示例#1
0
文件: FxLibD3D.cpp 项目: 2php/nvFX
int Pass::getD3DIASignatureSize()
{
    if(m_pActiveStatesLayer == NULL)
        return 0;
    if(m_pActiveStatesLayer->program)
        return m_pActiveStatesLayer->program->getD3DIASignatureSize();
    if(m_pActiveStatesLayer->programPipeline)
    {
        int i=0;
        IProgram* prg = m_pActiveStatesLayer->programPipeline->getShaderProgram(i++);
        while(prg)
        {
            int f = prg->getProgramShaderFlags();
            if(f & FX_VERTEX_SHADER_BIT)
                return prg->getD3DIASignatureSize();
            prg = m_pActiveStatesLayer->programPipeline->getShaderProgram(i++);
        }
    }
    return 0;
}
示例#2
0
IProgram*   ShaderModuleRepository::findProgram(ShaderType type, int numShaders, IShader ** pShaders)
{
    int sz = (int)m_programs.size();
    for(int i=0; i<sz; i++)
    {
        IProgram* p = m_programs[i].p;
        if(numShaders != p->getNumShaders())
            continue;
        int j;
        for(j=0; j<numShaders; j++)
        {
            ShaderType t;
            IShader* pShd;
            pShd = p->getShader(0, &t);
            if(t != type)
                return NULL;
            if((pShd == NULL) || (findShader(pShd->getName()) == NULL) )
                break;
        }
        if(j == numShaders)
            return p;
    }
    return NULL;
}
示例#3
0
/*************************************************************************/ /**
 ** 
 ** 
 **/ /*************************************************************************/ 
void Container::consolidateShaders()
{
    ShaderModuleRepository* pShdRep = 
        static_cast<ShaderModuleRepository*>(getShaderModuleRepositorySingleton());
    std::set<IProgram *> usedPrograms;
    int sz = (int)m_shaderprograms.size();
    for(int i=0; i<sz; i++)
    {
        //assert(m_shaderprograms[i]);
        CHECK_POINTER(m_shaderprograms[i]);
        usedPrograms.insert(m_shaderprograms[i]);
    }
    // Clear the table : we are about to re-create it
    m_shaderprograms.clear();
    // Walk through techs/passes and check if any pass is using it
    TechVec::iterator it = m_techniques.begin();
    while(it != m_techniques.end())
    {
        Technique::PassVec::iterator ip = (*it)->m_passes.begin();
        while(ip != (*it)->m_passes.end())
        {
            Pass::StatesLayerMap::iterator isl = ip->pass->m_statesLayers.begin();
            while(isl != ip->pass->m_statesLayers.end())
            {
                IProgram* p;
                CHECK_TRUE_MSG(isl->second.program == NULL, "TODO: handle consolidation for non-separable programs");
                if(isl->second.programPipeline)
                  for(int i=0; p = isl->second.programPipeline->getShaderProgram(i); i++)
                  {
                    std::set<IProgram *>::iterator iip;
                    // at last we have a program
                    iip = usedPrograms.find(p);
#ifdef _DEBUG
                        //LOGD("Program %d (", p->getProgram() );
                        //IShader* pshd;
                        //for(int ii=0; pshd = p->getShader(ii); ii++)
                        //    LOGD("%s ", pshd->getName());
#endif
                    if(iip != usedPrograms.end())
                    {
#ifdef _DEBUG
                        LOGD("Program %d (", p->getProgram() );
                        IShader* pshd;
                        for(int ii=0; pshd = p->getShader(ii); ii++)
                            LOGD("%s ", pshd->getName());
                        LOGD(") Found as used by some pass (%s)\n", ip->pass->getName());
#endif
                        usedPrograms.erase(iip);
                        m_shaderprograms.push_back(p); // add it back, because used here
                    } else {
#ifdef _DEBUG
                        //LOGD(") used in pass %s BUT not found\n", ip->pass->getName());
#endif
                    }
                  } // for()
                ++isl;
            }
            ++ip;
        }
        ++it;
    }
    std::set<IProgram *>::iterator iip = usedPrograms.begin();
    while(iip != usedPrograms.end())
    {
