port from perforce
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140
aiwaz/Aiwaz/Resources/Shader/Shader.cpp
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140
aiwaz/Aiwaz/Resources/Shader/Shader.cpp
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#include "stdafx.h"
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#include "IResourceFactory.h"
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#include "Shader.h"
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Shader::Shader(IEngine& argEngine)
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: m_Engine(argEngine)
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, m_Technique(NULL)
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, m_InternalShader(NULL)
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, m_CurrentPass(-1)
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, m_Priority(0)
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{
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m_Commands.push_back(new Command(this, CommandFlags::StartChain | CommandFlags::SubChainStart, ApplyFirstPassCommandType, 2, m_Priority));
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m_Commands.push_back(new Command(this, CommandFlags::SubChainEnd, NextPassCommandType, -1, m_Priority));
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}
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Shader::~Shader()
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{
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this->Uninitialize();
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m_Engine.get_ResourceFactory().DeleteShader(*const_cast<Shader*>(this), true);
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}
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void Shader::set_TechniqueName(const string8& argValue)
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{
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m_TechniqueName = argValue;
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if (this->get_InternalShader() == NULL)
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return;
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if (m_TechniqueName.empty())
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{
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m_Technique = this->get_InternalShader()->get_DX10Effect()->GetTechniqueByIndex(0);
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if (m_Technique != NULL)
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{
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D3D10_TECHNIQUE_DESC desc;
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m_Technique->GetDesc(&desc);
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m_TechniqueName = desc.Name;
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}
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}
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m_Technique = this->get_InternalShader()->get_DX10Effect()->GetTechniqueByName(m_TechniqueName.c_str());
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if (m_Technique == NULL)
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{
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throw L"Shader: Technique not found.";
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}
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m_Technique->GetDesc(&m_TechDesc);
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}
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void Shader::LoadFromFile(const string16& argValue)
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{
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this->CreateOrFindShader(argValue);
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this->set_TechniqueName(m_TechniqueName);
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}
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void Shader::Uninitialize()
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{
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if (m_Engine.get_EngineStates().LastShader == this)
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m_Engine.get_EngineStates().LastShader = NULL;
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m_Technique = NULL;
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m_CurrentPass = -1;
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m_TechniqueName = "";
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}
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bool Shader::TryApplyNextPass()
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{
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if (m_InternalShader == NULL || m_Technique == NULL)
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throw L"Shader: Access forbidden until resource has been initialized.";
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if (m_CurrentPass >= m_TechDesc.Passes)
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m_CurrentPass = m_TechDesc.Passes;
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else
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m_CurrentPass++;
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if (m_CurrentPass >= m_TechDesc.Passes)
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return false;
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return true;
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}
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void Shader::ApplyFirstPass()
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{
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if (m_InternalShader == NULL || m_Technique == NULL)
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throw L"Shader: Access forbidden until resource has been initialized.";
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m_CurrentPass = 0;
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m_Engine.get_EngineStates().LastShader = this;
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}
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void Shader::set_Priority(unsigned char argValue)
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{
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m_Priority = argValue;
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for (uint32 i = 0; i < m_Commands.size(); ++i)
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if (m_Commands[i]->Type == ApplyFirstPassCommandType)
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m_Commands[i]->SubPriority = m_Priority;
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}
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unsigned char Shader::get_Priority() const
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{
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return m_Priority;
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}
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IInternalShader* Shader::CreateOrFindShader(const string16& argFileName)
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{
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IResourceFactory& resFac = m_Engine.get_ResourceFactory();
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m_InternalShader = &resFac.CreateOrFindInternalShader(std::to_string8(argFileName));
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if (m_InternalShader != NULL)
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{
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if (resFac.HasCreatedResource())
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m_InternalShader->LoadFromFile(argFileName);
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return m_InternalShader;
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}
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throw L"Shader: Unable to create ShaderInternal for specified Shader.";
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}
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CommandExecuteResult::Enumeration Shader::ExecuteCommand(unsigned char argCommandType, ICommandBuffer& argCurrentBuffer, uint32 argCurrentPositon)
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{
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if (argCommandType == Shader::ApplyFirstPassCommandType)
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{
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this->ApplyFirstPass();
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}
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else if (argCommandType == Shader::NextPassCommandType)
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{
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if (this->TryApplyNextPass())
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return CommandExecuteResult::RetrySubChainSkipHead;
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}
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return CommandExecuteResult::None;
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}
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