/* Copyright (C) 2012 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 "graphics/ShaderProgram.h"
#include "graphics/ShaderTechnique.h"
#if USE_SHADER_XML_VALIDATION
# include "ps/XML/RelaxNG.h"
#endif
#include
/**
* Shader manager: loads and caches shader programs.
*/
class CShaderManager
{
public:
CShaderManager();
~CShaderManager();
/**
* Load a shader program.
* @param name name of shader XML specification (file is loaded from shaders/${name}.xml)
* @param defines key/value set of preprocessor definitions
* @return loaded program, or null pointer on error
*/
CShaderProgramPtr LoadProgram(const char* name, const std::map& defines = (std::map()));
/**
* Load a shader effect.
* Effects can be implemented via many techniques; this returns the best usable technique.
* @param name name of effect XML specification (file is loaded from shaders/effects/${name}.xml)
* @param defines key/value set of preprocessor definitions
* @return loaded technique, or empty technique on error
*/
CShaderTechniquePtr LoadEffect(const char* name, const std::map& defines = (std::map()));
private:
struct CacheKey
{
std::string name;
std::map 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.
std::map m_ProgramCache;
// An effect isn't too expensive but it may be loaded many times per frame,
// so we ought to cache it anyway.
// For each effect we pick a technique at load time, dependent on various
// settings (e.g. GL shader extensions, or user's chosen graphics quality)
// which rarely change. We'll store that collection of settings in
// EffectContext and reload the effect cache whenever it changes.
struct EffectContext
{
bool hasARB;
bool hasGLSL;
bool preferGLSL;
bool operator==(const EffectContext& b) const
{
return hasARB == b.hasARB && hasGLSL == b.hasGLSL && preferGLSL == b.preferGLSL;
}
};
EffectContext GetEffectContextAndVerifyCache();
std::map m_EffectCache;
EffectContext m_EffectCacheContext;
// Store the set of shaders that need to be reloaded when the given file is modified
typedef boost::unordered_map > > HotloadFilesMap;
HotloadFilesMap m_HotloadFiles;
#if USE_SHADER_XML_VALIDATION
RelaxNGValidator m_Validator;
#endif
bool NewProgram(const char* name, const std::map& defines, CShaderProgramPtr& program);
bool NewEffect(const char* name, const std::map& defines, const EffectContext& cx, CShaderTechniquePtr& tech);
static Status ReloadChangedFileCB(void* param, const VfsPath& path);
Status ReloadChangedFile(const VfsPath& path);
};
#endif // INCLUDED_SHADERMANAGER