deargui-vpl/ref/virtools/Samples/Behaviors/Shader/Sources/ShaderManagerCG.cpp

1725 lines
49 KiB
C++

#include "stdafx.h"
#include "ShaderManagerCG.h"
#include "CKGL15RasterizerContext.h"
#include "ShaderDescriptorCG.h"
#include "default_fxCG.cpp"
#include <Cg/cgGL.h>
#if defined(MULTIPLESHADERMANAGER)
unsigned int mCppLib_PreProcess(const XString& xsIn,const char *opt,XString& xsOut,XString& PreProcErr);
BOOL DoWinExec(const XString& command);
#else
#ifndef macintosh
#include "mCppLib.h"
#endif
#endif
/***************************************************************************
____ _ _ __ __
/ ___|| |__ __ _ __| | ___ _ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
\___ \| '_ \ / _` |/ _` |/ _ \ '__| | |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
___) | | | | (_| | (_| | __/ | | | | | (_| | | | | (_| | (_| | __/ |
|____/|_| |_|\__,_|\__,_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|___/
***************************************************************************/
XArray<ShaderManagerCG::CGContextToRasterizer> ShaderManagerCG::m_CGContextToRasterizer;
#ifdef _DEBUG
static void errorCallback()
{
static bool already_called = false;
if (already_called) {
return;
}
already_called = true;
theShaderManager->m_Context->OutputToConsole((char*)cgGetErrorString(cgGetError()));
if (theShaderManager->m_CgContext.Size()) {
const char* listing = cgGetLastListing(theShaderManager->m_CgContext[0]);
if (listing)
theShaderManager->m_Context->OutputToConsole((char*)listing);
}
already_called = false;
}
#endif
//-----------------------------------------------------------------------------
ShaderManagerCG::ShaderManagerCG(CKContext *Context) :
#if defined(MULTIPLESHADERMANAGER)
ShaderManagerInterface(Context),
m_NextCompID(NULL),
#else
CKShaderManager(Context,ShaderManagerGUID,"Shader Manager"),
m_NextCompID(1),
#endif
m_ReplacementMode( ShaderReplacementMode_RenameNew ),
m_NMOSavingMode( ShaderNMOSavingMode_SaveOnlyUsedShaders ),
m_TangentSpaceCreationMode( ShaderTSCreationMode_DontWeldTangentSpaces )
{
#if !defined(MULTIPLESHADERMANAGER)
Context->RegisterNewManager(this);
#endif
#ifdef macintosh
#warning mac must compile external file ?
#else
char filename[512];
GetModuleFileName(NULL, filename, 512);
int c = strlen(filename);
while (c >= 0 && filename[c] != '\\')
--c;
filename[c] = '\0';
m_FXCCommand = filename;
m_FXCCommand += "\\cgc.exe";
#endif
m_CurrentPassCount = 0;
m_CurrentPassIndex = 0;
for (int i = 0 ; i<MaxChannelCount ; i++) {
m_PseudoChannelTexture[i] = NULL;
}
#ifdef _DEBUG
theShaderManager = this;
cgSetErrorCallback(errorCallback);
#endif
for (int domain = 0; domain < NUMBER_OF_CG_DOMAIN; ++domain)
{
m_CurrentCGProgram[domain] = NULL;
m_CurrentProfile[domain] = CG_PROFILE_UNKNOWN;
}
}
//-----------------------------------------------------------------------------
ShaderManagerCG::~ShaderManagerCG()
{
}
//-----------------------------------------------------------------------------
inline VCKGL15Rasterizer::CKGLRasterizerContext *ShaderManagerCG::GetRasterizerFromCGContext(CGcontext cgContext)
{
int contextCount = m_CGContextToRasterizer.Size();
for (int contextIndex = 0; contextIndex != contextCount; ++contextIndex)
{
if (m_CGContextToRasterizer[contextIndex].cgContext == cgContext)
{
return m_CGContextToRasterizer[contextIndex].glRasterizerContext;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::RegisterCGContext(CGcontext cgContext, VCKGL15Rasterizer::CKGLRasterizerContext *glRasterizerContext)
{
XASSERT(!GetRasterizerFromCGContext(cgContext));
XASSERT(cgContext);
XASSERT(glRasterizerContext);
//
CGContextToRasterizer ctr;
ctr.cgContext = cgContext;
ctr.glRasterizerContext = glRasterizerContext;
m_CGContextToRasterizer.PushBack(ctr);
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::UnregisterCGContext(CGcontext cgContext)
{
int contextCount = m_CGContextToRasterizer.Size();
for (int contextIndex = 0; contextIndex != contextCount; ++contextIndex)
{
if (m_CGContextToRasterizer[contextIndex].cgContext == cgContext)
{
m_CGContextToRasterizer.EraseAt(contextIndex);
XASSERT(!GetRasterizerFromCGContext(cgContext));
return;
}
}
XASSERT(0);
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::BeginShaders( CKRenderContext* rc )
{
assert(IsSupported());
if (rc->GetRasterizerContext()->m_ShaderInUse)
{
return;
}
rc->GetRasterizerContext()->DisableAllTextureStages();
m_UsedTextureStageBits = 0;
#ifdef _DEBUG
for (int domain = 0; domain < NUMBER_OF_CG_DOMAIN; ++domain)
{
XASSERT(m_CurrentCGProgram[domain] == NULL);
XASSERT(m_CurrentProfile[domain] == CG_PROFILE_UNKNOWN);
}
#endif
CKRasterizerContext *rstc = rc->GetRasterizerContext();
rstc->SetTextureStageState(0, CKRST_TSS_OP, CKRST_TOP_MODULATE);
rstc->SetTextureStageState(0, CKRST_TSS_ARG1, CKRST_TA_TEXTURE);
rstc->SetTextureStageState(0, CKRST_TSS_ARG2, CKRST_TA_CURRENT);
rstc->SetTextureStageState(0, CKRST_TSS_AOP, CKRST_TOP_SELECTARG1);
rstc->SetTextureStageState(0, CKRST_TSS_AARG1, CKRST_TA_TEXTURE);
rstc->SetTextureStageState(0, CKRST_TSS_AARG2, CKRST_TA_CURRENT);
((VCKGL15Rasterizer::CKGLRasterizerContext*) rstc)->BackupLightSetup();
// Tell the rasterizer context we're in shader mode
rstc->m_ShaderInUse = TRUE;
m_DefaultShader = GetDefaultShaderI();
m_DefaultShader->Begin( rc );
m_DefaultShader->BeginPass( 0, rc );
//rc->GetRasterizerContext()->DisableAllTextureStages();
// m_DefaultShader->EndPass( rc );
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::EndShaders( CKRenderContext* rc )
{
//--- Flush Rasterizer Cache to make sure all states are reset
