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cocos_lib/cocos/core/assets/EffectAsset.h

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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.
****************************************************************************/
#pragma once
#include <tuple>
#include <type_traits>
#include "base/std/container/string.h"
#include "base/std/container/unordered_map.h"
#include "base/std/optional.h"
#include "base/Value.h"
#include "core/Types.h"
#include "core/assets/Asset.h"
#include "engine/BaseEngine.h"
#include "renderer/core/PassUtils.h"
#include "renderer/gfx-base/GFXDef.h"
#include "renderer/pipeline/Define.h"
namespace cc {
// To avoid errors when generating code using SWIG.
#if !SWIGCOCOS
// The properties in Pass are obtained from an asset file. If they are directly stored in an unordered_map,
// the order of these properties may become scrambled. To maintain their order, a vector<pair> is used
// instead. Since there is no scenario where these data objects are randomly inserted,
// only a find interface is provided.
template <typename K, typename V>
class StablePropertyMap : public ccstd::vector<std::pair<K, V>> { // NOLINT
using Super = ccstd::vector<std::pair<K, V>>;
public:
auto find(const K &key) const {
auto *self = static_cast<const Super *>(this);
return std::find_if(self->begin(), self->end(), [&](auto &ele) {
return ele.first == key;
});
}
};
#endif
template <typename K, typename V>
using UnstablePropertyContainer = ccstd::unordered_map<K, V>;
template <typename K, typename V>
using StablePropertyContainer = StablePropertyMap<K, V>;
#if CC_EDITOR
template <typename K, typename V>
using PropertyContainer = StablePropertyContainer<K, V>;
#else
template <typename K, typename V>
using PropertyContainer = UnstablePropertyContainer<K, V>;
#endif
using IPropertyHandleInfo = std::tuple<ccstd::string, uint32_t, gfx::Type>;
using IPropertyValue = ccstd::variant<ccstd::monostate, ccstd::vector<float>, ccstd::string>;
using IPropertyEditorValueType = ccstd::variant<ccstd::monostate, ccstd::string, bool, float, ccstd::vector<float>>;
using IPropertyEditorInfo = PropertyContainer<ccstd::string, IPropertyEditorValueType>;
struct IPropertyInfo {
int32_t type{0}; // auto-extracted from shader
ccstd::optional<IPropertyHandleInfo> handleInfo; // auto-generated from 'target'
ccstd::optional<ccstd::hash_t> samplerHash; // auto-generated from 'sampler'
ccstd::optional<IPropertyValue> value; // default value
ccstd::optional<bool> linear; // whether to convert the input to linear space first before applying
IPropertyEditorInfo editor; // NOTE: used only by editor.
};
struct IPassInfoFull;
struct RasterizerStateInfo {
ccstd::optional<bool> isDiscard;
ccstd::optional<bool> isFrontFaceCCW;
ccstd::optional<bool> depthBiasEnabled;
ccstd::optional<bool> isDepthClip;
ccstd::optional<bool> isMultisample;
ccstd::optional<gfx::PolygonMode> polygonMode;
ccstd::optional<gfx::ShadeModel> shadeModel;
ccstd::optional<gfx::CullMode> cullMode;
ccstd::optional<float> depthBias;
ccstd::optional<float> depthBiasClamp;
ccstd::optional<float> depthBiasSlop;
ccstd::optional<float> lineWidth;
void fromGFXRasterizerState(const gfx::RasterizerState &rs) {
isDiscard = rs.isDiscard;
isFrontFaceCCW = rs.isFrontFaceCCW;
depthBiasEnabled = rs.depthBiasEnabled;
isDepthClip = rs.isDepthClip;
isMultisample = rs.isMultisample;
polygonMode = rs.polygonMode;
shadeModel = rs.shadeModel;
cullMode = rs.cullMode;
