// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NID3D10SHADERPROGRAMFACTORY_H #define NID3D10SHADERPROGRAMFACTORY_H #include "NiD3D10RendererLibType.h" #include "NiD3D10Headers.h" #include #include #include #include NiSmartPointer(NiD3D10ShaderProgramCreator); NiSmartPointer(NiD3D10VertexShader); NiSmartPointer(NiD3D10GeometryShader); NiSmartPointer(NiD3D10PixelShader); class NID3D10RENDERER_ENTRY NiD3D10ShaderProgramFactory : public NiMemObject { public: virtual ~NiD3D10ShaderProgramFactory(); static NiD3D10ShaderProgramFactory* GetInstance(); // Vertex shader creation static bool CreateVertexShaderFromFile(const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10VertexShaderPtr& spVertexShader); static bool CreateVertexShaderFromBlob(ID3D10Blob* pkShaderCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude,const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10VertexShaderPtr& spVertexShader); static bool CreateVertexShaderFromCompiledBlob( ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10VertexShaderPtr& spVertexShader); //static bool CreateVertexShaderFromBuffer(const void* pvBuffer, // unsigned int uiBufferSize, const char* pcFileName, // const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, // const char* pcEntryPoint, const char* pcShaderTarget, // unsigned int uiFlags, const char* pcShaderName, // NiD3D10VertexShaderPtr& spVertexShader); // Geometry shader creation static bool CreateGeometryShaderFromFile(const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10GeometryShaderPtr& spGeometryShader); static bool CreateGeometryShaderFromBlob(ID3D10Blob* pkShaderCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude,const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10GeometryShaderPtr& spGeometryShader); static bool CreateGeometryShaderFromCompiledBlob( ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10GeometryShaderPtr& spGeometryShader); //static bool CreateGeometryShaderFromBuffer(const void* pvBuffer, // unsigned int uiBufferSize, const char* pcFileName, // const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, // const char* pcEntryPoint, const char* pcShaderTarget, // unsigned int uiFlags, const char* pcShaderName, // NiD3D10GeometryShaderPtr& spGeometryShader); static bool CreateGeometryShaderWithStreamOutputFromFile( const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, unsigned int uiNumEntries, unsigned int uiOutputStreamStride, NiD3D10GeometryShaderPtr& spGeometryShader); static bool CreateGeometryShaderWithStreamOutputFromBlob( ID3D10Blob* pkShaderCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, unsigned int uiNumEntries, unsigned int uiOutputStreamStride, NiD3D10GeometryShaderPtr& spGeometryShader); static bool CreateGeometryShaderWithStreamOutputFromCompiledBlob( ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, unsigned int uiNumEntries, unsigned int uiOutputStreamStride, NiD3D10GeometryShaderPtr& spGeometryShader); //static bool CreateGeometryShaderWithStreamOutputFromBuffer( // const void* pvBuffer, unsigned int uiBufferSize, // const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, // ID3D10Include* pkInclude, const char* pcEntryPoint, // const char* pcShaderTarget, unsigned int uiFlags, // const char* pcShaderName, // const D3D10_SO_DECLARATION_ENTRY* pkSODeclaration, // unsigned int uiNumEntries, unsigned int uiOutputStreamStride, // NiD3D10GeometryShaderPtr& spGeometryShader); // Pixel shader creation static bool CreatePixelShaderFromFile(const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10PixelShaderPtr& spPixelShader); static bool CreatePixelShaderFromBlob(ID3D10Blob* pkShaderCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude,const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10PixelShaderPtr& spPixelShader); static bool CreatePixelShaderFromCompiledBlob( ID3D10Blob* pkShaderByteCode, const char* pcFileName, const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, const char* pcEntryPoint, const char* pcShaderTarget, unsigned int uiFlags, const char* pcShaderName, NiD3D10PixelShaderPtr& spPixelShader); //static bool CreatePixelShaderFromBuffer(const void* pvBuffer, // unsigned int uiBufferSize, const char* pcFileName, // const D3D10_SHADER_MACRO* pkDefines, ID3D10Include* pkInclude, // const char* pcEntryPoint, const char* pcShaderTarget, // unsigned int uiFlags, const char* pcShaderName, // NiD3D10PixelShaderPtr& spPixelShader); // Shader creation flags - apply to all shaders static unsigned int GetUniversalShaderCreationFlags(); static void SetUniversalShaderCreationFlags(unsigned int uiFlags); const char* GetFirstProgramDirectory(NiTListIterator& kIter); const char* GetNextProgramDirectory(NiTListIterator& kIter); void AddProgramDirectory(const char* pcDirectory); void RemoveProgramDirectory(const char* pcDirectory); void RemoveAllProgramDirectories(); static bool RegisterShaderCreator(const char* pcExt, NiD3D10ShaderProgramCreator* pkCreator); static void UnregisterShaderCreator( NiD3D10ShaderProgramCreator* pkCreator); static NiD3D10ShaderProgramCreator* GetShaderCreator( const char* pcFilename); // *** begin Emergent internal use only *** // Shader recreation static bool RecreateVertexShader(NiD3D10VertexShader* pkVertexShader); static bool RecreateGeometryShader( NiD3D10GeometryShader* pkGeometryShader); static bool RecreatePixelShader(NiD3D10PixelShader* pkPixelShader); // Shader releasing static void ReleaseVertexShader(NiD3D10VertexShader* pkShader); static void ReleaseGeometryShader(NiD3D10GeometryShader* pkShader); static void ReleasePixelShader(NiD3D10PixelShader* pkShader); // Find functions NiD3D10VertexShader* GetVertexShader(const NiFixedString& kShaderName); NiD3D10GeometryShader* GetGeometryShader(const NiFixedString& kShaderName); NiD3D10PixelShader* GetPixelShader(const NiFixedString& kShaderName); // Shader insertion/removal void InsertVertexShaderIntoMap(NiD3D10VertexShader* pkShader); void RemoveVertexShaderFromMap(NiFixedString& kShaderName); void InsertGeometryShaderIntoMap(NiD3D10GeometryShader* pkShader); void RemoveGeometryShaderFromMap(NiFixedString& kShaderName); void InsertPixelShaderIntoMap(NiD3D10PixelShader* pkShader); void RemovePixelShaderFromMap(NiFixedString& kShaderName); static bool NiD3D10ShaderProgramFactory::ResolveShaderFileName( const NiFixedString& kOriginalName, NiFixedString& kTrueName); static void _SDMInit(); static void _SDMShutdown(); // *** end Emergent internal use only *** protected: NiD3D10ShaderProgramFactory(); static ID3D10Blob* ReadShaderFile(const NiFixedString& kFileName); // We are only allowing one directory at this stage NiTPointerList m_kProgramDirectories; // Maps for shader program names to shaders. NiTFixedStringMap m_kVertexShaderMap; NiTFixedStringMap m_kGeometryShaderMap; NiTFixedStringMap m_kPixelShaderMap; NiTFixedStringMap m_kShaderCreators; static NiD3D10ShaderProgramFactory* ms_pkFactory; }; typedef NiPointer NiD3D10ShaderProgramFactoryPtr; //#include "NiD3D10ShaderProgramFactory.inl" #endif //#ifndef NID3D10SHADERPROGRAMFACTORY_H