ShaderGenCommon: Adding documentation.

This commit is contained in:
NeoBrainX 2013-04-25 13:30:41 +02:00
parent 7480f5dfd6
commit eef95fa4c5
1 changed files with 51 additions and 1 deletions

View File

@ -27,18 +27,55 @@
#include "CommonTypes.h"
#include "VideoCommon.h"
/**
* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
* In particular, this includes the shader code generator (ShaderCode).
* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
* Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
*/
class ShaderGeneratorInterface
{
public:
/*
* Used when the shader generator would write a piece of ShaderCode.
* Can be used like printf.
* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
*/
void Write(const char* fmt, ...) {}
/*
* Returns a read pointer to the internal buffer.
* @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
* @note SetBuffer() should be called before using GetBuffer().
*/
const char* GetBuffer() { return NULL; }
/*
* Can be used to give the object a place to write to. This should be called before using Write().
* @param buffer pointer to a char buffer that the object can write to
*/
void SetBuffer(char* buffer) { }
/*
* Tells us that a specific constant range (including last_index) is being used by the shader
*/
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
/*
* Returns a pointer to an internally stored object of the uid_data type.
* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against NULL access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
*/
template<class uid_data>
uid_data& GetUidData() { return *(uid_data*)NULL; }
};
/**
* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
* uid_data can be any struct of parameters that uniquely identify each shader code output.
* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
*/
template<class uid_data>
class ShaderUid : public ShaderGeneratorInterface
{
@ -59,9 +96,10 @@ public:
return memcmp(this->values, obj.values, sizeof(values)) != 0;
}
// TODO: Store last frame used and order by that? makes much more sense anyway...
// determines the storage order inside STL containers
bool operator < (const ShaderUid& obj) const
{
// TODO: Store last frame used and order by that? makes much more sense anyway...
for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
{
if (this->values[i] < obj.values[i])
@ -107,6 +145,9 @@ private:
char* write_ptr;
};
/**
* Generates a shader constant profile which can be used to query which constants are used in a shader
*/
class ShaderConstantProfile : public ShaderGeneratorInterface
{
public:
@ -120,6 +161,7 @@ public:
inline bool ConstantIsUsed(unsigned int index)
{
// TODO: Not ready for usage yet
return true;
// return constant_usage[index];
}
@ -154,6 +196,10 @@ static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const
object.Write(";\n");
}
/**
* Common uid data used for shader generators that use lighting calculations.
* Expected to be stored as a member called "lighting".
*/
struct LightingUidData
{
struct
@ -167,9 +213,13 @@ struct LightingUidData
} lit_chans[4];
};
/**
* Checks if there has been
*/
template<class UidT, class CodeT>
void CheckForUidMismatch(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
{
// TODO: Might be sensitive to config changes
static std::map<UidT,std::string> s_shaders;
static std::vector<UidT> s_uids;