depthBias = rs.depthBias;
depthBiasClamp = rs.depthBiasClamp;
depthBiasSlop = rs.depthBiasSlop;
lineWidth = rs.lineWidth;
}
void assignToGFXRasterizerState(gfx::RasterizerState &rs) const {
if (isDiscard.has_value()) {
rs.isDiscard = isDiscard.value();
}
if (isFrontFaceCCW.has_value()) {
rs.isFrontFaceCCW = isFrontFaceCCW.value();
}
if (depthBiasEnabled.has_value()) {
rs.depthBiasEnabled = depthBiasEnabled.value();
}
if (isDepthClip.has_value()) {
rs.isDepthClip = isDepthClip.value();
}
if (isMultisample.has_value()) {
rs.isMultisample = isMultisample.value();
}
if (polygonMode.has_value()) {
rs.polygonMode = polygonMode.value();
}
if (shadeModel.has_value()) {
rs.shadeModel = shadeModel.value();
}
if (cullMode.has_value()) {
rs.cullMode = cullMode.value();
}
if (depthBias.has_value()) {
rs.depthBias = depthBias.value();
}
if (depthBiasClamp.has_value()) {
rs.depthBiasClamp = depthBiasClamp.value();
}
if (depthBiasSlop.has_value()) {
rs.depthBiasSlop = depthBiasSlop.value();
}
if (lineWidth.has_value()) {
rs.lineWidth = lineWidth.value();
}
}
};
struct DepthStencilStateInfo {
ccstd::optional<bool> depthTest;
ccstd::optional<bool> depthWrite;
ccstd::optional<bool> stencilTestFront;
ccstd::optional<bool> stencilTestBack;
ccstd::optional<gfx::ComparisonFunc> depthFunc;
ccstd::optional<gfx::ComparisonFunc> stencilFuncFront;
ccstd::optional<uint32_t> stencilReadMaskFront;
ccstd::optional<uint32_t> stencilWriteMaskFront;
ccstd::optional<gfx::StencilOp> stencilFailOpFront;
ccstd::optional<gfx::StencilOp> stencilZFailOpFront;
ccstd::optional<gfx::StencilOp> stencilPassOpFront;
ccstd::optional<uint32_t> stencilRefFront;
ccstd::optional<gfx::ComparisonFunc> stencilFuncBack;
ccstd::optional<uint32_t> stencilReadMaskBack;
ccstd::optional<uint32_t> stencilWriteMaskBack;
ccstd::optional<gfx::StencilOp> stencilFailOpBack;
ccstd::optional<gfx::StencilOp> stencilZFailOpBack;
ccstd::optional<gfx::StencilOp> stencilPassOpBack;
ccstd::optional<uint32_t> stencilRefBack;
void fromGFXDepthStencilState(const gfx::DepthStencilState &ds) {
depthTest = ds.depthTest;
depthWrite = ds.depthWrite;
stencilTestFront = ds.stencilTestFront;
stencilTestBack = ds.stencilTestBack;
depthFunc = ds.depthFunc;
stencilFuncFront = ds.stencilFuncFront;
stencilReadMaskFront = ds.stencilReadMaskFront;
stencilWriteMaskFront = ds.stencilWriteMaskFront;
stencilFailOpFront = ds.stencilFailOpFront;
stencilZFailOpFront = ds.stencilZFailOpFront;
stencilPassOpFront = ds.stencilPassOpFront;
stencilRefFront = ds.stencilRefFront;
stencilFuncBack = ds.stencilFuncBack;
stencilReadMaskBack = ds.stencilReadMaskBack;
stencilWriteMaskBack = ds.stencilWriteMaskBack;
stencilFailOpBack = ds.stencilFailOpBack;
stencilZFailOpBack = ds.stencilZFailOpBack;
stencilPassOpBack = ds.stencilPassOpBack;
stencilRefBack = ds.stencilRefBack;
}
void assignToGFXDepthStencilState(gfx::DepthStencilState &ds) const {
if (depthTest.has_value()) {
ds.depthTest = depthTest.value();
}
if (depthWrite.has_value()) {
ds.depthWrite = depthWrite.value();
}
if (stencilTestFront.has_value()) {
ds.stencilTestFront = stencilTestFront.value();
}
if (stencilTestBack.has_value()) {
ds.stencilTestBack = stencilTestBack.value();
}
if (depthFunc.has_value()) {
ds.depthFunc = depthFunc.value();
}
if (stencilFuncFront.has_value()) {
ds.stencilFuncFront = stencilFuncFront.value();
}
if (stencilReadMaskFront.has_value()) {
ds.stencilReadMaskFront = stencilReadMaskFront.value();
}
if (stencilWriteMaskFront.has_value()) {
