void OgrePlatform::deserializeShaders (const std::string& file) { std::ifstream inp; inp.open(file.c_str(), std::ios::in | std::ios::binary); Ogre::DataStreamPtr shaderCache(OGRE_NEW Ogre::FileStreamDataStream(file, &inp, false)); Ogre::GpuProgramManager::getSingleton().loadMicrocodeCache(shaderCache); }
// The address returned here will only be valid until next time this function is called. // The program is return bound. QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineShaderProg &prog) { for (int i = 0; i < cachedPrograms.size(); ++i) { QGLEngineShaderProg *cachedProg = cachedPrograms[i]; if (*cachedProg == prog) { // Move the program to the top of the list as a poor-man's cache algo cachedPrograms.move(i, 0); cachedProg->program->bind(); return cachedProg; } } QScopedPointer<QGLEngineShaderProg> newProg; do { QByteArray fragSource; // Insert the custom stage before the srcPixel shader to work around an ATI driver bug // where you cannot forward declare a function that takes a sampler as argument. if (prog.srcPixelFragShader == CustomImageSrcFragmentShader) fragSource.append(prog.customStageSource); fragSource.append(qShaderSnippets[prog.mainFragShader]); fragSource.append(qShaderSnippets[prog.srcPixelFragShader]); if (prog.compositionFragShader) fragSource.append(qShaderSnippets[prog.compositionFragShader]); if (prog.maskFragShader) fragSource.append(qShaderSnippets[prog.maskFragShader]); QByteArray vertexSource; vertexSource.append(qShaderSnippets[prog.mainVertexShader]); vertexSource.append(qShaderSnippets[prog.positionVertexShader]); QScopedPointer<QGLShaderProgram> shaderProgram(new QGLShaderProgram); CachedShader shaderCache(fragSource, vertexSource); bool inCache = shaderCache.load(shaderProgram.data(), QGLContext::currentContext()); if (!inCache) { QScopedPointer<QGLShader> fragShader(new QGLShader(QGLShader::Fragment)); QByteArray description; #if defined(QT_DEBUG) // Name the shader for easier debugging description.append("Fragment shader: main="); description.append(snippetNameStr(prog.mainFragShader)); description.append(", srcPixel="); description.append(snippetNameStr(prog.srcPixelFragShader)); if (prog.compositionFragShader) { description.append(", composition="); description.append(snippetNameStr(prog.compositionFragShader)); } if (prog.maskFragShader) { description.append(", mask="); description.append(snippetNameStr(prog.maskFragShader)); } fragShader->setObjectName(QString::fromLatin1(description)); #endif if (!fragShader->compileSourceCode(fragSource)) { qWarning() << "Warning:" << description << "failed to compile!"; break; } QScopedPointer<QGLShader> vertexShader(new QGLShader(QGLShader::Vertex)); #if defined(QT_DEBUG) // Name the shader for easier debugging description.clear(); description.append("Vertex shader: main="); description.append(snippetNameStr(prog.mainVertexShader)); description.append(", position="); description.append(snippetNameStr(prog.positionVertexShader)); vertexShader->setObjectName(QString::fromLatin1(description)); #endif if (!vertexShader->compileSourceCode(vertexSource)) { qWarning() << "Warning:" << description << "failed to compile!"; break; } shaders.append(vertexShader.data()); shaders.append(fragShader.data()); shaderProgram->addShader(vertexShader.take()); shaderProgram->addShader(fragShader.take()); // We have to bind the vertex attribute names before the program is linked: shaderProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); if (prog.useTextureCoords) shaderProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); if (prog.useOpacityAttribute) shaderProgram->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR); if (prog.usePmvMatrixAttribute) { shaderProgram->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR); shaderProgram->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR); shaderProgram->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR); } } newProg.reset(new QGLEngineShaderProg(prog)); newProg->program = shaderProgram.take(); newProg->program->link(); if (newProg->program->isLinked()) { if (!inCache) shaderCache.store(newProg->program, QGLContext::currentContext()); } else { QLatin1String none("none"); QLatin1String br("\n"); QString error; error = QLatin1String("Shader program failed to link,"); #if defined(QT_DEBUG) error += QLatin1String("\n Shaders Used:\n"); for (int i = 0; i < newProg->program->shaders().count(); ++i) { QGLShader *shader = newProg->program->shaders().at(i); error += QLatin1String(" ") + shader->objectName() + QLatin1String(": \n") + QLatin1String(shader->sourceCode()) + br; } #endif error += QLatin1String(" Error Log:\n") + QLatin1String(" ") + newProg->program->log(); qWarning() << error; break; } newProg->program->bind(); if (newProg->maskFragShader != QGLEngineSharedShaders::NoMaskFragmentShader) { GLuint location = newProg->program->uniformLocation("maskTexture"); newProg->program->setUniformValue(location, QT_MASK_TEXTURE_UNIT); } if (cachedPrograms.count() > 30) { // The cache is full, so delete the last 5 programs in the list. // These programs will be least used, as a program us bumped to // the top of the list when it's used. for (int i = 0; i < 5; ++i) { delete cachedPrograms.last(); cachedPrograms.removeLast(); } } cachedPrograms.insert(0, newProg.data()); } while (false); return newProg.take(); }