cleanup shader manager

This commit is contained in:
Ced2911 2013-08-23 14:29:33 +02:00
parent 38dbc77ea2
commit 6a4d320eac
2 changed files with 187 additions and 153 deletions

View file

@ -79,24 +79,36 @@ VSShader::~VSShader() {
shader->Release();
}
// Helper
D3DXHANDLE LinkedShader::GetConstantByName(LPCSTR pName) {
D3DXHANDLE ret = NULL;
if ((ret = m_fs->constant->GetConstantByName(NULL, pName)) != NULL) {
} else if ((ret = m_vs->constant->GetConstantByName(NULL, pName)) != NULL) {}
return ret;
}
LinkedShader::LinkedShader(VSShader *vs, PSShader *fs, bool useHWTransform)
:dirtyUniforms(0), useHWTransform_(useHWTransform) {
INFO_LOG(G3D, "Linked shader: vs %i fs %i", (int)vs->shader, (int)fs->shader);
u_tex = fs->constant->GetConstantByName(NULL, "tex");
u_proj = vs->constant->GetConstantByName(NULL, "u_proj");
u_proj_through = vs->constant->GetConstantByName(NULL, "u_proj_through");
u_texenv = fs->constant->GetConstantByName(NULL, "u_texenv");
u_fogcolor = fs->constant->GetConstantByName(NULL, "u_fogcolor");
u_fogcoef = fs->constant->GetConstantByName(NULL, "u_fogcoef");
u_alphacolorref = fs->constant->GetConstantByName(NULL, "u_alphacolorref");
u_colormask = fs->constant->GetConstantByName(NULL, "u_colormask");
m_vs = vs;
m_fs = fs;
u_tex = GetConstantByName("tex");
u_proj = GetConstantByName("u_proj");
u_proj_through = GetConstantByName("u_proj_through");
u_texenv = GetConstantByName("u_texenv");
u_fogcolor = GetConstantByName("u_fogcolor");
u_fogcoef = GetConstantByName("u_fogcoef");
u_alphacolorref = GetConstantByName("u_alphacolorref");
u_colormask = GetConstantByName("u_colormask");
// Transform
u_view = vs->constant->GetConstantByName(NULL, "u_view");
u_world = vs->constant->GetConstantByName(NULL, "u_world");
u_texmtx = vs->constant->GetConstantByName(NULL, "u_texmtx");
u_view = GetConstantByName("u_view");
u_world = GetConstantByName("u_world");
u_texmtx = GetConstantByName("u_texmtx");
numBones = gstate.getNumBoneWeights();
#ifdef USE_BONE_ARRAY
@ -106,36 +118,36 @@ LinkedShader::LinkedShader(VSShader *vs, PSShader *fs, bool useHWTransform)
char name[10];
sprintf(name, "u_bone%i", i);
// u_bone[i] = glGetUniformLocation(program, name);
u_bone[i] = vs->constant->GetConstantByName(NULL, name);
u_bone[i] = GetConstantByName(name);
}
#endif
// Lighting, texturing
u_ambient = vs->constant->GetConstantByName(NULL, "u_ambient");
u_matambientalpha = vs->constant->GetConstantByName(NULL, "u_matambientalpha");
u_matdiffuse = vs->constant->GetConstantByName(NULL, "u_matdiffuse");
u_matspecular = vs->constant->GetConstantByName(NULL, "u_matspecular");
u_matemissive = vs->constant->GetConstantByName(NULL, "u_matemissive");
u_uvscaleoffset = vs->constant->GetConstantByName(NULL, "u_uvscaleoffset");
u_ambient = GetConstantByName("u_ambient");
u_matambientalpha = GetConstantByName("u_matambientalpha");
u_matdiffuse = GetConstantByName("u_matdiffuse");
u_matspecular = GetConstantByName("u_matspecular");
u_matemissive = GetConstantByName("u_matemissive");
u_uvscaleoffset = GetConstantByName("u_uvscaleoffset");
for (int i = 0; i < 4; i++) {
char temp[64];
sprintf(temp, "u_lightpos%i", i);
u_lightpos[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightpos[i] = GetConstantByName(temp);
sprintf(temp, "u_lightdir%i", i);
u_lightdir[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightdir[i] = GetConstantByName(temp);
sprintf(temp, "u_lightatt%i", i);
u_lightatt[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightatt[i] = GetConstantByName(temp);
sprintf(temp, "u_lightangle%i", i);
u_lightangle[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightangle[i] = GetConstantByName(temp);
sprintf(temp, "u_lightspotCoef%i", i);
u_lightspotCoef[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightspotCoef[i] = GetConstantByName(temp);
sprintf(temp, "u_lightambient%i", i);
u_lightambient[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightambient[i] = GetConstantByName(temp);
sprintf(temp, "u_lightdiffuse%i", i);
u_lightdiffuse[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightdiffuse[i] = GetConstantByName(temp);
sprintf(temp, "u_lightspecular%i", i);
u_lightspecular[i] = vs->constant->GetConstantByName(NULL, temp);
u_lightspecular[i] = GetConstantByName(temp);
}
/*
@ -153,9 +165,6 @@ LinkedShader::LinkedShader(VSShader *vs, PSShader *fs, bool useHWTransform)
pD3Ddevice->SetPixelShader(fs->shader);
pD3Ddevice->SetVertexShader(vs->shader);
m_vs = vs;
m_fs = fs;
// Default uniform values
//glUniform1i(u_tex, 0);
// The rest, use the "dirty" mechanism.
