コード例 #1
0
	//-----------------------------------------------------------------------------------
	GpuProgramPtr ShaderManager::getGpuProgram(HlmsDatablock* dataBlock)
	{
		uint32 hash = dataBlock->getHash();
		map<uint32, GpuProgramPtr>::iterator it = mShaderCache.find(hash);
		if (it != mShaderCache.end())
		{
			return (*it).second;
		}

		String typeStr = FilePatterns[dataBlock->getShaderType()];

		std::stringstream sstream;
		sstream << std::hex << hash;
		std::string hashString = sstream.str();

		String name = hashString + typeStr;

		// generate the shader code
		String code = dataBlock->getTemplate()->getTemplate();
		StringVectorPtr pieces = mShaderPiecesManager->getPieces(dataBlock->getLanguage(), dataBlock->getShaderType());
		code = ShaderGenerator::parse(code, *(dataBlock->getPropertyMap()), pieces);

		GpuProgramPtr gpuProgram = createGpuProgram(name, code, dataBlock);

		mShaderCache[hash] = gpuProgram;

		return gpuProgram;
	}
コード例 #2
0
//-----------------------------------------------------------------------------
bool ProgramManager::createGpuPrograms(ProgramSet* programSet)
{
	// Before we start we need to make sure that the pixel shader input
	//  parameters are the same as the vertex output, this required by 
	//  shader models 4 and 5.
	// This change may incrase the number of register used in older shader
	//  models - this is why the check is present here.
	bool isVs4 = GpuProgramManager::getSingleton().isSyntaxSupported("vs_4_0");
	if (isVs4)
	{
		synchronizePixelnToBeVertexOut(programSet);
	}

	// Grab the matching writer.
	const String& language = ShaderGenerator::getSingleton().getTargetLanguage();
	ProgramWriterIterator itWriter = mProgramWritersMap.find(language);
	ProgramWriter* programWriter = NULL;

	// No writer found -> create new one.
	if (itWriter == mProgramWritersMap.end())
	{
		programWriter = ProgramWriterManager::getSingletonPtr()->createProgramWriter(language);
		mProgramWritersMap[language] = programWriter;
	}
	else
	{
		programWriter = itWriter->second;
	}

	ProgramProcessorIterator itProcessor = mProgramProcessorsMap.find(language);
	ProgramProcessor* programProcessor = NULL;

	if (itProcessor == mProgramProcessorsMap.end())
	{
		OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
			"Could not find processor for language '" + language,
			"ProgramManager::createGpuPrograms");		
	}

	programProcessor = itProcessor->second;

	bool success;
	
	// Call the pre creation of GPU programs method.
	success = programProcessor->preCreateGpuPrograms(programSet);
	if (success == false)	
		return false;	
	
	// Create the vertex shader program.
	GpuProgramPtr vsGpuProgram;
	
	vsGpuProgram = createGpuProgram(programSet->getCpuVertexProgram(), 
		programWriter,
		language, 
		ShaderGenerator::getSingleton().getVertexShaderProfiles(),
		ShaderGenerator::getSingleton().getVertexShaderProfilesList(),
		ShaderGenerator::getSingleton().getShaderCachePath());

	if (vsGpuProgram.isNull())	
		return false;

	programSet->setGpuVertexProgram(vsGpuProgram);

	//update flags
	programSet->getGpuVertexProgram()->setSkeletalAnimationIncluded(
		programSet->getCpuVertexProgram()->getSkeletalAnimationIncluded());
	// Create the fragment shader program.
	GpuProgramPtr psGpuProgram;

	psGpuProgram = createGpuProgram(programSet->getCpuFragmentProgram(), 
		programWriter,
		language, 
		ShaderGenerator::getSingleton().getFragmentShaderProfiles(),
		ShaderGenerator::getSingleton().getFragmentShaderProfilesList(),
		ShaderGenerator::getSingleton().getShaderCachePath());

	if (psGpuProgram.isNull())	
		return false;

	programSet->setGpuFragmentProgram(psGpuProgram);

	// Call the post creation of GPU programs method.
	success = programProcessor->postCreateGpuPrograms(programSet);
	if (success == false)	
		return false;	

	
	return true;
	
}