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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//============================================================
//
// effectreader.cpp - BGFX effect JSON reader
//
//============================================================
#include "effectreader.h"
#include "effect.h"
#include "blendreader.h"
#include "depthreader.h"
#include "cullreader.h"
#include "writereader.h"
#include "shadermanager.h"
#include "uniformreader.h"
#include "uniform.h"
bgfx_effect *effect_reader::read_from_value(const Value& value, std::string prefix, osd_options &options, shader_manager& shaders)
{
uint64_t flags = 0;
std::string vertex_name;
std::string fragment_name;
bgfx::ShaderHandle vertex_shader = BGFX_INVALID_HANDLE;
bgfx::ShaderHandle fragment_shader = BGFX_INVALID_HANDLE;
std::vector<bgfx_uniform *> uniforms;
if (!get_base_effect_data(value, prefix, flags, vertex_name, fragment_name, uniforms))
{
return nullptr;
}
if (!get_shader_data(value, options, shaders, vertex_name, vertex_shader, fragment_name, fragment_shader))
{
clear_uniform_list(uniforms);
return nullptr;
}
bgfx_effect *effect = new bgfx_effect(flags, vertex_shader, fragment_shader, uniforms);
if (effect->is_valid())
{
return effect;
}
delete effect;
return nullptr;
}
bool effect_reader::validate_value(const Value& value, std::string prefix, osd_options &options)
{
if (!validate_parameters(value, prefix))
{
return false;
}
uint64_t flags = 0;
std::string vertex_name;
std::string fragment_name;
std::vector<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))
{
clear_uniform_list(uniforms);
return false;
}
if (!shader_manager::is_shader_present(options, fragment_name))
{
clear_uniform_list(uniforms);
return false;
}
return true;
}
bool effect_reader::get_base_effect_data(const Value& value, std::string &prefix, uint64_t &flags, std::string &vertex_name, std::string &fragment_name,
std::vector<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++)
{
bgfx_uniform *uniform = uniform_reader::read_from_value(uniform_array[i], prefix + "uniforms[" + std::to_string(i) + "]: ");
if (uniform == nullptr)
{
return false;
}
uniforms.push_back(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, 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;
}
void effect_reader::clear_uniform_list(std::vector<bgfx_uniform *> &uniforms)
{
for (bgfx_uniform *uniform : uniforms)
{
delete uniform;
}
}
bool effect_reader::validate_parameters(const Value& value, std::string prefix)
{
if (!READER_CHECK(value.HasMember("depth"), (prefix + "Must have object value 'depth' (what are our Z-buffer settings?)\n").c_str())) return false;
if (!READER_CHECK(value.HasMember("cull"), (prefix + "Must have object value 'cull' (do we cull triangles based on winding?)\n").c_str())) return false;
if (!READER_CHECK(value.HasMember("write"), (prefix + "Must have object value 'write' (what are our color buffer write settings?)\n").c_str())) return false;
if (!READER_CHECK(value.HasMember("vertex"), (prefix + "Must have string value 'vertex' (what is our vertex shader?)\n").c_str())) return false;
if (!READER_CHECK(value["vertex"].IsString(), (prefix + "Value 'vertex' must be a string\n").c_str())) return false;
if (!READER_CHECK(value.HasMember("fragment") || value.HasMember("pixel"), (prefix + "Must have string value named 'fragment' or 'pixel' (what is our fragment/pixel shader?)\n").c_str())) return false;
if (!READER_CHECK(!value.HasMember("fragment") || value["fragment"].IsString(), (prefix + "Value 'fragment' must be a string\n").c_str())) return false;
if (!READER_CHECK(!value.HasMember("pixel") || value["pixel"].IsString(), (prefix + "Value 'pixel' must be a string\n").c_str())) return false;
if (!READER_CHECK(value.HasMember("uniforms"), (prefix + "Must have array value 'uniforms' (what are our shader's parameters?)\n").c_str())) return false;
if (!READER_CHECK(value["uniforms"].IsArray(), (prefix + "Value 'uniforms' must be an array\n").c_str())) return false;
return true;
}
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