@ -167,67 +176,6 @@ LinkedShader::~LinkedShader() {
// glDeleteProgram(program);
}
// Utility
static void SetColorUniform3(LPD3DXCONSTANTTABLE constant, int uniform, u32 color) {
const float col[3] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f
};
constant->SetFloatArray(pD3Ddevice, uniform, col, 3);
}
static void SetColorUniform3Alpha(LPD3DXCONSTANTTABLE constant, int uniform, u32 color, u8 alpha) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
alpha/255.0f
};
//glUniform4fv(uniform, 1, col);
constant->SetFloatArray(pD3Ddevice, uniform, col, 4);
}
// This passes colors unscaled (e.g. 0 - 255 not 0 - 1.)
static void SetColorUniform3Alpha255(LPD3DXCONSTANTTABLE constant, int uniform, u32 color, u8 alpha) {
/*
const float col[4] = {
(float)((color & 0xFF)),
(float)((color & 0xFF00) >> 8),
(float)((color & 0xFF0000) >> 16),
(float)alpha
};
*/
if (1) {
const float col[4] = {
(float)((color & 0xFF)) * (1.0f / 255.0f),
(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
(float)alpha * (1.0f / 255.0f)
};
constant->SetFloatArray(pD3Ddevice, uniform, col, 4);
} else {
const float col[4] = {
(float)((color & 0xFF)) ,
(float)((color & 0xFF00) >> 8) ,
(float)((color & 0xFF0000) >> 16) ,
(float)alpha
};
constant->SetFloatArray(pD3Ddevice, uniform, col, 4);
}
//glUniform4fv(uniform, 1, col);
//constant->SetFloatArray(pD3Ddevice, uniform, col, 4);
}
static void SetColorUniform3ExtraFloat(LPD3DXCONSTANTTABLE constant, int uniform, u32 color, float extra) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
extra
};
constant->SetFloatArray(pD3Ddevice, uniform, col, 4);
}
static void ConvertMatrix4x3To4x4(const float *m4x3, float *m4x4) {
m4x4[0] = m4x3[0];
@ -248,10 +196,83 @@ static void ConvertMatrix4x3To4x4(const float *m4x3, float *m4x4) {
m4x4[15] = 1.0f;
}
static void SetMatrix4x3(LPD3DXCONSTANTTABLE constant, int uniform, const float *m4x3) {
// Utility
void LinkedShader::SetMatrix4x3(D3DXHANDLE uniform, const float *m4x3) {
float m4x4[16];
ConvertMatrix4x3To4x4(m4x3, m4x4);
constant->SetMatrix(pD3Ddevice, uniform, (D3DXMATRIX*)m4x4);
if (m_vs->constant->SetMatrix(pD3Ddevice, uniform, (D3DXMATRIX*)m4x4) == D3D_OK);
else
m_fs->constant->SetMatrix(pD3Ddevice, uniform, (D3DXMATRIX*)m4x4);
}
void LinkedShader::SetMatrix(D3DXHANDLE uniform, const float* pMatrix) {
D3DXMATRIX * pDxMat = (D3DXMATRIX*)pMatrix;
if (m_vs->constant->SetMatrix(pD3Ddevice, uniform, pDxMat) == D3D_OK);
else
m_fs->constant->SetMatrix(pD3Ddevice, uniform, pDxMat);
}
void LinkedShader::SetColorUniform3(D3DXHANDLE uniform, u32 color) {
const float col[3] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f
};
SetFloatArray(uniform, col, 4);
}
void LinkedShader::SetColorUniform3ExtraFloat(D3DXHANDLE uniform, u32 color, float extra) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
extra
};
SetFloatArray(uniform, col, 4);
}
void LinkedShader::SetColorUniform3Alpha(D3DXHANDLE uniform, u32 color, u8 alpha) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
alpha/255.0f
};
SetFloatArray(uniform, col, 4);
}
void LinkedShader::SetColorUniform3Alpha255(D3DXHANDLE uniform, u32 color, u8 alpha) {
if (1) {
const float col[4] = {
(float)((color & 0xFF)) * (1.0f / 255.0f),
(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