ds.stencilWriteMaskFront = stencilWriteMaskFront.value();
}
if (stencilFailOpFront.has_value()) {
ds.stencilFailOpFront = stencilFailOpFront.value();
}
if (stencilZFailOpFront.has_value()) {
ds.stencilZFailOpFront = stencilZFailOpFront.value();
}
if (stencilPassOpFront.has_value()) {
ds.stencilPassOpFront = stencilPassOpFront.value();
}
if (stencilRefFront.has_value()) {
ds.stencilRefFront = stencilRefFront.value();
}
if (stencilFuncBack.has_value()) {
ds.stencilFuncBack = stencilFuncBack.value();
}
if (stencilReadMaskBack.has_value()) {
ds.stencilReadMaskBack = stencilReadMaskBack.value();
}
if (stencilWriteMaskBack.has_value()) {
ds.stencilWriteMaskBack = stencilWriteMaskBack.value();
}
if (stencilFailOpBack.has_value()) {
ds.stencilFailOpBack = stencilFailOpBack.value();
}
if (stencilZFailOpBack.has_value()) {
ds.stencilZFailOpBack = stencilZFailOpBack.value();
}
if (stencilPassOpBack.has_value()) {
ds.stencilPassOpBack = stencilPassOpBack.value();
}
if (stencilRefBack.has_value()) {
ds.stencilRefBack = stencilRefBack.value();
}
}
};
struct BlendTargetInfo {
ccstd::optional<bool> blend;
ccstd::optional<gfx::BlendFactor> blendSrc;
ccstd::optional<gfx::BlendFactor> blendDst;
ccstd::optional<gfx::BlendOp> blendEq;
ccstd::optional<gfx::BlendFactor> blendSrcAlpha;
ccstd::optional<gfx::BlendFactor> blendDstAlpha;
ccstd::optional<gfx::BlendOp> blendAlphaEq;
ccstd::optional<gfx::ColorMask> blendColorMask;
void fromGFXBlendTarget(const gfx::BlendTarget &target) {
blend = target.blend;
blendSrc = target.blendSrc;
blendDst = target.blendDst;
blendEq = target.blendEq;
blendSrcAlpha = target.blendSrcAlpha;
blendDstAlpha = target.blendDstAlpha;
blendAlphaEq = target.blendAlphaEq;
blendColorMask = target.blendColorMask;
}
void assignToGFXBlendTarget(gfx::BlendTarget &target) const {
if (blend.has_value()) {
target.blend = blend.value();
}
if (blendSrc.has_value()) {
target.blendSrc = blendSrc.value();
}
if (blendDst.has_value()) {
target.blendDst = blendDst.value();
}
if (blendEq.has_value()) {
target.blendEq = blendEq.value();
}
if (blendSrcAlpha.has_value()) {
target.blendSrcAlpha = blendSrcAlpha.value();
}
if (blendDstAlpha.has_value()) {
target.blendDstAlpha = blendDstAlpha.value();
}
if (blendAlphaEq.has_value()) {
target.blendAlphaEq = blendAlphaEq.value();
}
if (blendColorMask.has_value()) {
target.blendColorMask = blendColorMask.value();
}
}
};
using BlendTargetInfoList = ccstd::vector<BlendTargetInfo>;
struct BlendStateInfo {
ccstd::optional<bool> isA2C;
ccstd::optional<bool> isIndepend;
ccstd::optional<gfx::Color> blendColor;
ccstd::optional<BlendTargetInfoList> targets;
void fromGFXBlendState(const gfx::BlendState &bs) {
isA2C = bs.isA2C;
isIndepend = bs.isIndepend;
blendColor = bs.blendColor;
size_t len = bs.targets.size();
if (len > 0) {
BlendTargetInfoList targetsList(len);
for (size_t i = 0; i < len; ++i) {
targetsList[i].fromGFXBlendTarget(bs.targets[i]);
}
targets = targetsList;
}
}
void assignToGFXBlendState(gfx::BlendState &bs) const {
if (targets.has_value()) {
const auto &targetsVal = targets.value();
bs.targets.resize(targetsVal.size());
for (size_t i = 0, len = targetsVal.size(); i < len; ++i) {
targetsVal[i].assignToGFXBlendTarget(bs.targets[i]);
}
}
if (isA2C.has_value()) {
bs.isA2C = isA2C.value();
}
if (isIndepend.has_value()) {
bs.isIndepend = isIndepend.value();
}
if (blendColor.has_value()) {
bs.blendColor = blendColor.value();
}
}
};
// Pass instance itself are compliant to IPassStates too