CKRasterizerContext* rstc = rc->GetRasterizerContext();
if (!rstc)
{
return;
}
if (!rstc->m_ShaderInUse)
{
return;
}
m_DefaultShader->EndPass( rc );
m_DefaultShader->End( rc );
ClearModifiedRenderStates(); // for safety
DeactivateProgram(CG_VERTEX_DOMAIN);
DeactivateProgram(CG_FRAGMENT_DOMAIN);
DeactivateProgram(CG_GEOMETRY_DOMAIN);
// Tell the rasterizer context we're in not shader mode
rstc->m_ShaderInUse = FALSE;
DisableTextureStages(rstc, 0);
rstc->FlushCaches();
rstc->DisableAllTextureStages();
((VCKGL15Rasterizer::CKGLRasterizerContext*) rstc)->RestoreLightSetup();
}
//-----------------------------------------------------------------------------
int
ShaderManagerCG::GetSemanticIndexFromString( XString& iStr )
{
return m_ShaderDescriptorManager.GetSemanticIndexFromString( iStr );
}
//-----------------------------------------------------------------------------
const XClassArray<XString>&
ShaderManagerCG::GetSemanticOriginalNames()
{
return m_ShaderDescriptorManager.GetSemanticOriginalNames();
}
//-----------------------------------------------------------------------------
void
ShaderManagerCG::GetSemanticDesc( int iSemIndex, XString*& oSemDesc )
{
m_ShaderDescriptorManager.GetSemanticDesc( iSemIndex, oSemDesc );
}
//-----------------------------------------------------------------------------
const XClassArray<XString>&
ShaderManagerCG::GetAnnotationOriginalNames()
{
return m_ShaderDescriptorManager.GetAnnotationOriginalNames();
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerCG::OnCKEnd()
{
CKVariableManager* vm = m_Context->GetVariableManager();
if( vm ){
vm->UnBind( "Shader/When Loading Shader With Same Name" );
vm->UnBind( "Shader/When Saving a NMO" );
vm->UnBind( "Shader/When Building Tangent Spaces" );
}
return CK_OK;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerCG::OnCKInit()
{
#if !defined(MULTIPLESHADERMANAGER)
//--- Register Shader Global Variables to the Variable Manager
CKVariableManager* vm = m_Context->GetVariableManager();
vm->Bind(
"Shader/When Loading Shader With Same Name", &m_ReplacementMode, ShaderReplacementMode_RenameNew,
VxVar::COMPOSITIONBOUND,
"enum:0=Rename New;1=Replace Old By New;2=Keep Old And Dont Use New",
"When loading a shader which name matches an existing one but content don't, then this variable is used to tell the Shader Manager what to do.");
vm->Bind(
"Shader/When Saving a NMO", &m_NMOSavingMode, ShaderNMOSavingMode_SaveOnlyUsedShaders,
VxVar::COMPOSITIONBOUND,
"enum:0=Save All Shaders;1=Save Only Used Shaders;2=Don't Save Any Shader",
"When saving a NMO file this variable tells the Shader Manager what to do with existing shaders.\nNote: a shader is considered as being used if it is used by a material, or referenced by a parameter.\nNote: When saving the composition (CMO) all shaders are saved.");
vm->Bind(
"Shader/When Building Tangent Spaces", &m_TangentSpaceCreationMode, ShaderTSCreationMode_DontWeldTangentSpaces,
VxVar::COMPOSITIONBOUND,
"enum:0=Dont Weld Tangent Spaces;1=Weld Tangent Spaces;",
"When tangent spaces are built on a mesh this variable tells the Shader Manager how tangent spaces should be generated\nNote: if one is using Normal Maps generated with 3dsmax 7 then Welding Tangent Spaces should be used.");
#endif // MULTIPLESHADERMANAGER
//--- Render Options Used in PostClearAll
m_RenderOptionsBeforePlay = CK_RENDER_USECURRENTSETTINGS;
//--- Web player special case
///// If there's already a render context, it means
///// the sm->OnRenderContextCreated(this) hasn't been called
///// as the ShaderManagerCG was not created yet.
///// That's why we must call it here, if it already exist.
///// Note: that is the case when first downloading the shader.dll
///// in the web player
CKRenderManager* rm = m_Context->GetRenderManager();
if( !rm ) return CK_OK;
CKRenderContext* rc = rm->GetRenderContext(0);
if( rc ){
OnRenderContextCreated( rc );
OnRasterizerEvent( CKRST_EVENT_CREATE, rc );
}
//--- Register All Stuffs Needed for ShaderDescriptorCG
m_ShaderDescriptorManager.Init( m_Context );
return CK_OK;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerCG::OnRasterizerEvent(CKRST_EVENTS Event, CKRenderContext* rc)
{
switch (Event)
{
case CKRST_EVENT_CREATE:
OnCreateDevice(rc);
break;
case CKRST_EVENT_DESTROY:
OnDestroyDevice(rc);
break;
case CKRST_EVENT_RESIZING:
case CKRST_EVENT_LOST:
OnLostDevice(rc);
break;
case CKRST_EVENT_RESET:
OnResetDevice(rc);
break;
};
return CK_OK;
}
CGbool CGFixFrontFaceCallback(CGstateassignment sa)
{
// TODO : use state cache
int valueCount;
const int *values = cgGetIntStateAssignmentValues(sa, &valueCount);
XASSERT(values);
CKBOOL ccw = (*values == GL_CCW) ? 1 : 0;
VCKGL15Rasterizer::CKGLRasterizerContext* ctx = ShaderManagerCG::GetRasterizerFromCGContext(cgGetEffectContext(cgGetTechniqueEffect(cgGetPassTechnique(cgGetStateAssignmentPass(sa)))));
XASSERT(ctx);
ccw = ccw ^ ctx->m_InverseWinding ^ ctx->m_TextureTarget;
glFrontFace(ccw ? GL_CCW : GL_CW);
return CG_TRUE;
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::OnCreateDevice(CKRenderContext* rc)
{
//--- Compile all shaders for all devices
int rcIndex = _GetRenderContextIndex(rc);
assert( rcIndex>=0 );
#pragma todo ("Test if render context has been created")
CGcontext context = cgCreateContext();
XASSERT(context);
RegisterCGContext(context, (VCKGL15Rasterizer::CKGLRasterizerContext *) rc->GetRasterizerContext());
m_CgContext.Insert(rcIndex, context);
//cgGLSetManageTextureParameters(context, CG_FALSE); // we setup textures ourselves
cgGLRegisterStates(context);