(float)alpha * (1.0f / 255.0f)
};
SetFloatArray(uniform, col, 4);
} else {
const float col[4] = {
(float)((color & 0xFF)) ,
(float)((color & 0xFF00) >> 8) ,
(float)((color & 0xFF0000) >> 16) ,
(float)alpha
};
SetFloatArray(uniform, col, 4);
}
}
void LinkedShader::SetFloatArray(D3DXHANDLE uniform, const float* pArray, int len) {
if (m_fs->constant->SetFloatArray(pD3Ddevice, uniform, pArray, len) == D3D_OK);
else
m_vs->constant->SetFloatArray(pD3Ddevice, uniform, pArray, len);
}
void LinkedShader::SetFloat(D3DXHANDLE uniform, float value) {
if (m_fs->constant->SetFloat(pD3Ddevice, uniform, value) == D3D_OK);
else
m_vs->constant->SetFloat(pD3Ddevice, uniform, value);
}
void LinkedShader::use() {
@ -317,7 +338,7 @@ void LinkedShader::updateUniforms() {
// Convert matrices !
ConvertMatrices(flippedMatrix);
m_vs->constant->SetMatrix(pD3Ddevice, u_proj, (D3DXMATRIX*)flippedMatrix.getReadPtr());
SetMatrix(u_proj, flippedMatrix.getReadPtr());
}
if (u_proj_through != 0 && (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX))
{
@ -327,19 +348,19 @@ void LinkedShader::updateUniforms() {
// Convert matrices !
ConvertMatrices(proj_through);
m_vs->constant->SetMatrix(pD3Ddevice, u_proj_through, (D3DXMATRIX*)proj_through.getReadPtr());
SetMatrix(u_proj_through, proj_through.getReadPtr());
}
if (u_texenv != 0 && (dirtyUniforms & DIRTY_TEXENV)) {
SetColorUniform3(m_fs->constant, u_texenv, gstate.texenvcolor);
SetColorUniform3(u_texenv, gstate.texenvcolor);
}
if (u_alphacolorref != 0 && (dirtyUniforms & DIRTY_ALPHACOLORREF)) {
SetColorUniform3Alpha255(m_fs->constant, u_alphacolorref, gstate.getColorTestRef(), gstate.getAlphaTestRef());
SetColorUniform3Alpha255(u_alphacolorref, gstate.getColorTestRef(), gstate.getAlphaTestRef());
}
if (u_colormask != 0 && (dirtyUniforms & DIRTY_COLORMASK)) {
SetColorUniform3(m_fs->constant, u_colormask, gstate.colormask);
SetColorUniform3(u_colormask, gstate.colormask);
}
if (u_fogcolor != 0 && (dirtyUniforms & DIRTY_FOGCOLOR)) {
SetColorUniform3(m_fs->constant, u_fogcolor, gstate.fogcolor);
SetColorUniform3(u_fogcolor, gstate.fogcolor);
}
if (u_fogcoef != 0 && (dirtyUniforms & DIRTY_FOGCOEF)) {
const float fogcoef[2] = {
@ -347,7 +368,7 @@ void LinkedShader::updateUniforms() {
getFloat24(gstate.fog2),
};
//glUniform2fv(u_fogcoef, 1, fogcoef);
m_fs->constant->SetFloatArray(pD3Ddevice, u_fogcoef, fogcoef, 2);
m_vs->constant->SetFloatArray(pD3Ddevice, u_fogcoef, fogcoef, 2);
}
// Texturing
@ -379,18 +400,18 @@ void LinkedShader::updateUniforms() {
uvscaleoff[3] = 0.0f;
}
}
m_vs->constant->SetFloatArray(pD3Ddevice, u_uvscaleoffset, uvscaleoff, 4);
SetFloatArray(u_uvscaleoffset, uvscaleoff, 4);
}
// Transform
if (u_world != 0 && (dirtyUniforms & DIRTY_WORLDMATRIX)) {
SetMatrix4x3(m_vs->constant, u_world, gstate.worldMatrix);
SetMatrix4x3(u_world, gstate.worldMatrix);
}
if (u_view != 0 && (dirtyUniforms & DIRTY_VIEWMATRIX)) {
SetMatrix4x3(m_vs->constant, u_view, gstate.viewMatrix);
SetMatrix4x3(u_view, gstate.viewMatrix);
}
if (u_texmtx != 0 && (dirtyUniforms & DIRTY_TEXMATRIX)) {
SetMatrix4x3(m_vs->constant, u_texmtx, gstate.tgenMatrix);
SetMatrix4x3(u_texmtx, gstate.tgenMatrix);
}
// TODO: Could even set all bones in one go if they're all dirty.
