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#include "Headers/Shader.h"
#include "Headers/ShaderProgram.h"
#include "Core/Headers/Console.h"
#include "Utility/Headers/Localization.h"

namespace Divide {

Shader::Shader(const stringImpl& name, const ShaderType& type,const bool optimise) : _shader(std::numeric_limits<U32>::max()),
                                                                                      _name(name),
                                                                                      _type(type),
                                                                                      _optimise(optimise)
{
	_compiled = false;
}

Shader::~Shader()
{
    D_PRINT_FN(Locale::get("SHADER_DELETE"),getName().c_str());
    // never delete a shader if it's still in use by a program
    assert(_parentShaderPrograms.empty());
}

/// Register the given shader program with this shader
void Shader::addParentProgram(ShaderProgram* const shaderProgram) {
    // simple, handle-base check
    U32 parentShaderID = shaderProgram->getId();
    vectorImpl<ShaderProgram* >::iterator it;
    it = std::find_if(_parentShaderPrograms.begin(), _parentShaderPrograms.end(), 
                      [&parentShaderID](ShaderProgram const* sp)->bool { 
                        return sp->getId() == parentShaderID; 
                      });
    // assert if we register the same shaderProgram with the same shader multiple times
    assert(it == _parentShaderPrograms.end());
    // actually register the shader
    _parentShaderPrograms.push_back(shaderProgram);
}

/// Unregister the given shader program from this shader
void Shader::removeParentProgram(ShaderProgram* const shaderProgram) {
    // program matching works like in 'addParentProgram'
    U32 parentShaderID = shaderProgram->getId();

    vectorImpl<ShaderProgram* >::iterator it;
    it = std::find_if(_parentShaderPrograms.begin(), _parentShaderPrograms.end(),
                      [&parentShaderID]( ShaderProgram const* sp )->bool {
                        return sp->getId() == parentShaderID; 
                      });
    // assert if the specified shader program wasn't registered
    assert(it != _parentShaderPrograms.end());
    // actually unregister the shader
    _parentShaderPrograms.erase(it);
}

};

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Shaders/Shader.cpp

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

295 Diff Diff k1ngp1n picture k1ngp1n Fri 01 Aug, 2014 20:10:44 +0000

[Ionut]
- If a shader fails to bind, skip draw call. A shader will fail to bind if it wasn’t linked properly, as well
- Moved ShaderManager to the Hardware project due to its tight coupling
- More code cleanup and comments:
— OpenGL wrapper code : GLWrapper.h, GLWrapper.cpp, GLStates.cpp, glShaderProgram.cpp
- Cleaned up Shader.cpp
- Binary shader dump also saves binary format in .fmt file for each binary shader
- Renamed immediate mode primitive files

260 Diff Diff k1ngp1n picture k1ngp1n Sat 03 May, 2014 19:33:41 +0000

[Ionut] [[BR]]
- More work on CSM. Reverted back to VSM to allow easier blurring and filtering [[BR]]
- Rewrote FrameBuffer classes to fix MSAA and memory leaks that occurred on resize (double creation of textures) [[BR]]
— Removed FBType. FrameBuffer types depend only on attachment types and if it’s MSAA enabled or not [[BR]]
- Rewrote RenderState classes to be API agnostic [[BR]]
- Bug fixes in math classes [[BR]]
- Changed “resolution change” logic [[BR]]
- Simplified some options in config.xml [[BR]]
- Improved per-light shadow options [[BR]]

250 Diff Diff k1ngp1n picture k1ngp1n Wed 02 Apr, 2014 12:36:36 +0000

[Ionut] [[BR]]
- More C++11 work [[BR]]
- Renamed “for_each” macro to “FOR_EACH” to avoid name conflicts with the C++11 function [[BR]]

171 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]

152 k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]