CGstate frontFaceState = cgGetNamedState(context, "FrontFace");
if (frontFaceState)
{
cgSetStateCallbacks(frontFaceState, CGFixFrontFaceCallback, CGFixFrontFaceCallback, NULL);
}
const int shaderCount = m_AllShaders.Size();
for( int a=0 ; a<shaderCount ; ++a ){
CompileShader( m_AllShaders[a], m_Output );
}
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::OnDestroyDevice( CKRenderContext* rc )
{
int rcIndex = _GetRenderContextIndex(rc);
assert( rcIndex>=0 );
const int shaderCount = m_AllShaders.Size();
for( int a=0 ; a<shaderCount ; ++a ){
RCKShaderCG* shader = (RCKShaderCG*)m_AllShaders[a];
if( !shader ) continue;
//--- Release effect for this rcIndex
CGeffect* effect = &(shader->m_Effect[rcIndex]);
if( !*effect ) continue;
cgDestroyEffect( *effect );
*effect = NULL;
shader->m_CurrentTechnique[rcIndex] = NULL;
}
if (m_CgContext.Size())
{
if (m_CgContext[rcIndex])
{
cgDestroyContext(m_CgContext[rcIndex]);
UnregisterCGContext(m_CgContext[rcIndex]);
}
}
m_CgContext[rcIndex] = NULL;
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::OnLostDevice(CKRenderContext* rc)
{
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::OnResetDevice(CKRenderContext* rc)
{
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerCG::OnCKPlay()
{
if( !m_Context->IsReseted() ) return CK_OK;
//--- Store rendering options
CKRenderContext* rc = m_Context->GetRenderManager()->GetRenderContext(0);
if( !rc ) return CK_OK;
m_RenderOptionsBeforePlay = rc->GetCurrentRenderOptions();
return CK_OK;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerCG::PreClearAll()
{
#if !defined(MULTIPLESHADERMANAGER)
CKShaderManager::PreClearAll();
for (int i = 0; i < m_AllShaders.Size(); ++i)
delete m_AllShaders[i];
#endif
m_AllShaders.Clear();
m_DefaultShader = NULL;
m_ShadowShader = NULL;
//--- Clear Exposed Parameters Management Arrays
m_hashParamIndex.Clear();
const int rcCount = m_paramMeaningLinker.Size();
for( int rcIndex=0 ; rcIndex<rcCount ; ++rcIndex ){
m_paramMeaningLinker[rcIndex].Clear();
}
#if !defined(MULTIPLESHADERMANAGER)
return CKShaderManager::PreClearAll();
#else
return CK_OK;
#endif
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerCG::PostClearAll()
{
m_RenderOptionsBeforePlay = CK_RENDER_USECURRENTSETTINGS;
return CK_OK;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::CreateShader( const XString* name, const XString* text, BOOL uniqueName )
{
RCKShaderCG* fx = new RCKShaderCG(this);
//--- Make Shader name unique. This is needed because for example,
///// the material combo box gets the shader by its name.
XString wantedName = name? *name:"New Shader";
if( uniqueName ){
XString extName = "";
BOOL nameIsUnique = FALSE;
for( int a=1 ; ; ++a ){
CKShader* sameNameFx = GetShaderByName( wantedName+extName );
if( !sameNameFx ) break;
extName.Format( "%d", a );
}
wantedName += extName;
}
fx->SetName( wantedName );
//--- Set default text
fx->SetText(text ? *text : "technique tech\r\n{\r\n\tpass p\r\n\t{\r\n\t}\r\n}\r\n");
m_AllShaders.PushBack(fx);
return fx;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::CreateShaderFromFiles(const CKSTRING HLSLfilename, const CKSTRING CgFXfilename)
{
if (CgFXfilename != NULL)
return CreateShaderFromFile(CgFXfilename);
else
return CreateShaderFromFile(HLSLfilename);
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::CreateShaderFromFile(const CKSTRING filename)
{
VxFile f;
if (f.Open(filename, VxFile::READONLY))
{
int size = f.Size();
XString s;
s.Resize( size );
int readCount = f.Read( s.Str(), size );
// Extract Shader name
int end = strlen(filename);
while (end > 0 && filename[end] != '.')
--end;
int start = strlen(filename);
while (start > 0 && filename[start] != '\\')
--start;
XString name;
if (start < end && end != 0)
{
if (start)
start++;
name.Resize(end - start);
strncpy(name.Str(), &filename[start], end - start);
}
else
name = filename;
// Creates the Shader.
CKShader* fx = CreateShader(&name, &s);
return fx;
}
return NULL;
}
//-----------------------------------------------------------------------------
bool ShaderManagerCG::SaveShaderToFile(const XString& filename, CKShader* fx)
{
return _WriteStringToFile(filename, fx->GetText()) ? true:false;
}
//-----------------------------------------------------------------------------
CKBOOL ShaderManagerCG::IsSupported() const
{
CKRenderManager* rm = m_Context->GetRenderManager();
if( rm ){
CKRenderContext* rc = rm->GetRenderContext(0);
if( rc ){
CKRasterizerContext* rCtx = rc->GetRasterizerContext();
// Check rasterizer capability
if (rCtx->m_Driver->m_3DCaps.CKRasterizerSpecificCaps & CKRST_SPECIFICCAPS_SUPPORTSHADERS &&
rCtx->m_Driver->m_2DCaps.Family == CKRST_OPENGL)
return TRUE;
}
}
return FALSE;
}
CKBOOL ShaderManagerCG::IsSupportedAndWarnIfNot()
{
const CKBOOL isSupported = IsSupported();
if( !isSupported ){
m_Output.PushBack("Rasterizer does not support Shaders (use OpenGL Shader Compatible Card)");
}
return isSupported;
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::GetVSPSVersion(float& vs, float& ps) const
{
CGprofile vsProf = cgGLGetLatestProfile(CG_GL_VERTEX);
CGprofile psProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
//CG_PROFILE_GLSLC //GLSLCombined
switch(vsProf) {
case CG_PROFILE_ARBVP1:
vs = 2.1f;
break;
case CG_PROFILE_GLSLV:
vs = 2.2f;
break;
case CG_PROFILE_VP20:
vs = 1.1f;
break;
case CG_PROFILE_VP30:
vs = 2.0f;
break;
case CG_PROFILE_VP40:
vs = 3.0f;
break;
case CG_PROFILE_UNKNOWN:
vs = 0.0f;
break;
default:
vs = 1.1f;
XASSERT(vsProf == CG_PROFILE_ARBVP1);
break;
}
switch(psProf) {
case CG_PROFILE_ARBFP1:
ps = 2.1f;
break;
