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path: root/src/osd/modules/render/bgfx/effectreader.cpp
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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//============================================================
//
//  effectreader.cpp - BGFX effect JSON reader
//
//============================================================

#include "effectreader.h"

#include "blendreader.h"
#include "cullreader.h"
#include "depthreader.h"
#include "effect.h"
#include "shadermanager.h"
#include "uniform.h"
#include "uniformreader.h"
#include "writereader.h"

#include <utility>


std::unique_ptr<bgfx_effect> effect_reader::read_from_value(
		const std::string &name,
		const Value &value,
		const std::string &prefix,
		const osd_options &options,
		shader_manager &shaders)
{
	uint64_t flags = 0;
	std::string vertex_name;
	std::string fragment_name;
	std::vector<std::unique_ptr<bgfx_uniform> > uniforms;

	if (!get_base_effect_data(value, prefix, flags, vertex_name, fragment_name, uniforms))
	{
		return nullptr;
	}

	bgfx::ShaderHandle vertex_shader = BGFX_INVALID_HANDLE;
	bgfx::ShaderHandle fragment_shader = BGFX_INVALID_HANDLE;

	if (!get_shader_data(value, options, shaders, vertex_name, vertex_shader, fragment_name, fragment_shader))
	{
		return nullptr;
	}

	std::unique_ptr<bgfx_effect> effect(new bgfx_effect(std::string(name), flags, vertex_shader, fragment_shader, uniforms));
	if (!effect->is_valid())
		return nullptr;

	return effect;
}

bool effect_reader::validate_value(const Value& value, const std::string &prefix, const osd_options &options)
{
	if (!validate_parameters(value, prefix))
		return false;

	uint64_t flags = 0;
	std::string vertex_name;
	std::string fragment_name;
	std::vector<std::unique_ptr<bgfx_uniform> > uniforms;

	if (!get_base_effect_data(value, prefix, flags, vertex_name, fragment_name, uniforms))
		return false;

	if (!shader_manager::is_shader_present(options, vertex_name))
		return false;

	if (!shader_manager::is_shader_present(options, fragment_name))
		return false;

	return true;
}

bool effect_reader::get_base_effect_data(
		const Value& value,
		const std::string &prefix,
		uint64_t &flags,
		std::string &vertex_name,
		std::string &fragment_name,
		std::vector<std::unique_ptr<bgfx_uniform> > &uniforms)
{
	if (!validate_parameters(value, prefix))
	{
		return false;
	}

	uint64_t blend = 0;
	if (value.HasMember("blend"))
	{
		blend = blend_reader::read_from_value(value["blend"]);
	}
	uint64_t depth = depth_reader::read_from_value(value["depth"], prefix + "depth: ");
	uint64_t cull = cull_reader::read_from_value(value["cull"]);
	uint64_t write = write_reader::read_from_value(value["write"]);
	flags = blend | depth | cull | write;

	const Value& uniform_array = value["uniforms"];
	for (uint32_t i = 0; i < uniform_array.Size(); i++)
	{
		auto uniform = uniform_reader::read_from_value(uniform_array[i], prefix + "uniforms[" + std::to_string(i) + "]: ");
		if (!uniform)
		{
			return false;
		}
		uniforms.emplace_back(std::move(uniform));
	}

	vertex_name = value["vertex"].GetString();

	if (value.HasMember("fragment"))
	{
		fragment_name = value["fragment"].GetString();
	}
	else if (value.HasMember("pixel"))
	{
		fragment_name = value["pixel"].GetString();
	}
	else
	{
		fragment_name = "";
	}

	return true;
}

bool effect_reader::get_shader_data(
		const Value &value,
		const osd_options &options,
		shader_manager &shaders,
		std::string &vertex_name,
		bgfx::ShaderHandle &vertex_shader,
		std::string &fragment_name,
		bgfx::ShaderHandle &fragment_shader)
{
	vertex_shader = shaders.load_shader(options, vertex_name);
	if (vertex_shader.idx == bgfx::kInvalidHandle)
	{
		return false;
	}

	fragment_shader = shaders.load_shader(options, fragment_name);
	if (fragment_shader.idx == bgfx::kInvalidHandle)
	{
		return false;
	}

	return true;
}

bool effect_reader::validate_parameters(const Value& value, const std::string &prefix)
{
	if (!READER_CHECK(value.HasMember("depth"), "%sMust have object value 'depth' (what are our Z-buffer settings?)\n", prefix)) return false;
	if (!READER_CHECK(value.HasMember("cull"), "%sMust have object value 'cull' (do we cull triangles based on winding?)\n", prefix)) return false;
	if (!READER_CHECK(value.HasMember("write"), "%sMust have object value 'write' (what are our color buffer write settings?)\n", prefix)) return false;
	if (!READER_CHECK(value.HasMember("vertex"), "%sMust have string value 'vertex' (what is our vertex shader?)\n", prefix)) return false;
	if (!READER_CHECK(value["vertex"].IsString(), "%sValue 'vertex' must be a string\n", prefix)) return false;
	if (!READER_CHECK(value.HasMember("fragment") || value.HasMember("pixel"), "%sMust have string value named 'fragment' or 'pixel' (what is our fragment/pixel shader?)\n", prefix)) return false;
	if (!READER_CHECK(!value.HasMember("fragment") || value["fragment"].IsString(), "%sValue 'fragment' must be a string\n", prefix)) return false;
	if (!READER_CHECK(!value.HasMember("pixel") || value["pixel"].IsString(), "%sValue 'pixel' must be a string\n", prefix)) return false;
	if (!READER_CHECK(value.HasMember("uniforms"), "%sMust have array value 'uniforms' (what are our shader's parameters?)\n", prefix)) return false;
	if (!READER_CHECK(value["uniforms"].IsArray(), "%sValue 'uniforms' must be an array\n", prefix)) return false;
	return true;
}