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