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cocos_lib/cocos/core/assets/EffectAsset.cpp

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/****************************************************************************
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "core/assets/EffectAsset.h"
#include "ProgramUtils.h"
#include "cocos.h"
#include "cocos/renderer/pipeline/custom/RenderingModule.h"
#include "core/Root.h"
#include "core/platform/Debug.h"
#include "engine/BaseEngine.h"
#include "renderer/core/ProgramLib.h"
namespace cc {
IPassStates::IPassStates(const IPassInfoFull &o) {
*this = o;
}
IPassStates &IPassStates::operator=(const IPassInfoFull &o) {
priority = o.priority;
primitive = o.primitive;
stage = o.stage;
rasterizerState = o.rasterizerState;
depthStencilState = o.depthStencilState;
blendState = o.blendState;
dynamicStates = o.dynamicStates;
phase = o.phase;
subpass = o.subpass;
return *this;
}
void IPassStates::overrides(const IPassInfoFull &o) {
if (o.priority.has_value()) {
this->priority = o.priority.value();
}
if (o.primitive.has_value()) {
this->primitive = o.primitive.value();
}
if (o.stage.has_value()) {
this->stage = o.stage.value();
}
if (o.rasterizerState.has_value()) {
this->rasterizerState = o.rasterizerState.value();
}
if (o.depthStencilState.has_value()) {
this->depthStencilState = o.depthStencilState.value();
}
if (o.blendState.has_value()) {
this->blendState = o.blendState.value();
}
if (o.dynamicStates.has_value()) {
this->dynamicStates = o.dynamicStates.value();
}
if (o.phase.has_value()) {
this->phase = o.phase.value();
}
if (o.subpass.has_value()) {
this->subpass = o.subpass.value();
}
}
EffectAsset::RegisteredEffectAssetMap EffectAsset::effects;
bool EffectAsset::layoutValid = true;
/* static */
void EffectAsset::registerAsset(EffectAsset *asset) {
if (asset == nullptr) {
return;
}
EffectAsset::effects.emplace(asset->getName(), asset);
layoutValid = false;
}
/* static */
void EffectAsset::remove(const ccstd::string &name) {
auto iter = EffectAsset::effects.find(name);
if (iter != EffectAsset::effects.end() && iter->second->getName() == name) {
EffectAsset::effects.erase(iter);
return;
}
iter = EffectAsset::effects.begin();
for (; iter != EffectAsset::effects.end(); ++iter) {
if (iter->second->getUuid() == name) {
break;
}
}
if (iter != EffectAsset::effects.end()) {
EffectAsset::effects.erase(iter);
}
}
/* static */
void EffectAsset::remove(EffectAsset *asset) {
if (asset == nullptr) {
return;
}
auto iter = EffectAsset::effects.find(asset->getName());
if (iter != EffectAsset::effects.end() && iter->second == asset) {
EffectAsset::effects.erase(iter);
}
}
/* static */
EffectAsset *EffectAsset::get(const ccstd::string &name) {
auto iter = EffectAsset::effects.find(name);
if (iter != EffectAsset::effects.end()) {
return iter->second;
}
iter = EffectAsset::effects.begin();
for (; iter != EffectAsset::effects.end(); ++iter) {
if (iter->second->getUuid() == name) {
return iter->second;
}
}
static ccstd::vector<ccstd::string> legacyBuiltinEffectNames{
"planar-shadow",
"skybox",
"deferred-lighting",
"bloom",
"copy-pass",
"post-process",
"profiler",
"splash-screen",
"standard",
"unlit",
"sprite",
"particle",
"particle-gpu",
"particle-trail",
"billboard",
"terrain",
"graphics",
"clear-stencil",
"spine",
"occlusion-query",
"geometry-renderer",
"debug-renderer"};
for (auto &legacyName : legacyBuiltinEffectNames) {
if (name == legacyName) {
debug::warnID(16101, name);
}
}
return nullptr;
}
void EffectAsset::onLoaded() {
auto *programLib = render::getProgramLibrary();
if (programLib) {
render::addEffectDefaultProperties(*this);
programLib->addEffect(this);
} else {
ProgramLib::getInstance()->registerEffect(this);
}
EffectAsset::registerAsset(this);
#if !CC_EDITOR
if (CC_CURRENT_ENGINE()->isInited()) {
precompile();
} else {
_engineEventId = CC_CURRENT_ENGINE()->on<BaseEngine::EngineStatusChange>([this](BaseEngine * /*emitter*/, BaseEngine::EngineStatus status) {
if (status == BaseEngine::EngineStatus::ON_START) {
this->precompile();
}
});
}
#endif
}
bool EffectAsset::destroy() {
EffectAsset::remove(this);
if (CC_CURRENT_ENGINE()->isInited()) {
CC_CURRENT_ENGINE()->off(_engineEventId);
}
return Super::destroy();
}
void EffectAsset::initDefault(const ccstd::optional<ccstd::string> &uuid) {
Super::initDefault(uuid);
const auto *effect = EffectAsset::get("builtin-unlit");
_name = "builtin-unlit";
_shaders = effect->_shaders;
_combinations = effect->_combinations;
_techniques = effect->_techniques; // NOTE: it will copy effect->_techniques to _techniques and _techniques will kept by SE_HOLD_RETURN_VALUE
}
bool EffectAsset::validate() const {
return !_techniques.empty() && !_shaders.empty();
}
void EffectAsset::precompile() {
Root *root = Root::getInstance();
for (index_t i = 0; i < _shaders.size(); ++i) {
auto shader = _shaders[i];
if (i >= _combinations.size()) {
continue;
}
auto combination = _combinations[i];
if (combination.empty()) {
continue;
}
// Native Program Lib can not precompile shader variant without phaseID.