case CG_PROFILE_GLSLF:
ps = 2.2f;
break;
case CG_PROFILE_FP20:
ps = 1.1f;
break;
case CG_PROFILE_FP30:
ps = 2.0f;
break;
case CG_PROFILE_FP40:
ps = 3.0f;
break;
case CG_PROFILE_UNKNOWN:
ps = 0.0f;
break;
default:
ps = 1.1f;
XASSERT(psProf == CG_PROFILE_ARBFP1);
break;
}
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::GetShaderByName(const XBaseString& name)
{
for (int i = 0; i < m_AllShaders.Size(); ++i)
if (m_AllShaders[i]->GetName() == name)
return m_AllShaders[i];
return NULL;
}
//-----------------------------------------------------------------------------
int ShaderManagerCG::GetNumShaders() const
{
return m_AllShaders.Size();
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::GetShader(int pos)
{
return m_AllShaders[pos];
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::DeleteShader(CKShader* fx)
{
m_AllShaders.Remove(fx);
if (fx == m_DefaultShader)
m_DefaultShader = NULL;
delete fx;
}
//-----------------------------------------------------------------------------
bool ShaderManagerCG::CompileShader(CKShader* fx, XClassArray<XString> &output)
{
RCKShaderCG& rfx = *(RCKShaderCG*)fx;
//--- We must compile for all created render context
const int rcCount = m_rcList.Size();
for( int rcIndex=0 ; rcIndex<rcCount ; ++rcIndex ){
CKRenderContext* rc = m_rcList[rcIndex];
CKRasterizerContext* rCtx = rc->GetRasterizerContext();
// NB : nicov : CG supports fixed pipeline setup as well, so permit it (same behavior than with Direct3D)
if (!(/*rCtx->m_Driver->m_3DCaps.CKRasterizerSpecificCaps & CKRST_SPECIFICCAPS_SUPPORTSHADERS && */
rCtx->m_Driver->m_2DCaps.Family == CKRST_OPENGL))
{
return FALSE;
}
rfx.m_EffectStateCachePerContext[rcIndex]->Clear();
const XString& Text = rfx.GetText();
if (!Text.Length()) {
output.PushBack(rfx.GetName() + ": Empty shader : shader compilation failed.");
rfx.RecordEffectStates(rfx.m_Effect[rcIndex], rfx.m_ShaderDescriptor[rcIndex], *rfx.m_EffectStateCachePerContext[rcIndex]);
continue;
}
CGeffect oldfx = rfx.m_Effect[rcIndex];
// Creates and compile a simple Shader
rfx.m_Effect[rcIndex] = cgCreateEffect(m_CgContext[rcIndex],Text.CStr(),NULL);
//--- Retrieves compilation errors
CGerror err = cgGetError();
if ( err != CG_NO_ERROR) {
XStringTokenizer tokizer(cgGetErrorString(err), "\n");
const char *tok = NULL;
while ((tok = tokizer.NextToken(tok)) != NULL)
output.PushBack(rfx.GetName() + ": "+ XString(tok));
}
const char* listing = cgGetLastListing(m_CgContext[rcIndex]);
if (listing) {
XStringTokenizer tokizer(listing, "\n");
const char *tok = NULL;
while ((tok = tokizer.NextToken(tok)) != NULL)
output.PushBack(rfx.GetName() + ": " + XString(tok));
}
//--- Find Valid Technique in effect file
CGtechnique tech = cgGetFirstTechnique(rfx.m_Effect[rcIndex]);
BOOL valideTechFind = FALSE;
while (tech) {
if (cgValidateTechnique(tech) == CG_FALSE)
{
output.PushBack(rfx.GetName() + ": Technique "+ cgGetTechniqueName(tech) +" not validated.");
listing = cgGetLastListing(m_CgContext[rcIndex]);
if (listing) {
XStringTokenizer tokizer(listing, "\n");
const char *tok = NULL;
while ((tok = tokizer.NextToken(tok)) != NULL)
output.PushBack(rfx.GetName() + ": " + XString(tok));
}
}
else
valideTechFind = TRUE;
tech = cgGetNextTechnique(tech);
}
if (!valideTechFind)
output.PushBack(rfx.GetName() + ": No valid technique found.");
#if (defined(macintosh) && defined(__i386__))
// Intel GMA 950 Hack.
// this graphical chipset does not support pixel shader longger than 62 instructions.
if (strstr((char *) glGetString(GL_VENDOR),"intel")!=NULL)
{
CGprogram program;
for (program=cgGetFirstProgram(m_CgContext[rcIndex]);program;program=cgGetNextProgram(program))
{
if (cgIsProgramCompiled(program))
{
XString shader(cgGetProgramString(program,CG_COMPILED_PROGRAM));
int indice= shader.Find("END");
char* ptr = shader.Str()+indice+strlen("END\\n#");
int nbinstruction = atoi(ptr);
if (nbinstruction>62)
{
rfx.m_Effect[rcIndex] = NULL;
output.PushBack(rfx.GetName() + ": Shader compilation failed.");
return TRUE;
}
}
}
}
#endif
//--- Replace the old Shader with the new one
if (!rfx.m_Effect[rcIndex] || (listing!=NULL && strstr(listing, "error")) && oldfx){
rfx.m_Effect[rcIndex] = oldfx;
output.PushBack(rfx.GetName() + ": Shader compilation failed.");
rfx.RecordEffectStates(rfx.m_Effect[rcIndex], rfx.m_ShaderDescriptor[rcIndex], *rfx.m_EffectStateCachePerContext[rcIndex]);
} else {
//--- Init the Shader Descriptor for this Shader
if( fx != m_DefaultShader ){
rfx.m_ShaderDescriptor[rcIndex]->Init( &m_ShaderDescriptorManager, rfx.m_Effect[rcIndex], rc, &rfx );
}
if (oldfx) {
cgDestroyEffect(oldfx);
rfx.m_CurrentTechnique[rcIndex]=NULL;
}
#if defined(MULTIPLESHADERMANAGER)
rfx.m_CompID = (*m_NextCompID)++;
#else
rfx.m_CompID = m_NextCompID++;
#endif
//--- Output "Compilation successful" message
output.PushBack(rfx.GetName() +
": Shader compilation successful.");
rfx.RecordEffectStates(rfx.m_Effect[rcIndex], rfx.m_ShaderDescriptor[rcIndex], *rfx.m_EffectStateCachePerContext[rcIndex]);
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
bool ShaderManagerCG::CompileShaderOutput(CKShader* fx, const CKSTRING funcname,
const CKSTRING target, XClassArray<XString> &output, XArray<char>& text)
{
assert(fx != NULL);
if (!(VxFile::GetFileMode(m_FXCCommand.CStr()) & VxFile::REGULAR_FILE))
{
output.PushBack("No path to cgc.exe CGFX Compiler.");
return FALSE;
}
// Check Direct X Version
// if (dx && dx->DxVersion >= 0x0900)
{
#ifdef macintosh
char *tmp=(char *)VxGetTempPath().CStr();
#else
char tmp[1024];
GetTempPath(1024, tmp);
#endif
// Create an input file.
