/* 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