@ -426,26 +447,26 @@ void LinkedShader::updateUniforms() {
//glUniformMatrix4fv(u_bone[i], 1, GL_FALSE, bonetemp);
if (u_bone[i] != 0)
m_vs->constant->SetMatrix(pD3Ddevice, u_bone[i], (D3DXMATRIX*)bonetemp);
SetMatrix(u_bone[i], bonetemp);
}
}
#endif
// Lighting
if (u_ambient != 0 && (dirtyUniforms & DIRTY_AMBIENT)) {
SetColorUniform3Alpha(m_vs->constant, u_ambient, gstate.ambientcolor, gstate.getAmbientA());
SetColorUniform3Alpha(u_ambient, gstate.ambientcolor, gstate.getAmbientA());
}
if (u_matambientalpha != 0 && (dirtyUniforms & DIRTY_MATAMBIENTALPHA)) {
SetColorUniform3Alpha(m_vs->constant, u_matambientalpha, gstate.materialambient, gstate.getMaterialAmbientA());
SetColorUniform3Alpha(u_matambientalpha, gstate.materialambient, gstate.getMaterialAmbientA());
}
if (u_matdiffuse != 0 && (dirtyUniforms & DIRTY_MATDIFFUSE)) {
SetColorUniform3(m_vs->constant, u_matdiffuse, gstate.materialdiffuse);
SetColorUniform3(u_matdiffuse, gstate.materialdiffuse);
}
if (u_matemissive != 0 && (dirtyUniforms & DIRTY_MATEMISSIVE)) {
SetColorUniform3(m_vs->constant,u_matemissive, gstate.materialemissive);
SetColorUniform3(u_matemissive, gstate.materialemissive);
}
if (u_matspecular != 0 && (dirtyUniforms & DIRTY_MATSPECULAR)) {
SetColorUniform3ExtraFloat(m_vs->constant,u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
SetColorUniform3ExtraFloat(u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
}
for (int i = 0; i < 4; i++) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
@ -461,30 +482,30 @@ void LinkedShader::updateUniforms() {
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
if (u_lightpos[i] != 0)
m_vs->constant->SetFloatArray(pD3Ddevice, u_lightpos[i], vec, 3);
SetFloatArray(u_lightpos[i], vec, 3);
} else {
if (u_lightpos[i] != 0)
m_vs->constant->SetFloatArray(pD3Ddevice, u_lightpos[i], gstate_c.lightpos[i], 3);
SetFloatArray(u_lightpos[i], gstate_c.lightpos[i], 3);
}
if (u_lightdir[i] != 0)
m_vs->constant->SetFloatArray(pD3Ddevice, u_lightdir[i], gstate_c.lightdir[i], 3);
SetFloatArray(u_lightdir[i], gstate_c.lightdir[i], 3);
if (u_lightatt[i] != 0)
m_vs->constant->SetFloatArray(pD3Ddevice, u_lightatt[i], gstate_c.lightatt[i], 3);
SetFloatArray(u_lightatt[i], gstate_c.lightatt[i], 3);
if (u_lightangle[i] != 0)
m_vs->constant->SetFloat(pD3Ddevice, u_lightangle[i], gstate_c.lightangle[i]);
SetFloat(u_lightangle[i], gstate_c.lightangle[i]);
if (u_lightspotCoef[i] != 0)
m_vs->constant->SetFloat(pD3Ddevice, u_lightspotCoef[i], gstate_c.lightspotCoef[i]);
SetFloat(u_lightspotCoef[i], gstate_c.lightspotCoef[i]);
if (u_lightambient[i] != 0)
m_vs->constant->SetFloatArray(pD3Ddevice, u_lightambient[i], gstate_c.lightColor[0][i], 3);
SetFloatArray(u_lightambient[i], gstate_c.lightColor[0][i], 3);
if (u_lightdiffuse[i] != 0)
m_vs->constant->SetFloatArray(pD3Ddevice, u_lightdiffuse[i], gstate_c.lightColor[1][i], 3);
SetFloatArray(u_lightdiffuse[i], gstate_c.lightColor[1][i], 3);
if (u_lightspecular[i] != 0)
m_vs->constant->SetFloatArray(pD3Ddevice, u_lightspecular[i], gstate_c.lightColor[2][i], 3);