XString infile;
infile.Format("%sfxcin.fx", tmp);
// Write XString to file.
if (!_WriteStringToFile(infile, fx->GetText()))
{
output.PushBack("Cannot write temporary Shader file.");
return FALSE;
}
XString outfile;
outfile.Format("%sfxcout.txt", tmp);
XString cmd;
cmd.Reserve( 1024+strlen(funcname) );
cmd.Format( "\"%s\" -profile %s -entry %s -o %s %s", m_FXCCommand.CStr(), target,
funcname, outfile.CStr(), infile.CStr());
if (!_WinExec(cmd.CStr()))
{
output.PushBack(XString("Command execution has failed : ") + cmd);
return FALSE;
}
if (!_ReadStringFromFile(outfile, text))
{
output.PushBack("Cannot read compiled output file.");
return FALSE;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::GetDefaultShader()
{
return GetDefaultShaderI();
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::GetDefaultShaderI()
{
if( !m_DefaultShader )
{
XString defaultShader("- default -");
XString g_defaultShader(g_default);
m_DefaultShader = ShaderManagerCG::CreateShader(&defaultShader, &g_defaultShader);
CompileShader(m_DefaultShader, m_Output);
}
return m_DefaultShader;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerCG::GetShadowShader()
{
if( !m_ShadowShader)
{
XString shadowShader("- builtin shadows -");
XString g_shadowShader(g_default); // TMP : not implemented, return default shader
m_ShadowShader = ShaderManagerCG::CreateShader(&shadowShader, &g_shadowShader);
CompileShader(m_ShadowShader, m_Output);
}
return m_ShadowShader;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerCG::LoadData(CKStateChunk *chunk,CKFile* LoadedFile)
{
//--- If the Default Shader doesn't exist GetDefaultShader will create it
m_DefaultShader = GetDefaultShaderI();
assert(LoadedFile != 0);
if (!chunk)
return CKERR_INVALIDPARAMETER;
chunk->StartRead();
if (chunk->SeekIdentifier(SHADERMANAGER_CHUNKID))
{
XArray<CKShader*> toBeCompiledShaders;
// Check the version
int version = chunk->ReadInt();
// Check the flags
int flags = chunk->ReadInt();
// Read Shaders
int num_Shaders = chunk->ReadInt();
int chunkid = FIRSTSHADER_CHUNKID;
for (int i = 0; i < num_Shaders; ++i)
{
CKBOOL notEndOfChunk = chunk->SeekIdentifier(chunkid);
++chunkid;
if( !notEndOfChunk ){
continue;
}
//--- If Version < 1 there's a BOOL "isDefaultFx"
if( version < 2 ){
//--- Is it the default effect then don't read content
CKBOOL isDefaultFx = chunk->ReadInt();
if( isDefaultFx ) continue;
}
//--- Read Shader Name and Text
XString fxName = chunk->ReadString();
XString fxText;// = chunk->ReadString();
//--- Retrieves CgFX text version of a shader
bool needToExit = false;
int* marksBuffer = NULL;
int marksSize = 0;
do{
fxText = chunk->ReadString();
if (fxText.Compare("HLSL") == 0) {
chunk->ReadString();
fxText = "";
}
else if (fxText.Compare("CGFX") == 0){
fxText = chunk->ReadString();
needToExit = true;
}
else if (fxText.Compare("_END_") == 0){
fxText = "";
needToExit = true;
break;
}
else { //--- pre Dev 4.0 (only HLSL)
fxText = "";
needToExit = true;
break;
}
// Read Marks
if (version>=3) {
if (marksBuffer != NULL) {
CKDeletePointer(marksBuffer);
marksBuffer = NULL;
}
marksSize = chunk->ReadBuffer((void**)&marksBuffer) / sizeof(int);
}
} while (needToExit == false);
CKShader* sameNameEffect;
BOOL shaderMustBeCreated = TRUE;
int extCount = 0;
while( (sameNameEffect=GetShaderByName( fxName )) && shaderMustBeCreated ){
//--- Skip this effect if text is the same
if( !fxText.Compare( sameNameEffect->GetText() ) ){
shaderMustBeCreated = FALSE;
break;
}
//--- Otherwise ...
switch( m_ReplacementMode ){
case ShaderReplacementMode_ReplaceOldByNew:
//--- Replace Old Shader By New Shader
{
sameNameEffect->SetText( fxText );
shaderMustBeCreated = FALSE;
toBeCompiledShaders.PushBack( sameNameEffect );
}
break;
case ShaderReplacementMode_KeepOldAndDontUseNew:
//--- Keep Old Shader And Dont Use New Shader
{
shaderMustBeCreated = FALSE;
}
break;
case ShaderReplacementMode_RenameNew:
default:
//--- Rename New Shader
{
//--- Find Existing Extension Number
XString originalFxName = fxName;
int fxNameLength = fxName.Length();
if( fxNameLength > 4 ){
if( fxName[ fxNameLength-4 ] == '_' ){
XString extStr = fxName.Substring( fxNameLength-3 );
extCount = extStr.ToInt();
originalFxName = fxName.Substring( 0, fxNameLength-4 );
}
}
//--- Replace extension number by Incremented Extension Number
++extCount;
fxName.Format( "%s_%.3d", originalFxName.CStr(), extCount );
}
break;
}
}
if( !shaderMustBeCreated ) continue;
//--- Create new shader
RCKShaderCG* fx = new RCKShaderCG(this);
fx->SetName( fxName );
fx->SetText( fxText );
m_AllShaders.PushBack( fx );
toBeCompiledShaders.PushBack( fx );
// Read Marks
if (version>=3)
{
#ifndef VIRTOOLS_RUNTIME_VERSION
fx->m_F2Marks.Resize(marksSize);
for (int index=0;index<marksSize;++index)
fx->m_F2Marks[index]=marksBuffer[index];
#endif
CKDeletePointer(marksBuffer);
}
}
//--- Compile all loaded shaders
if( IsSupportedAndWarnIfNot() ){
//--- Compile every loaded Shader except the default Shader
///// as it has already been compiled (cf: just above)
const int loadedShaderCount = toBeCompiledShaders.Size();
for( int i=0 ; i<loadedShaderCount ; ++i ){
CKShader* const fx = toBeCompiledShaders[i];
if( fx == m_DefaultShader ) continue;
CompileShader( fx, m_Output );
}
#if defined(_XBOX) && defined(_DEBUG)
for(XString* it = m_Output.Begin();it!=m_Output.End();it++){
OutputDebugString(it->CStr());
OutputDebugString("\n");
}
m_Output.Clear();
#endif
}
}
chunk->CloseChunk();
return CK_OK;
}
//-----------------------------------------------------------------------------
#define VIRTOOLS_SCRIPT_DOT_EXTENSION ".nms"
#define VIRTOOLS_OBJECT_DOT_EXTENSION ".nmo"
CKStateChunk* ShaderManagerCG::SaveData(CKFile* SavedFile)
{
assert(SavedFile != 0);
//--- If there's only one shader it's certainly the default shader Shader
///// and so it's not even needed to save any ShaderManagerCG Chunk
int toSaveCount = 0;
for (int shIndex = 0; shIndex < m_AllShaders.Size(); ++shIndex)
{
if (m_AllShaders[shIndex] != m_DefaultShader && m_AllShaders[shIndex] != m_ShadowShader)
{
++ toSaveCount;
}
}
if (toSaveCount == 0) return NULL;
XHashTable<bool, XString> shaderThatCanBeSavedFromName;
bool checkIfShaderMustBeSaved = false;
//--- Check file extension
CKSTRING fileName = SavedFile->m_FileName;
const int fileNameLength = strlen(fileName);
if( fileNameLength >= 4 ){
char* extension = fileName + fileNameLength - 4;
//--- Saving .NMS
if( stricmp( extension, VIRTOOLS_SCRIPT_DOT_EXTENSION ) == 0 ){
//--- Don't save any Shaders with an .NMS
return NULL;
}
//--- Saving .NMO
if( stricmp( extension, VIRTOOLS_OBJECT_DOT_EXTENSION ) == 0 ){
//--- If User asked not to save any Shader with NMO, then Exit
if( m_NMOSavingMode == ShaderNMOSavingMode_DontSaveAnyShader ) return NULL;
//--- If User asked to save Only Used Shaders, then find references to shaders
if( m_NMOSavingMode == ShaderNMOSavingMode_SaveOnlyUsedShaders ){
checkIfShaderMustBeSaved = true;
toSaveCount = 0;
CKParameterManager* pm = m_Context->GetParameterManager();
CKParameterType shaderParamType = pm->ParameterGuidToType( CKPGUID_SHADER );
const int count = SavedFile->m_FileObjects.Size();
for( int a=0 ; a<count ; a++ ){
const CKFileObject& objSaved = SavedFile->m_FileObjects[a];
//--- If it's a material..