#ifdef _DEBUG
        LOGD("Program %d (", (*iip)->getProgram() );
        IShader* pshd;
        for(int ii=0; pshd = (*iip)->getShader(ii); ii++)
            LOGD("%s ", pshd->getName());
#endif
        int c = pShdRep->releaseProgram(*iip);
        if(c <= 0)
        {
    #ifdef _DEBUG
            LOGD(") Not used anymore anywhere. DELETING it\n");
    #endif
            // good enough : query the first shader in the program
            switch((*iip)->getShader(0)->getType())
            {
            case TGLSL:
            case THLSL:
                delete_Program(*iip);
                break;
            case TCUDA:
                delete_ProgramCUDA(*iip);
                break;
            }
        } else {
#ifdef _DEBUG
        LOGD(") Still used as Global (%d)\n", c);
#endif
        }
        ++iip;
    }
}
示例#4
0
文件: UniformCUDA.cpp 项目: 2php/nvFX
Uniform*  UniformCUDA::updateTextures(ShadowedData* data, Pass *pass, int layerID, bool bCreateIfNeeded)
{
    CUresult res;
    CUarray cuArray = NULL;
    if(data && data->tex.pRes)
    {
        // texture reference taken from the CUDA program :
        // the uniform texture will take care of this with :
        //CUtexref texRef; cuModuleGetTexRef(&texRef, getModule(), name);
        cuArray = static_cast<ResourceCUDA*>(data->tex.pRes)->mapResource();
    }
    if(cuArray)
    {
        for(int i=0; i<(int)m_targets.size(); i++)
        {
            STarget &t = m_targets[i];
            if(((pass == NULL) || ((t.pass == pass)&&(t.passLayerId == layerID)))&&(t.ttype == TCUDA))
            {
                res = cuTexRefSetArray( (CUtexref)t.cudaTexRef, cuArray, CU_TRSA_OVERRIDE_FORMAT );
                if(res)
                {
                    LOGE("Error>> CUDA failed to set texture reference to CUDA sampler\n");
                    return false;
                }
            }
        }
    }
    //
    // a pass ptr was specified and nothing found, we shall try to find the uniform in the pass program
    //
    if(pass && bCreateIfNeeded)
    {
        STarget t;
        int p = 0;
        t.uniformLocation = -1;
        t.dirty = false;
        t.valid = false;
        t.pass = pass;
        t.ttype = TCUDA;
        t.passLayerId = layerID;
        t.shaderProgramNumber = 0;
        // cast it to CUDAProgram : it can't be another class in this case
        IProgram* prg = pass->getProgram(layerID);
        // NOTE: TODO... make the test cleaner ! Hacky for now.
        // a non-separable program with 0 ID can only be a CUDA program... well...
        if(prg && (prg->getProgram()==0))
        {
            CUmodule module = (CUmodule)(static_cast<CUDAProgram*>(prg)->m_cuModule);
            CUtexref texRef;
            res = cuModuleGetTexRef(&texRef, module, m_name.c_str());
            t.cudaTexRef = texRef;
            if(res)
            {
                LOGI("Warning : texture %s referenced in the pass %s is not used in the Cuda module of this pass\n", pass->getName(), m_name.c_str());
            } else // Store the target if the shader needed it
            {
                // NOTE: maybe we should use a std::map<pass,target> for targets...
                int i = 0;
                for(i=0; i<(int)m_targets.size(); i++)
                    if((m_targets[i].pass == pass)
                    && (m_targets[i].passLayerId == layerID)
                    && (m_targets[i].ttype == t.ttype))
                    {
                        m_targets[i] = t;
                        break;
                    }
                if(i == m_targets.size())
                {
                    m_targets.push_back(t);
                    pass->addUniform(this, i);
                }
                // prepare the resource related to this texture
                // maybe we should put this call somewhere else
                if(data && data->tex.pRes)
                    static_cast<ResourceCUDA*>(data->tex.pRes)->setupAsCUDATexture();
                // update again now we found it
                return UniformCUDA::updateForTarget(data, i);
            }
        }
    }
    return this;
}