// Shaders are compiled only during the compilation of PSO. A new mechanism may be needed for pre-compilation.
auto *programLib = render::getProgramLibrary();
if (programLib == nullptr) {
ccstd::vector<MacroRecord> defines = EffectAsset::doCombine(
ccstd::vector<MacroRecord>(), combination, combination.begin());
for (auto &define: defines) {
ProgramLib::getInstance()->getGFXShader(root->getDevice(), shader.name, define,
root->getPipeline());
}
}
}
}
/*
// input
const combination = {
USE_TEXTURE: [true, false],
COLOR_MODE: [0, 1, 2, 3],
ROUGHNESS_CHANNEL: ['r', 'g', 'b'],
};
// output
const defines = [
{
USE_TEXTURE: true,
COLOR_MODE: 0,
ROUGHNESS_CHANNEL: 'r'
},
{
USE_TEXTURE: true,
COLOR_MODE: 0,
ROUGHNESS_CHANNEL: 'g'
},
{
USE_TEXTURE: true,
COLOR_MODE: 0,
ROUGHNESS_CHANNEL: 'b'
},
{
USE_TEXTURE: true,
COLOR_MODE: 1,
ROUGHNESS_CHANNEL: 'r'
},
// ... all the combinations (2x4x3 in this case)
];
*/
ccstd::vector<MacroRecord> EffectAsset::doCombine(const ccstd::vector<MacroRecord> &cur, const IPreCompileInfo &info, IPreCompileInfo::iterator iter) { // NOLINT(misc-no-recursion)
if (iter == info.end()) {
return cur;
}
const IPreCompileInfoValueType &values = iter->second;
const ccstd::string &key = iter->first;
ccstd::vector<MacroRecord> records;
if (cur.empty()) {
records = EffectAsset::generateRecords(key, values);
} else {
records = EffectAsset::insertInfoValue(cur, key, values);
}
return EffectAsset::doCombine(records, info, ++iter);
}
ccstd::vector<MacroRecord> EffectAsset::generateRecords(const ccstd::string &key, const IPreCompileInfoValueType &infoValue) {
ccstd::vector<MacroRecord> ret;
if (const auto *boolValues = ccstd::get_if<ccstd::vector<bool>>(&infoValue)) {
for (const bool value : *boolValues) {
MacroRecord record;
record[key] = value;
ret.emplace_back(record);
}
} else if (const auto *intValues = ccstd::get_if<ccstd::vector<int32_t>>(&infoValue)) {
for (const int32_t value : *intValues) {
MacroRecord record;
record[key] = value;
ret.emplace_back(record);
}
} else if (const auto *stringValues = ccstd::get_if<ccstd::vector<ccstd::string>>(&infoValue)) {
for (const ccstd::string &value : *stringValues) {
MacroRecord record;
record[key] = value;
ret.emplace_back(record);
}
} else {
CC_ABORT();
}
return ret;
}
ccstd::vector<MacroRecord> EffectAsset::insertInfoValue(const ccstd::vector<MacroRecord> &records,
const ccstd::string &key,
const IPreCompileInfoValueType &infoValue) {
ccstd::vector<MacroRecord> ret;
for (const auto &record : records) {
if (const auto *boolValues = ccstd::get_if<ccstd::vector<bool>>(&infoValue)) {
for (const bool value : *boolValues) {
MacroRecord tmpRecord = record;
tmpRecord[key] = value;
ret.emplace_back(tmpRecord);
}
} else if (const auto *intValues = ccstd::get_if<ccstd::vector<int32_t>>(&infoValue)) {
for (const int32_t value : *intValues) {
MacroRecord tmpRecord = record;
tmpRecord[key] = value;
ret.emplace_back(tmpRecord);
}
} else if (const auto *stringValues = ccstd::get_if<ccstd::vector<ccstd::string>>(&infoValue)) {
for (const ccstd::string &value : *stringValues) {
MacroRecord tmpRecord = record;
tmpRecord[key] = value;
ret.emplace_back(tmpRecord);
}
} else {
CC_ABORT();
}
}
return ret;
}
} // namespace cc