if( CKIsChildClassOf(objSaved.ObjectCid, CKCID_MATERIAL) ){
CKMaterial* mat = (CKMaterial*)objSaved.ObjPtr;
if( !mat ) continue;
CKMaterialShader* mfx = mat->GetMaterialShader();
if( !mfx ) continue;
//--- If there's a Shader on this Material
CKShader* shader = mfx->m_Shader;
if( !shader ) continue;
XASSERT(shader!=m_DefaultShader); // this shouldn't happen
XASSERT(shader!=m_ShadowShader); // this shouldn't happen
//--- If this ShaderName isn't yet supposed to be saved
const XString& shaderName = shader->GetName();
if( shaderThatCanBeSavedFromName.FindPtr( shaderName ) ) continue;
//--- Then add it to the list of ShaderNames to be saved
shaderThatCanBeSavedFromName.Insert( shaderName, true );
++toSaveCount;
}
//--- If it's a Parameter
else if( CKIsChildClassOf(objSaved.ObjectCid, CKCID_PARAMETERLOCAL) ){
CKParameter* param = (CKParameter*)objSaved.ObjPtr;
if( !param ) continue;
//--- if this parameter is a CKPGUID_SHADER
if( param->GetType() != shaderParamType ) continue;
const char* shaderName = (char*)param->GetReadDataPtr(FALSE);
if( !shaderName ) continue;
//--- We shouldn't, but if we ever parse a shader param string == None then do nothing
if( strcmp( shaderName, "-- None --" ) == 0 ) continue;
//--- If this ShaderName isn't yet supposed to be saved
if( shaderThatCanBeSavedFromName.FindPtr( shaderName ) ) continue;
//--- Then add it to the list of ShaderNames to be saved
shaderThatCanBeSavedFromName.Insert( shaderName, true );
++toSaveCount;
}
}
}
}
}
// Writes chunk information
CKStateChunk *chunk = CreateCKStateChunk(SHADERMANAGER_CHUNKID, SavedFile);
if (!chunk)
return NULL;
chunk->StartWrite();
chunk->WriteIdentifier(SHADERMANAGER_CHUNKID);
chunk->WriteInt(SHADERMANAGER_SAVE_VERSION);
chunk->WriteInt(SHADERMANAGER_FLAGS);
// Writes all Shaders we want to save.
chunk->WriteInt( toSaveCount ); //--- Minus the default Shader
int chunkid = FIRSTSHADER_CHUNKID;
const int shaderCount = m_AllShaders.Size();
for (int i = 0; i < shaderCount; ++i)
{
CKShader* shader = m_AllShaders[i];
if( !shader ) continue;
//--- Is it the default effect then don't write it (same for builtin shadows)
if( shader == m_DefaultShader ) continue;
if( shader == m_ShadowShader ) continue;
//--- If extension is .NMO, filter Only Used Shaders
if( checkIfShaderMustBeSaved ){
if( !shaderThatCanBeSavedFromName.FindPtr( shader->GetName() ) ) continue;
}
chunk->WriteIdentifier(chunkid);
++chunkid;
// store name
chunk->WriteString( shader->GetName().CStr() );
// store text
#ifndef _XBOX
#ifndef macintosh
if(m_SavePreProcessed){
XString PreProcessed;
XString PreProcErr;
HRESULT hr = mCppLib_PreProcess( shader->GetText(),m_SavePreprocessedOptions.CStr(),PreProcessed,PreProcErr);
if(S_OK == hr){
chunk->WriteString(PreProcessed.CStr());
}else{
m_Context->OutputToConsoleExBeep("Error Preprocessing Shader : %s",PreProcErr.CStr());
chunk->WriteString("CGFX");
chunk->WriteString( shader->GetText().CStr());
}
}else
#endif // macintosh
#endif // _XBOX
{
chunk->WriteString("CGFX");
chunk->WriteString( shader->GetText().CStr());
}
// Write F2 Marks
#ifdef VIRTOOLS_RUNTIME_VERSION
chunk->WriteBuffer(0,0);
#else
chunk->WriteBuffer(shader->GetF2Marks()->Size()*sizeof(int),shader->GetF2Marks()->Begin());
#endif
chunk->WriteString("_END_");
}
chunk->CloseChunk();
return chunk;
}
//-----------------------------------------------------------------------------
#ifndef _XBOX
//-----------------------------------------------------------------------------
BOOL ShaderManagerCG::_ReadStringFromFile(const XString& filename, XArray<char> &s) const
{
//--- Read XString from file.
VxFile f;
if( !f.Open(filename.CStr()) ) return FALSE;
int size = f.Size();
s.Resize( size+1);
f.Read( s.Begin(), size );
s[size] = '\0';
f.Close();
return TRUE;
}
//-----------------------------------------------------------------------------
BOOL ShaderManagerCG::_WriteStringToFile(const XString& filename, const XString &s) const
{
VxFile f;
if (!f.Open(filename.CStr(), VxFile::WRITEONLY))
return FALSE;
f.Write(s.CStr(), s.Length());
f.Close();
return TRUE;
}
//-----------------------------------------------------------------------------
BOOL ShaderManagerCG::_WinExec(const XString& command)
{
#ifdef macintosh
return (system(command.CStr())!=-1);
#else
STARTUPINFO si;
PROCESS_INFORMATION pi;
ZeroMemory( &si, sizeof(si) );
si.cb = sizeof(si);
ZeroMemory( &pi, sizeof(pi) );
// Start the child process.
if( !CreateProcess( NULL, // No module name (use command line).
const_cast<CKSTRING>(command.CStr()), // Command line.
NULL, // Process handle not inheritable.
NULL, // Thread handle not inheritable.
