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1 /*
2  * Copyright (c) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "shader_type.h"
17 
18 #include <scene/ext/intf_render_resource.h>
19 #include <scene/ext/util.h>
20 #include <scene/interface/resource/intf_render_resource_manager.h>
21 
22 #include <core/image/intf_image_loader_manager.h>
23 #include <core/intf_engine.h>
24 #include <render/device/intf_gpu_resource_manager.h>
25 
26 #include <meta/api/metadata_util.h>
27 
28 #include "serialization/util.h"
29 
SCENE_BEGIN_NAMESPACE()30 SCENE_BEGIN_NAMESPACE()
31 
32 bool ShaderResourceType::Build(const META_NS::IMetadata::Ptr& d)
33 {
34     bool res = Super::Build(d);
35     if (res) {
36         auto context = GetInterfaceBuildArg<IRenderContext>(d, "RenderContext");
37         if (!context) {
38             CORE_LOG_E("Invalid arguments to construct ShaderResourceType");
39             return false;
40         }
41         context_ = context;
42     }
43     return res;
44 }
GetResourceName() const45 BASE_NS::string ShaderResourceType::GetResourceName() const
46 {
47     return "ShaderResource";
48 }
GetResourceType() const49 BASE_NS::Uid ShaderResourceType::GetResourceType() const
50 {
51     return ClassId::ShaderResource.Id().ToUid();
52 }
53 
LoadResource(const StorageInfo & s) const54 CORE_NS::IResource::Ptr ShaderResourceType::LoadResource(const StorageInfo& s) const
55 {
56     CORE_NS::IResource::Ptr res;
57     if (auto rman = META_NS::GetObjectRegistry().Create<IRenderResourceManager>(
58             ClassId::RenderResourceManager, CreateRenderContextArg(context_.lock()))) {
59         res = interface_pointer_cast<CORE_NS::IResource>(rman->LoadShader(s.path).GetResult());
60     }
61     if (res && s.options) {
62         if (auto opts = META_NS::GetObjectRegistry().Create<META_NS::IObjectResourceOptions>(
63                 META_NS::ClassId::ObjectResourceOptions)) {
64             opts->Load(*s.options, nullptr, nullptr);
65             auto in = interface_cast<META_NS::IMetadata>(opts);
66             auto out = interface_cast<META_NS::IMetadata>(res);
67             if (in && out) {
68                 SerCopy(*in, *out);
69             }
70         }
71     }
72     return res;
73 }
SaveResource(const CORE_NS::IResource::ConstPtr & p,const StorageInfo & s) const74 bool ShaderResourceType::SaveResource(const CORE_NS::IResource::ConstPtr& p, const StorageInfo& s) const
75 {
76     if (s.options) {
77         if (auto opts = META_NS::GetObjectRegistry().Create<META_NS::IObjectResourceOptions>(
78                 META_NS::ClassId::ObjectResourceOptions)) {
79             auto in = interface_cast<META_NS::IMetadata>(p);
80             auto out = interface_cast<META_NS::IMetadata>(opts);
81             if (auto i = interface_cast<META_NS::IDerivedFromResource>(p)) {
82                 opts->SetBaseResource(i->GetResource());
83             }
84             if (in && out) {
85                 SerCloneAllToDefaultIfSet(*in, *out);
86                 opts->Save(*s.options, nullptr);
87             }
88         }
89     }
90     return true;
91 }
ReloadResource(const StorageInfo & s,const CORE_NS::IResource::Ptr & p) const92 bool ShaderResourceType::ReloadResource(const StorageInfo& s, const CORE_NS::IResource::Ptr& p) const
93 {
94     if (auto context = context_.lock()) {
95         if (auto dyn = interface_cast<META_NS::IDynamicResource>(p)) {
96             context
97                 ->AddTask([&] {
98                     auto& man = context->GetRenderer()->GetDevice().GetShaderManager();
99                     man.ReloadShaderFile(s.path);
100                 })
101                 .Wait();
102             META_NS::Invoke<META_NS::IOnChanged>(dyn->OnResourceChanged());
103             return true;
104         }
105     }
106     return false;
107 }
108 
109 SCENE_END_NAMESPACE()