Separate the non-cached shader loading in ShaderFilesManager

This commit is contained in:
Daniel Butum 2016-12-18 13:30:49 +02:00
parent 4f2e2331ee
commit d0229cd85e
2 changed files with 60 additions and 41 deletions

View File

@ -26,47 +26,39 @@
#include <fstream>
#include <sstream>
std::string ShaderFilesManager::m_shader_header = "";
// ----------------------------------------------------------------------------
/** Returns a string with the content of header.txt (which contains basic
* shader defines).
*/
const std::string& ShaderFilesManager::getHeader()
{
// Stores the content of header.txt, to avoid reading this file repeatedly.
static std::string shader_header;
// Only read file first time
if (m_shader_header.empty())
if (shader_header.empty())
{
std::ifstream stream(file_manager->getShader("header.txt"),
std::ios::in);
std::ifstream stream(file_manager->getShader("header.txt"), std::ios::in);
if (stream.is_open())
{
std::string line = "";
while (getline(stream, line))
m_shader_header += "\n" + line;
while (std::getline(stream, line))
shader_header += "\n" + line;
stream.close();
}
} // if m_shader_header.empty()
} // if shader_header.empty()
return m_shader_header;
return shader_header;
} // getHeader
// ----------------------------------------------------------------------------
/** Loads a single shader file, and add it to the loaded list
/** Loads a single shader. This is NOT cached, use addShaderFile for that.
* \param file Filename of the shader to load.
* \param type Type of the shader.
*/
GLuint ShaderFilesManager::addShaderFile(const std::string &file,
unsigned type)
GLuint ShaderFilesManager::loadShader(const std::string &file, unsigned type)
{
#ifdef DEBUG
// Make sure no duplicated shader is added somewhere else
std::unordered_map<std::string, GLuint>::const_iterator i =
m_shader_files_loaded.find(file);
assert(i == m_shader_files_loaded.end());
#endif
GLuint id = glCreateShader(type);
const GLuint id = glCreateShader(type);
std::ostringstream code;
#if !defined(USE_GLES2)
@ -134,13 +126,17 @@ GLuint ShaderFilesManager::addShaderFile(const std::string &file,
std::ifstream stream(file_manager->getShader(file), std::ios::in);
if (stream.is_open())
{
std::string line = "";
while (getline(stream, line))
const std::string stk_include = "#stk_include";
std::string line;
while (std::getline(stream, line))
{
const std::string stk_include = "#stk_include";
std::size_t pos = line.find(stk_include);
const std::size_t pos = line.find(stk_include);
// load the custom file pointed by the #stk_include directive
if (pos != std::string::npos)
{
// find the start "
std::size_t pos = line.find("\"");
if (pos == std::string::npos)
{
@ -151,6 +147,7 @@ GLuint ShaderFilesManager::addShaderFile(const std::string &file,
std::string filename = line.substr(pos + 1);
// find the end "
pos = filename.find("\"");
if (pos == std::string::npos)
{
@ -161,8 +158,8 @@ GLuint ShaderFilesManager::addShaderFile(const std::string &file,
filename = filename.substr(0, pos);
std::ifstream include_stream(file_manager->getShader(filename),
std::ios::in);
// read the whole include file
std::ifstream include_stream(file_manager->getShader(filename), std::ios::in);
if (!include_stream.is_open())
{
Log::error("ShaderFilesManager", "Couldn't open included"
@ -171,7 +168,7 @@ GLuint ShaderFilesManager::addShaderFile(const std::string &file,
}
std::string include_line = "";
while (getline(include_stream, include_line))
while (std::getline(include_stream, include_line))
{
code << "\n" << include_line;
}
@ -201,6 +198,7 @@ GLuint ShaderFilesManager::addShaderFile(const std::string &file,
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
// failed to compile
int info_length;
Log::error("ShaderFilesManager", "Error in shader %s", file.c_str());
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_length);
@ -212,24 +210,44 @@ GLuint ShaderFilesManager::addShaderFile(const std::string &file,
Log::error("ShaderFilesManager", error_message);
delete[] error_message;
}
glGetError();
return id;
} // loadShader
// ----------------------------------------------------------------------------
/** Loads a single shader file, and add it to the loaded (cached) list
* \param file Filename of the shader to load.
* \param type Type of the shader.
*/
GLuint ShaderFilesManager::addShaderFile(const std::string &file, unsigned type)
{
#ifdef DEBUG
// Make sure no duplicated shader is added somewhere else
std::unordered_map<std::string, GLuint>::const_iterator i =
m_shader_files_loaded.find(file);
assert(i == m_shader_files_loaded.end());
#endif
const GLuint id = loadShader(file, type);
m_shader_files_loaded[file] = id;
return id;
} // addShaderFile
// ----------------------------------------------------------------------------
GLuint ShaderFilesManager::getShaderFile(const std::string &file,
unsigned type)
/** Get a shader file. If the shader is not already in the cache it will be loaded and cached.
* \param file Filename of the shader to load.
* \param type Type of the shader.
*/
GLuint ShaderFilesManager::getShaderFile(const std::string &file, unsigned type)
{
std::unordered_map<std::string, GLuint>::const_iterator i =
m_shader_files_loaded.find(file);
if (i != m_shader_files_loaded.end())
return i->second;
else
return addShaderFile(file, type);
// found in cache
auto it = m_shader_files_loaded.find(file);
if (it != m_shader_files_loaded.end())
return it->second;
// add to the cache now
return addShaderFile(file, type);
} // getShaderFile
#endif // !SERVER_ONLY

View File

@ -31,10 +31,9 @@
class ShaderFilesManager : public Singleton<ShaderFilesManager>, NoCopy
{
private:
/** Stores the context of header.txt, to avoid reading
* this file repeatedly. */
static std::string m_shader_header;
/**
* Map from a filename to a shader indentifier. Used for caching shaders.
*/
std::unordered_map<std::string, GLuint> m_shader_files_loaded;
// ------------------------------------------------------------------------
@ -48,6 +47,8 @@ public:
// ------------------------------------------------------------------------
void clean() { m_shader_files_loaded.clear(); }
// ------------------------------------------------------------------------
GLuint loadShader(const std::string &file, unsigned type);
// ------------------------------------------------------------------------
GLuint addShaderFile(const std::string &file, unsigned type);
// ------------------------------------------------------------------------
GLuint getShaderFile(const std::string &file, unsigned type);