FALSE, // Set handle inheritance to FALSE.
CREATE_NO_WINDOW, // No creation flags.
NULL, // Use parent's environment block.
NULL, // Use parent's starting directory.
&si, // Pointer to STARTUPINFO structure.
&pi ) // Pointer to PROCESS_INFORMATION structure.
)
return FALSE;
// Wait until child process exits.
WaitForSingleObject( pi.hProcess, INFINITE );
DWORD code = 0;
GetExitCodeProcess( pi.hProcess, &code );
// Close process and thread handles.
CloseHandle( pi.hProcess );
CloseHandle( pi.hThread );
return code==0;
#endif
}
#endif
//-----------------------------------------------------------------------//
// Exposed Parameters Management
//
// m_hashParamIndex: a hash table for retrieving the index of store CKParams
// m_paramMeaningLinker: array of ExposedLoclalParamsPerRC indexed per RC index.
// ExposedLocalParamsPerRC:
//-----------------------------------------------------------------------//
//-----------------------------------------------------------------------------
void ShaderManagerCG::_RegisterExposedParameterMeaning( CKParameterLocal* p, ShaderDescriptorCG::ExposedParamMeaning* paramMeaning, int rcIndex )
{
//--- Check if parameter has already been registered
int* paramIndexPtr = m_hashParamIndex.FindPtr(p);
int registeredParamCount = m_hashParamIndex.Size();
int paramIndex = registeredParamCount;
//--- If the paramater has not yet been registered then add it
if( !paramIndexPtr ){
m_hashParamIndex.Insert( p, paramIndex );
m_paramMeaningLinker[rcIndex].PushBack( paramMeaning );
//--- Otherwise use the param's index
} else {
//--- If parameter has already been registered for another rc, but not for this one
if( *paramIndexPtr >= m_paramMeaningLinker[rcIndex].Size() ){
m_paramMeaningLinker[rcIndex].Resize( *paramIndexPtr+1 );
}
m_paramMeaningLinker[rcIndex][*paramIndexPtr] = paramMeaning;
}
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::_UnregisterExposedParameter( CKParameterLocal* p )
{
//--- Check if parameter is registered
int* paramIndexPtr = m_hashParamIndex.FindPtr(p);
if( !paramIndexPtr ) return;
int paramIndex = *paramIndexPtr;
//--- Parse all rc and remove d3dhandle for the found param index
const int rcCount = m_paramMeaningLinker.Size();
for( int rcIndex=0 ; rcIndex<rcCount ; ++rcIndex ){
m_paramMeaningLinker[rcIndex].RemoveAt(paramIndex);
}
//--- Remove reference to this param in the hash table
///// and shift every parameter index beyond the removed one
XHashTable<int, CKParameterLocal*>::Iterator it = m_hashParamIndex.Begin();
while (it != m_hashParamIndex.End()) {
if( *it > paramIndex ){
--(*it);
}
++it;
}
m_hashParamIndex.Remove( p );
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::_AddRCForExposedParameters()
{
const int endIndex = m_paramMeaningLinker.Size();
//--- Add one rc
m_paramMeaningLinker.Expand(1);
//--- Set as many params for this rc as there's params defined in the hash table
const int registeredParamCount = m_hashParamIndex.Size();
m_paramMeaningLinker[endIndex].Resize( registeredParamCount );
m_paramMeaningLinker[endIndex].Fill( (ShaderDescriptorCG::ExposedParamMeaning*)0 );
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::_RemoveRCForExposedParameters( int rcIndex )
{
//--- Remove the rc
///// Note: as it's a class array, it will remove also all d3dhandles for the rc
m_paramMeaningLinker.RemoveAt( rcIndex );
}
//-----------------------------------------------------------------------------
ShaderDescriptorCG::ExposedParamMeaning*
ShaderManagerCG::_GetRegisteredParamMeaning( CKParameterLocal* p, int rcIndex )
{
//--- Check if parameter is registered
int* paramIndexPtr = m_hashParamIndex.FindPtr(p);
if( !paramIndexPtr ) return (ShaderDescriptorCG::ExposedParamMeaning*)(-1);
int paramIndex = *paramIndexPtr;
return m_paramMeaningLinker[rcIndex][paramIndex];
}
//-----------------------------------------------------------------------------
int ShaderManagerCG::_GetRenderContextIndex( CKRenderContext* rc )
{
const int rcCount = m_rcList.Size();
for( int a=0 ; a<rcCount ; ++a ){
if( m_rcList[a] == rc ) return a;
}
return -1;
}
/*******************************************************************
Summary: Called when a RenderContext gets created or destroyed
to update the Shader Manager's inner list of render contexts
*******************************************************************/
//-----------------------------------------------------------------------------
void ShaderManagerCG::OnRenderContextCreated( CKRenderContext* rc )
{
int rcIndex = m_rcList.Size();
m_rcList.PushBack( rc );
//--- Add a RenderContext Slot for all Exposed Parameters
_AddRCForExposedParameters();
//--- Add RenderContext Slot for all RCKShaders
const int shaderCount = m_AllShaders.Size();
for( int a=0 ; a<shaderCount ; ++a ){
RCKShaderCG* shader = (RCKShaderCG*)m_AllShaders[a];
if( !shader ) continue;
shader->_AddRenderContextSlot();
}
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::OnRenderContextDestroyed( CKRenderContext* rc )
{
int rcIndex = _GetRenderContextIndex(rc);
if( rcIndex >= 0 ){
//--- Remove a RenderContext Slot for all Exposed Parameters
_RemoveRCForExposedParameters( rcIndex );
//--- Remove a RenderContext Slot for all RCKShaders
for(int a=0; a<m_AllShaders.Size(); ++a ){
RCKShaderCG* shader = (RCKShaderCG*)m_AllShaders[a];
if( !shader ) continue;
shader->_RemoveRenderContextSlot( rcIndex );
}
//--- Remove the RC from our managed list of RCs
m_rcList.Remove( rc );
}
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::EnableProgram(CKRasterizerContext* rc, ShaderConstantStore *cstStore)
{
XASSERT(cstStore);
CGprofile profile = cstStore->GetProfile();
CGdomain domain = cstStore->GetDomain();
EnableProfile(domain, profile);
CGprogram cgProg = cstStore->GetCGProgram();
XASSERT(cgProg != 0);
XASSERT(cstStore->GetGLProgramID()); // If program failed to compile, then we shouldn't have built a ShaderConstantStore from it
if (cgProg != m_CurrentCGProgram[domain - CG_FIRST_DOMAIN])
{
cstStore->BindProgramIntoGL(rc);