struct IPassStates {
ccstd::optional<int32_t> priority;
ccstd::optional<gfx::PrimitiveMode> primitive;
ccstd::optional<pipeline::RenderPassStage> stage;
ccstd::optional<RasterizerStateInfo> rasterizerState;
ccstd::optional<DepthStencilStateInfo> depthStencilState;
ccstd::optional<BlendStateInfo> blendState;
ccstd::optional<gfx::DynamicStateFlags> dynamicStates;
ccstd::optional<ccstd::string> phase;
ccstd::optional<ccstd::string> pass;
ccstd::optional<ccstd::string> subpass;
IPassStates() = default;
explicit IPassStates(const IPassInfoFull &o);
IPassStates &operator=(const IPassInfoFull &o);
void overrides(const IPassInfoFull &o);
};
using PassOverrides = IPassStates;
using PassPropertyInfoMap = PropertyContainer<ccstd::string, IPropertyInfo>;
struct IPassInfoFull final { // cjh } : public IPassInfo {
// IPassStates
ccstd::optional<int32_t> priority;
ccstd::optional<gfx::PrimitiveMode> primitive;
ccstd::optional<pipeline::RenderPassStage> stage;
ccstd::optional<RasterizerStateInfo> rasterizerState;
ccstd::optional<DepthStencilStateInfo> depthStencilState;
ccstd::optional<BlendStateInfo> blendState;
ccstd::optional<gfx::DynamicStateFlags> dynamicStates;
ccstd::optional<ccstd::string> phase;
ccstd::optional<ccstd::string> pass;
ccstd::optional<ccstd::string> subpass;
// IPassInfo
ccstd::string program; // auto-generated from 'vert' and 'frag'
ccstd::optional<MacroRecord> embeddedMacros;
ccstd::optional<index_t> propertyIndex; // NOTE: needs to use ccstd::optional<> since jsb should return 'undefined' instead of '-1' to avoid wrong value checking logic.
ccstd::optional<ccstd::string> switch_;
ccstd::optional<PassPropertyInfoMap> properties;
// IPassInfoFull
// generated part
index_t passIndex{0};
uint32_t passID = 0xFFFFFFFF;
uint32_t subpassID = 0xFFFFFFFF;
uint32_t phaseID = 0xFFFFFFFF;
MacroRecord defines;
ccstd::optional<PassOverrides> stateOverrides;
IPassInfoFull() = default;
explicit IPassInfoFull(const IPassStates &o) {
*this = o;
}
IPassInfoFull &operator=(const IPassStates &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;
}
};
using IPassInfo = IPassInfoFull;
struct ITechniqueInfo {
ccstd::vector<IPassInfoFull> passes;
ccstd::optional<ccstd::string> name;
};
struct IBlockInfo {
uint32_t binding{UINT32_MAX};
ccstd::string name;
ccstd::vector<gfx::Uniform> members;
gfx::ShaderStageFlags stageFlags{gfx::ShaderStageFlags::NONE};
ccstd::vector<ccstd::string> defines;
};
struct ISamplerTextureInfo {
uint32_t binding{UINT32_MAX};
ccstd::string name;
gfx::Type type{gfx::Type::UNKNOWN};
uint32_t count{0};
gfx::ShaderStageFlags stageFlags{gfx::ShaderStageFlags::NONE};
ccstd::vector<ccstd::string> defines; // NOTE: used in Editor only
};
struct ITextureInfo {
uint32_t set{0};
uint32_t binding{UINT32_MAX};
ccstd::string name;
gfx::Type type{gfx::Type::UNKNOWN};
uint32_t count{0};
gfx::ShaderStageFlags stageFlags{gfx::ShaderStageFlags::NONE};
};
struct ISamplerInfo {
uint32_t set{0};
uint32_t binding{UINT32_MAX};
ccstd::string name;
uint32_t count{0};
gfx::ShaderStageFlags stageFlags{gfx::ShaderStageFlags::NONE};
};
struct IBufferInfo {
uint32_t binding{UINT32_MAX};
ccstd::string name;
gfx::MemoryAccess memoryAccess{gfx::MemoryAccess::NONE};
gfx::ShaderStageFlags stageFlags{gfx::ShaderStageFlags::NONE};
};
struct IImageInfo {
uint32_t binding{UINT32_MAX};
ccstd::string name;
gfx::Type type{gfx::Type::UNKNOWN};
uint32_t count{0};
gfx::MemoryAccess memoryAccess{gfx::MemoryAccess::NONE};