SetFloatArray(u_lightspecular[i], gstate_c.lightColor[2][i], 3);
}
}

View file

@ -28,6 +28,17 @@ class VSShader;
class LinkedShader
{
protected:
// Helper
D3DXHANDLE GetConstantByName(LPCSTR pName);
void SetMatrix4x3(D3DXHANDLE uniform, const float *m4x3);
void SetColorUniform3(D3DXHANDLE uniform, u32 color);
void SetColorUniform3ExtraFloat(D3DXHANDLE uniform, u32 color, float extra);
void SetColorUniform3Alpha(D3DXHANDLE uniform, u32 color, u8 alpha);
void SetColorUniform3Alpha255(D3DXHANDLE uniform, u32 color, u8 alpha);
void SetMatrix(D3DXHANDLE uniform, const float* pMatrix);
void SetFloatArray(D3DXHANDLE uniform, const float* pArray, int len);
void SetFloat(D3DXHANDLE uniform, float value);
public:
LinkedShader(VSShader *vs, PSShader *fs, bool useHWTransform);
~LinkedShader();
@ -45,51 +56,51 @@ public:
u32 dirtyUniforms;
// Pre-fetched attrs and uniforms
int a_position;
int a_color0;
int a_color1;
int a_texcoord;
int a_normal;
int a_weight0123;
int a_weight4567;
D3DXHANDLE a_position;
D3DXHANDLE a_color0;
D3DXHANDLE a_color1;
D3DXHANDLE a_texcoord;
D3DXHANDLE a_normal;
D3DXHANDLE a_weight0123;
D3DXHANDLE a_weight4567;
int u_tex;
int u_proj;
int u_proj_through;
int u_texenv;
int u_view;
int u_texmtx;
int u_world;
D3DXHANDLE u_tex;
D3DXHANDLE u_proj;
D3DXHANDLE u_proj_through;
D3DXHANDLE u_texenv;
D3DXHANDLE u_view;
D3DXHANDLE u_texmtx;
D3DXHANDLE u_world;
#ifdef USE_BONE_ARRAY
int u_bone; // array, size is numBones
D3DXHANDLE u_bone; // array, size is numBones
#else
int u_bone[8];
D3DXHANDLE u_bone[8];
#endif
int numBones;
D3DXHANDLE numBones;
// Fragment processing inputs
int u_alphacolorref;
int u_colormask;
int u_fogcolor;
int u_fogcoef;
D3DXHANDLE u_alphacolorref;
D3DXHANDLE u_colormask;
D3DXHANDLE u_fogcolor;
D3DXHANDLE u_fogcoef;
// Texturing
int u_uvscaleoffset;
D3DXHANDLE u_uvscaleoffset;
// Lighting
int u_ambient;
int u_matambientalpha;
int u_matdiffuse;
int u_matspecular;
int u_matemissive;
int u_lightpos[4];
int u_lightdir[4];
int u_lightatt[4]; // attenuation
int u_lightangle[4]; // spotlight cone angle (cosine)
int u_lightspotCoef[4]; // spotlight dropoff
int u_lightdiffuse[4]; // each light consist of vec4[3]
int u_lightspecular[4]; // attenuation
int u_lightambient[4]; // attenuation
D3DXHANDLE u_ambient;
D3DXHANDLE u_matambientalpha;
D3DXHANDLE u_matdiffuse;
D3DXHANDLE u_matspecular;
D3DXHANDLE u_matemissive;
D3DXHANDLE u_lightpos[4];
D3DXHANDLE u_lightdir[4];
D3DXHANDLE u_lightatt[4]; // attenuation
D3DXHANDLE u_lightangle[4]; // spotlight cone angle (cosine)
D3DXHANDLE u_lightspotCoef[4]; // spotlight dropoff
D3DXHANDLE u_lightdiffuse[4]; // each light consist of vec4[3]
D3DXHANDLE u_lightspecular[4]; // attenuation
D3DXHANDLE u_lightambient[4]; // attenuation
};
// Will reach 32 bits soon :P
@ -195,6 +206,7 @@ private:
VSShader *vs;
PSShader *fs;
LinkedShader *ls;
};
typedef std::vector<LinkedShaderCacheEntry> LinkedShaderCache;
@ -212,4 +224,5 @@ private:
typedef std::map<VertexShaderID, VSShader *> VSCache;
VSCache vsCache;
};