Index: ps/trunk/source/graphics/ShaderDefines.cpp =================================================================== --- ps/trunk/source/graphics/ShaderDefines.cpp (revision 26938) +++ ps/trunk/source/graphics/ShaderDefines.cpp (revision 26939) @@ -1,265 +1,265 @@ /* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ShaderDefines.h" #include "graphics/ShaderProgram.h" #include "lib/hash.h" #include "maths/Vector4D.h" #include "ps/ThreadUtil.h" #include namespace std { template<> struct hash { std::size_t operator()(const CVector4D& v) const { size_t hash = 0; hash_combine(hash, v.X); hash_combine(hash, v.Y); hash_combine(hash, v.Z); hash_combine(hash, v.W); return hash; } }; } bool operator==(const CShaderParams::SItems& a, const CShaderParams::SItems& b) { return a.items == b.items; } bool operator==(const CShaderParams::SItems& a, const CShaderParams::SItems& b) { return a.items == b.items; } template struct ItemNameCmp { typedef typename CShaderParams::SItems::Item Item; typedef Item first_argument_type; typedef Item second_argument_type; bool operator()(const Item& a, const Item& b) const { return a.first < b.first; } }; template struct ItemNameGeq { typedef typename CShaderParams::SItems::Item Item; bool operator()(const Item& a, const Item& b) const { return !(b.first < a.first); } }; template typename CShaderParams::SItems* CShaderParams::GetInterned(const SItems& items) { ENSURE(Threading::IsMainThread()); // s_InternedItems is not thread-safe typename InternedItems_t::iterator it = s_InternedItems.find(items); if (it != s_InternedItems.end()) return it->second.get(); // Sanity test: the items list is meant to be sorted by name. // This is a reasonable place to verify that, since this will be called once per distinct SItems. typedef ItemNameCmp Cmp; - ENSURE(std::adjacent_find(items.items.begin(), items.items.end(), std::binary_negate(Cmp())) == items.items.end()); + ENSURE(std::adjacent_find(items.items.begin(), items.items.end(), std::not_fn(Cmp())) == items.items.end()); std::shared_ptr ptr = std::make_shared(items); s_InternedItems.insert(std::make_pair(items, ptr)); return ptr.get(); } template CShaderParams::CShaderParams() { *this = s_Empty; } template CShaderParams::CShaderParams(SItems* items) : m_Items(items) { } template CShaderParams CShaderParams::CreateEmpty() { SItems items; items.RecalcHash(); return CShaderParams(GetInterned(items)); } template void CShaderParams::Set(CStrIntern name, const value_t& value) { SItems items = *m_Items; typename SItems::Item addedItem = std::make_pair(name, value); // Add the new item in a way that preserves the sortedness and uniqueness of item names for (typename std::vector::iterator it = items.items.begin(); ; ++it) { if (it == items.items.end() || addedItem.first < it->first) { items.items.insert(it, addedItem); break; } else if (addedItem.first == it->first) { it->second = addedItem.second; break; } } items.RecalcHash(); m_Items = GetInterned(items); } template void CShaderParams::SetMany(const CShaderParams& params) { SItems items; // set_union merges the two sorted lists into a new sorted list; // if two items are equivalent (i.e. equal names, possibly different values) // then the one from the first list is kept std::set_union( params.m_Items->items.begin(), params.m_Items->items.end(), m_Items->items.begin(), m_Items->items.end(), std::inserter(items.items, items.items.begin()), ItemNameCmp()); items.RecalcHash(); m_Items = GetInterned(items); } template std::map CShaderParams::GetMap() const { std::map ret; for (size_t i = 0; i < m_Items->items.size(); ++i) ret[m_Items->items[i].first] = m_Items->items[i].second; return ret; } template size_t CShaderParams::GetHash() const { return m_Items->hash; } template void CShaderParams::SItems::RecalcHash() { size_t h = 0; for (size_t i = 0; i < items.size(); ++i) { hash_combine(h, items[i].first); hash_combine(h, items[i].second); } hash = h; } void CShaderDefines::Add(CStrIntern name, CStrIntern value) { Set(name, value); } int CShaderDefines::GetInt(const char* name) const { CStrIntern nameIntern(name); for (size_t i = 0; i < m_Items->items.size(); ++i) { if (m_Items->items[i].first == nameIntern) { int ret; std::stringstream str(m_Items->items[i].second.c_str()); str >> ret; return ret; } } return 0; } void CShaderUniforms::Add(const char* name, const CVector4D& value) { Set(CStrIntern(name), value); } CVector4D CShaderUniforms::GetVector(const char* name) const { CStrIntern nameIntern(name); for (size_t i = 0; i < m_Items->items.size(); ++i) { if (m_Items->items[i].first == nameIntern) { return m_Items->items[i].second; } } return CVector4D(); } void CShaderUniforms::BindUniforms( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IShaderProgram* shader) const { for (const SItems::Item& item : m_Items->items) { const CVector4D& v = item.second; deviceCommandContext->SetUniform( shader->GetBindingSlot(item.first), v.AsFloatArray()); } } void CShaderRenderQueries::Add(const char* name) { if (name == CStr("sim_time")) { m_Items.emplace_back(RQUERY_TIME, CStrIntern(name)); } else if (name == CStr("water_tex")) { m_Items.emplace_back(RQUERY_WATER_TEX, CStrIntern(name)); } else if (name == CStr("sky_cube")) { m_Items.emplace_back(RQUERY_SKY_CUBE, CStrIntern(name)); } } // Explicit instantiations: template<> CShaderParams::InternedItems_t CShaderParams::s_InternedItems = CShaderParams::InternedItems_t(); template<> CShaderParams::InternedItems_t CShaderParams::s_InternedItems = CShaderParams::InternedItems_t(); template<> CShaderParams CShaderParams::s_Empty = CShaderParams::CreateEmpty(); template<> CShaderParams CShaderParams::s_Empty = CShaderParams::CreateEmpty(); template class CShaderParams; template class CShaderParams;