m_CurrentCGProgram[domain - CG_FIRST_DOMAIN] = cgProg;
}
cstStore->Flush(rc);
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::EnableProgram(CGprogram prog)
{
#ifndef STATIC_FOR_MAYA // Maya export dll links with a cg that don't have
// cgGetProfileDomain -> link would fail
GLCHECK();
XASSERT(prog);
//
CGprofile profile = cgGetProgramProfile(prog);
CGdomain domain = cgGetProfileDomain(profile);
XASSERT(domain < CG_FIRST_DOMAIN + NUMBER_OF_CG_DOMAIN);
if (prog != m_CurrentCGProgram[domain - CG_FIRST_DOMAIN])
{
EnableProfile(domain, profile);
cgGLBindProgram(prog);
m_CurrentCGProgram[domain - CG_FIRST_DOMAIN] = prog;
if (profile == CG_PROFILE_FP20)
{
cgSetPassProgramParameters(prog); // no local parameters for that profile
// (GeForce 3 pixel shaders via NV_TEXTURE_SHADER ... must set them up)
}
}
GLCHECK();
#else
XASSERT(0); // not supposed to be called
#endif
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::EnableProfile(CGdomain domain, CGprofile profile)
{
XASSERT(domain < CG_FIRST_DOMAIN + NUMBER_OF_CG_DOMAIN);
GLCHECK();
if (m_CurrentProfile[domain - CG_FIRST_DOMAIN] != profile)
{
if (m_CurrentProfile[domain - CG_FIRST_DOMAIN] != CG_PROFILE_UNKNOWN)
{
cgGLDisableProfile(m_CurrentProfile[domain - CG_FIRST_DOMAIN]);
}
if (profile != CG_PROFILE_UNKNOWN)
{
cgGLEnableProfile(profile);
}
m_CurrentProfile[domain - CG_FIRST_DOMAIN] = profile;
}
GLCHECK();
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::DeactivateProgram(CGdomain domain)
{
XASSERT(domain < CG_FIRST_DOMAIN + NUMBER_OF_CG_DOMAIN);
GLCHECK();
if (m_CurrentCGProgram[domain - CG_FIRST_DOMAIN])
{
XASSERT(m_CurrentProfile[domain - CG_FIRST_DOMAIN] != CG_PROFILE_UNKNOWN);
cgGLUnbindProgram(m_CurrentProfile[domain - CG_FIRST_DOMAIN]);
EnableProfile(domain, CG_PROFILE_UNKNOWN);
m_CurrentCGProgram[domain - CG_FIRST_DOMAIN] = NULL;
}
#ifdef _DEBUG
XASSERT(m_CurrentProfile[domain - CG_FIRST_DOMAIN] == CG_PROFILE_UNKNOWN);
#endif
GLCHECK();
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::FlushModifiedRenderStates(int passIndex, CKRasterizerContext* rc)
{
if (passIndex >= m_PerPassModifiedRenderStates.Size())
{
m_PerPassModifiedRenderStates.Resize(passIndex + 1);
}
PerPassModifiedRenderStates &flushedPass = m_PerPassModifiedRenderStates[passIndex];
int stateCount = flushedPass.RenderStates.Size();
for (int stateIndex =0 ; stateIndex < stateCount; ++stateIndex)
{
flushedPass.RenderStates[stateIndex]->Apply(rc, false /* do reset */);
}
flushedPass.RenderStates.Resize(0); // don't do a clear here : want to keep memory for future reuse
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::ClearModifiedRenderStates()
{
int passCount = m_PerPassModifiedRenderStates.Size();
for (int passIndex = 0; passIndex < passCount; ++passIndex)
{
m_PerPassModifiedRenderStates[passIndex].RenderStates.Resize(0);
}
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::SignalTextureStageUsed(int stage, GLenum textureTarget)
{
XASSERT(stage >= 0 && stage < 32);
m_UsedTextureStageBits |= (1 << stage);
m_TextureStageTargets[stage] = textureTarget;
}
//-----------------------------------------------------------------------------
void ShaderManagerCG::DisableTextureStages(CKRasterizerContext *rc, CKDWORD stagesMask)
{
GLCHECK();
CKDWORD toDisableBits = (~stagesMask) & m_UsedTextureStageBits;
int currentStage = 0;
VCKGL15Rasterizer::CKGLRasterizerContext *ogRC = (VCKGL15Rasterizer::CKGLRasterizerContext *) rc;
XASSERT(ogRC->m_glActiveTextureARB);
while (toDisableBits)
{
if (toDisableBits & 1)
{
ogRC->m_glActiveTextureARB(GL_TEXTURE0_ARB + currentStage);
ogRC->DisableGLCurrentStageTexturing();
}
toDisableBits >>= 1;
++ currentStage;
}
ogRC->m_glActiveTextureARB(GL_TEXTURE0_ARB);
m_UsedTextureStageBits &= stagesMask;
GLCHECK();
}
//-----------------------------------------------------------------------------
int ShaderManagerCG::GetCGEffectTechniqueCount(CGeffect effect)
{
if (!effect) return NULL;
int techCount = 0;
for (CGtechnique currTech = cgGetFirstTechnique(effect); currTech != NULL; currTech = cgGetNextTechnique(currTech), ++ techCount)
{
}
return techCount;
}
/***************************************************************************
___ _ _ __ __
|_ _|_ __ ___| |_ _ __| | ___ | \/ | __ _ _ __ __ _ __ _ ___ _ __
| || '_ \ / __| | | | |/ _` |/ _ \ | |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| || | | | (__| | |_| | (_| | __/ | | | | (_| | | | | (_| | (_| | __/ |
|___|_| |_|\___|_|\__,_|\__,_|\___| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|___/
***************************************************************************/
#if DIRECT3D_VERSION>=0x0900
//-----------------------------------------------------------------------------
//HRESULT
//ShaderManagerCG::IncludeManager
//::Open(D3DXINCLUDE_TYPE IncludeType, LPCSTR pName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
//{
//
// bool foundError = TRUE;
// do {
//
// XString includeFileName( pName );
// CKERROR err = m_ShaderManager->m_Context->GetPathManager()->ResolveFileName( includeFileName, DATA_PATH_IDX );
// if( err!=CK_OK ){
// m_ShaderManager->m_Context->GetPathManager()->ResolveFileName( includeFileName, BITMAP_PATH_IDX );
// if( err!=CK_OK ) break;
// }
// VxFile file;
// if( !file.Open( includeFileName.CStr() ) ) break;
//
// DWORD size = file.Size();
//
// BYTE* pData = new BYTE[size];
// if( pData == NULL ) return E_OUTOFMEMORY;
//
// file.Read( pData, size );
//
// *ppData = pData;
// *pBytes = size;
//
// foundError = FALSE;
//
// } while(0);
//
// //--- If an Error Occured
// if( foundError ){
// XString errStr = "Warning: Can't include file \"";
// errStr += pName;
// errStr += "\"";
// m_ShaderManager->m_Output.PushBack( errStr );
// return E_FAIL;
// }
// return S_OK;
//}
//
////-----------------------------------------------------------------------------
//HRESULT
//ShaderManagerCG::IncludeManager
//::Close(LPCVOID pData)
//{
// if( pData ) delete[] (BYTE*)pData;
// return S_OK;
//}
#endif