gfx::ShaderStageFlags stageFlags{gfx::ShaderStageFlags::NONE};
};
struct IInputAttachmentInfo {
uint32_t set{0};
uint32_t binding{UINT32_MAX};
ccstd::string name;
uint32_t count{0};
gfx::ShaderStageFlags stageFlags{gfx::ShaderStageFlags::NONE};
};
struct IAttributeInfo {
ccstd::string name;
gfx::Format format{gfx::Format::UNKNOWN};
bool isNormalized{false};
uint32_t stream{0U};
bool isInstanced{false};
uint32_t location{0U};
ccstd::vector<ccstd::string> defines;
};
struct IDefineInfo {
ccstd::string name;
ccstd::string type;
ccstd::optional<ccstd::vector<int32_t>> range; // cjh number is float? ?: number[];
ccstd::optional<ccstd::vector<ccstd::string>> options;
ccstd::optional<ccstd::string> defaultVal;
ccstd::optional<ccstd::vector<ccstd::string>> defines; // NOTE: it's only used in Editor
ccstd::optional<ccstd::unordered_map<ccstd::string, ccstd::variant<ccstd::string, bool>>> editor; // NOTE: it's only used in Editor
};
struct IBuiltin {
ccstd::string name;
ccstd::vector<ccstd::string> defines;
};
struct IBuiltinInfo {
ccstd::vector<IBuiltin> buffers;
ccstd::vector<IBuiltin> blocks;
ccstd::vector<IBuiltin> samplerTextures;
ccstd::vector<IBuiltin> images;
};
using BuiltinsStatisticsType = ccstd::unordered_map<ccstd::string, int32_t>;
struct IBuiltins {
IBuiltinInfo globals;
IBuiltinInfo locals;
BuiltinsStatisticsType statistics;
};
struct IDescriptorInfo {
uint32_t rate{0};
ccstd::vector<IBlockInfo> blocks;
ccstd::vector<ISamplerTextureInfo> samplerTextures;
ccstd::vector<ISamplerInfo> samplers;
ccstd::vector<ITextureInfo> textures;
ccstd::vector<IBufferInfo> buffers;
ccstd::vector<IImageInfo> images;
ccstd::vector<IInputAttachmentInfo> subpassInputs;
};
struct IShaderSource {
ccstd::string vert;
ccstd::string frag;
ccstd::optional<ccstd::string> compute;
};
struct IShaderInfo {
ccstd::string name;
ccstd::hash_t hash{gfx::INVALID_SHADER_HASH};
IShaderSource glsl4;
IShaderSource glsl3;
IShaderSource glsl1;
IBuiltins builtins;
ccstd::vector<IDefineInfo> defines;
ccstd::vector<IAttributeInfo> attributes;
ccstd::vector<IBlockInfo> blocks;
ccstd::vector<ISamplerTextureInfo> samplerTextures;
ccstd::vector<ISamplerInfo> samplers;
ccstd::vector<ITextureInfo> textures;
ccstd::vector<IBufferInfo> buffers;
ccstd::vector<IImageInfo> images;
ccstd::vector<IInputAttachmentInfo> subpassInputs;
ccstd::vector<IDescriptorInfo> descriptors;
const IShaderSource *getSource(const ccstd::string &version) const {
if (version == "glsl1") return &glsl1;
if (version == "glsl3") return &glsl3;
if (version == "glsl4") return &glsl4;
return nullptr;
}
IShaderSource *getSource(const ccstd::string &version) {
if (version == "glsl1") return &glsl1;
if (version == "glsl3") return &glsl3;
if (version == "glsl4") return &glsl4;
return nullptr;
}
};
using IPreCompileInfoValueType = ccstd::variant<ccstd::monostate, ccstd::vector<bool>, ccstd::vector<int32_t>, ccstd::vector<ccstd::string>>;
using IPreCompileInfo = ccstd::unordered_map<ccstd::string, IPreCompileInfoValueType>;
class EffectAsset final : public Asset {
public:
using Super = Asset;
EffectAsset() = default;
~EffectAsset() override = default;
/**
* @en Register the effect asset to the static map
* @zh 将指定 effect 注册到全局管理器。
*/
static void registerAsset(EffectAsset *asset);
/**
* @en Unregister the effect asset from the static map
* @zh 将指定 effect 从全局管理器移除。
*/
static void remove(const ccstd::string &name);
static void remove(EffectAsset *asset);
/**
* @en Get the effect asset by the given name.
