, NULL, &binaryFormat, p->program.data());
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m_programs[id] = p;
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return true;
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}
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) && defined(WP8_SHADER_COMPILER)
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void CCPrecompiledShaders::savePrecompiledPrograms(Windows::Storage::StorageFolder^ folder)
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{
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Platform::String ^fileName = L"precompiledshaders.h";
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auto saveTask = create_task(folder->CreateFileAsync(fileName, CreationCollisionOption::ReplaceExisting));
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saveTask.then([this](StorageFile^ file)
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{
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InMemoryRandomAccessStream^ memoryStream = ref new InMemoryRandomAccessStream();
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DataWriter^ dataWriter = ref new DataWriter(memoryStream);
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Platform::String^ programLengths = "const int s_programLengths[] = {";
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Platform::String^ programs = "const unsigned char* s_programs[] = {";
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Platform::String^ programKeys = "const char* s_programKeys[] = {";
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int numPrograms = 0;
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dataWriter->WriteString(L"#define PRECOMPILED_SHADERS\n\n");
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for (auto iter = m_programs.begin(); iter != m_programs.end(); ++iter)
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{
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CompiledProgram* p = (CompiledProgram*)iter->second;
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Platform::String^ keyName = ref new Platform::String(CCUtf8ToUnicode(p->key.c_str()).c_str());
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Platform::String^ programName = SHADER_NAME_PREFIX + keyName;
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dataWriter->WriteString("const unsigned char ");
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dataWriter->WriteString(programName);
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dataWriter->WriteString("[] = {\n");
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char temp[32];
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unsigned char* buffer = p->program.data();
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for(int i = 0; i < p->length - 1; i++)
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{
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if(i % 8 == 0)
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dataWriter->WriteString("\n");
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sprintf_s(temp, "%3i, ", buffer[i]);
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dataWriter->WriteString(ref new Platform::String(CCUtf8ToUnicode(temp).c_str()));
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}
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if((p->length - 1) % 8 == 0)
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dataWriter->WriteString("\n");
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sprintf_s(temp, "%3i, ", buffer[p->length - 1]);
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dataWriter->WriteString(ref new Platform::String(CCUtf8ToUnicode(temp).c_str()));
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dataWriter->WriteString("\n};\n\n");
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if(numPrograms != 0)
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{
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programLengths += (",");
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programs += (",");
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programKeys += (",");
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}
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programLengths += p->length;
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programs += programName;
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programKeys += "\"" + keyName + "\"";
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numPrograms++;
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}
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programLengths += "};\n";
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programs += "};\n";
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programKeys += "};\n";
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Platform::String^ n = ref new Platform::String(L"const int s_numPrograms = ");
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n += numPrograms;
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n += ";\n";
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dataWriter->WriteString(n);
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dataWriter->WriteString(programLengths);
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dataWriter->WriteString(programs);
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dataWriter->WriteString(programKeys);
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return FileIO::WriteBufferAsync(file, dataWriter->DetachBuffer());
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});
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}
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void CCPrecompiledShaders::savePrecompiledShaders()
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{
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if(!m_isDirty)
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return;
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FolderPicker^ folderPicker = ref new FolderPicker();
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folderPicker->SuggestedStartLocation = PickerLocationId::Desktop;
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folderPicker->FileTypeFilter->Append(".h");
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auto saveTask = create_task(folderPicker->PickSingleFolderAsync());
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saveTask.then([this](StorageFolder^ folder)
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{
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if(folder != nullptr)
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{
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savePrecompiledPrograms(folder);
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m_isDirty = false;
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}
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});
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}
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#endif
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NS_CC_END
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