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FlaxEngine/Source/Engine/ShadersCompilation/ShaderCompiler.h

111 lines
4.4 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if COMPILE_WITH_SHADER_COMPILER
#include "ShaderCompilationContext.h"
#include "Parser/ShaderMeta.h"
#include "Engine/Graphics/Shaders/GPUShaderProgram.h"
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
/// <summary>
/// Base class for the objects that can compile shaders source code.
/// </summary>
class ShaderCompiler
{
public:
struct ShaderResourceBuffer
{
byte Slot;
bool IsUsed;
uint32 Size;
};
private:
Array<char> _funcNameDefineBuffer;
protected:
ShaderProfile _profile;
ShaderCompilationContext* _context = nullptr;
Array<ShaderMacro> _globalMacros;
Array<ShaderMacro> _macros;
Array<ShaderResourceBuffer> _constantBuffers;
public:
/// <summary>
/// Initializes a new instance of the <see cref="ShaderCompiler"/> class.
/// </summary>
/// <param name="profile">The profile.</param>
ShaderCompiler(ShaderProfile profile)
: _profile(profile)
{
}
/// <summary>
/// Finalizes an instance of the <see cref="ShaderCompiler"/> class.
/// </summary>
virtual ~ShaderCompiler() = default;
public:
/// <summary>
/// Gets shader profile supported by this compiler.
/// </summary>
/// <returns>The shader profile.</returns>
FORCE_INLINE ShaderProfile GetProfile() const
{
return _profile;
}
/// <summary>
/// Performs the shader compilation.
/// </summary>
/// <param name="context">The compilation context.</param>
/// <returns>True if failed, otherwise false.</returns>
bool Compile(ShaderCompilationContext* context);
/// <summary>
/// Gets the included file source code. Handles system includes and absolute includes. Method is thread-safe.
/// </summary>
/// <param name="context">The compilation context.</param>
/// <param name="sourceFile">The source file that is being compiled.</param>
/// <param name="includedFile">The included file name (absolute or relative).</param>
/// <param name="source">The output source code of the file (null-terminated), null if failed to load.</param>
/// <param name="sourceLength">The output source code length of the file (characters count), 0 if failed to load.</param>
/// <returns>True if failed, otherwise false.</returns>
static bool GetIncludedFileSource(ShaderCompilationContext* context, const char* sourceFile, const char* includedFile, const char*& source, int32& sourceLength);
/// <summary>
/// Clears the cache used by the shader includes.
/// </summary>
static void DisposeIncludedFilesCache();
protected:
// Input elements read from reflection after shader compilation. Rough approx or attributes without exact format nor bind slot (only semantics and value dimensions match).
struct AdditionalDataVS
{
GPUVertexLayout::Elements Inputs;
};
typedef bool (*WritePermutationData)(ShaderCompilationContext*, ShaderFunctionMeta&, int32, const Array<ShaderMacro>&, void*);
virtual bool CompileShader(ShaderFunctionMeta& meta, WritePermutationData customDataWrite = nullptr) = 0;
bool CompileShaders();
virtual bool OnCompileBegin();
virtual bool OnCompileEnd();
static bool WriteShaderFunctionBegin(ShaderCompilationContext* context, ShaderFunctionMeta& meta);
static bool WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* header, int32 headerSize, const void* cache, int32 cacheSize);
static bool WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* cache, int32 cacheSize);
static bool WriteShaderFunctionEnd(ShaderCompilationContext* context, ShaderFunctionMeta& meta);
static bool WriteCustomDataVS(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const Array<ShaderMacro>& macros, void* additionalData);
static bool WriteCustomDataHS(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const Array<ShaderMacro>& macros, void* additionalData);
void GetDefineForFunction(ShaderFunctionMeta& meta, Array<ShaderMacro>& macros);
static VertexElement::Types ParseVertexElementType(StringAnsiView semantic, uint32 index = 0);
};
#endif