* @zh 获取指定名字的 effect 资源。
*/
static EffectAsset *get(const ccstd::string &name);
using RegisteredEffectAssetMap = ccstd::unordered_map<ccstd::string, IntrusivePtr<EffectAsset>>;
/**
* @en Get all registered effect assets.
* @zh 获取所有已注册的 effect 资源。
*/
static RegisteredEffectAssetMap &getAll() { return EffectAsset::effects; }
static bool isLayoutValid() { return layoutValid; }
static void setLayoutValid() { layoutValid = true; }
inline void setTechniques(const ccstd::vector<ITechniqueInfo> &val) { _techniques = val; }
inline void setShaders(const ccstd::vector<IShaderInfo> &val) { _shaders = val; }
inline void setCombinations(const ccstd::vector<IPreCompileInfo> &val) { _combinations = val; }
inline const ccstd::vector<ITechniqueInfo> &getTechniques() const { return _techniques; }
inline const ccstd::vector<IShaderInfo> &getShaders() const { return _shaders; }
inline const ccstd::vector<IPreCompileInfo> &getCombinations() const { return _combinations; }
/*
@serializable
@editorOnly
*/
bool hideInEditor = false;
/**
* @en The loaded callback which should be invoked by the [[Loader]], will automatically register the effect.
* @zh 通过 [[Loader]] 加载完成时的回调,将自动注册 effect 资源。
*/
void onLoaded() override;
bool destroy() override;
void initDefault(const ccstd::optional<ccstd::string> &uuid) override;
bool validate() const override;
protected:
BaseEngine::EngineStatusChange::EventID _engineEventId;
static ccstd::vector<MacroRecord> doCombine(const ccstd::vector<MacroRecord> &cur, const IPreCompileInfo &info, IPreCompileInfo::iterator iter);
static ccstd::vector<MacroRecord> generateRecords(const ccstd::string &key, const IPreCompileInfoValueType &value);
static ccstd::vector<MacroRecord> insertInfoValue(const ccstd::vector<MacroRecord> &records,
const ccstd::string &key,
const IPreCompileInfoValueType &value);
void precompile();
// We need make it to public for deserialization
public:
/**
* @en The techniques used by the current effect.
* @zh 当前 effect 的所有可用 technique。
@serializable
@editable*/
ccstd::vector<ITechniqueInfo> _techniques;
/**
* @en The shaders used by the current effect.
* @zh 当前 effect 使用的所有 shader。
@serializable
@editable*/
ccstd::vector<IShaderInfo> _shaders;
/**
* @en The preprocess macro combinations for the shader
* @zh 每个 shader 需要预编译的宏定义组合。
@serializable
@editable*/
ccstd::vector<IPreCompileInfo> _combinations;
//
protected:
static RegisteredEffectAssetMap effects; // cjh TODO: how to clear when game exits.
static bool layoutValid;
CC_DISALLOW_COPY_MOVE_ASSIGN(EffectAsset);
friend class EffectAssetDeserializer;
friend class Material;
friend class ProgramLib;
friend class MaterialInstance;
friend class BuiltinResMgr;
};
} // namespace cc