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#include "UnityPrefix.h"
#include "ChannelAssigns.h"
//#include "ShaderLabErrors.h"
// Channel names (strings for reading from ShaderLab)
static const char * const kShaderChannelName[kShaderChannelCount] = {
"VERTEX",
"NORMAL",
"COLOR",
"TEXCOORD",
"TEXCOORD1",
"TANGENT",
};
ShaderChannel GetShaderChannelFromName( const std::string& name )
{
std::string nameUpper = ToUpper(name);
for( int i = 0; i < kShaderChannelCount; ++i )
if( kShaderChannelName[i] == nameUpper )
return (ShaderChannel)i;
return kShaderChannelNone;
}
ChannelAssigns::ChannelAssigns()
: m_TargetMap(0)
, m_SourceMap(0)
, m_DirectlyWired(true)
{
for( int i = 0; i < kVertexCompCount; ++i )
m_Channels[i] = kShaderChannelNone;
}
void ChannelAssigns::MergeWith( const ChannelAssigns& additional )
{
for( int i = 0; i < kVertexCompCount; ++i )
{
ShaderChannel source = additional.GetSourceForTarget(VertexComponent(i));
if( source != kShaderChannelNone )
Bind( source, (VertexComponent)i );
}
}
static bool IsChannelDirectlyWired (ShaderChannel source, VertexComponent target)
{
switch (source)
{
case kShaderChannelVertex:
return (target == kVertexCompVertex);
case kShaderChannelNormal:
return (target == kVertexCompNormal);
case kShaderChannelColor:
return (target == kVertexCompColor);
case kShaderChannelTexCoord0:
return (target == kVertexCompTexCoord0);
case kShaderChannelTexCoord1:
return (target == kVertexCompTexCoord1);
case kShaderChannelTangent:
return (target == kVertexCompTexCoord2);
default:
break;
}
return false;
}
void ChannelAssigns::Bind (ShaderChannel source, VertexComponent target)
{
AssertIf( source == kShaderChannelNone );
// TODO: skip kShaderChannelTexCoord ones here?
// TODO: filter duplicates somehow?
m_Channels[target] = source;
m_TargetMap |= (1<<target);
m_SourceMap |= (1<<source);
if (m_DirectlyWired)
m_DirectlyWired = IsChannelDirectlyWired (source, target);
}
void ChannelAssigns::Unbind( VertexComponent target )
{
m_TargetMap &= ~(1<<target);
m_Channels[target] = kShaderChannelNone;
RecalculateIsDirectlyWired ();
}
void ChannelAssigns::RecalculateIsDirectlyWired ()
{
m_DirectlyWired = true;
for (int i = 0; i < kVertexCompCount && m_DirectlyWired; ++i)
{
ShaderChannel source = GetSourceForTarget(VertexComponent(i));
if( source != kShaderChannelNone )
m_DirectlyWired &= IsChannelDirectlyWired (source, (VertexComponent)i);
}
}
bool ChannelAssigns::operator== (const ChannelAssigns& other) const
{
return m_SourceMap == other.m_SourceMap &&
m_TargetMap == other.m_TargetMap &&
memcmp(&m_Channels[0], &other.m_Channels[0], sizeof(m_Channels)) == 0;
}
#if ENABLE_UNIT_TESTS
#include "External/UnitTest++/src/UnitTest++.h"
#include "External/shaderlab/Library/SLParserData.h"
SUITE (ChanelAssignsTest)
{
TEST(IsDirectlyWired)
{
ChannelAssigns ch;
// usual binding
ch.Bind(kShaderChannelVertex, kVertexCompVertex);
CHECK(ch.IsDirectlyWired());
ch.Bind(kShaderChannelNormal, kVertexCompNormal);
CHECK(ch.IsDirectlyWired());
ch.Bind(kShaderChannelColor, kVertexCompColor);
CHECK(ch.IsDirectlyWired());
ch.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord0);
CHECK(ch.IsDirectlyWired());
ch.Bind(kShaderChannelTexCoord1, kVertexCompTexCoord1);
CHECK(ch.IsDirectlyWired());
ch.Bind(kShaderChannelTangent, kVertexCompTexCoord2);
CHECK(ch.IsDirectlyWired());
// bind twice
ch.Bind(kShaderChannelVertex, kVertexCompVertex);
ch.Bind(kShaderChannelNormal, kVertexCompNormal);
ch.Bind(kShaderChannelColor, kVertexCompColor);
ch.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord0);
ch.Bind(kShaderChannelTexCoord1, kVertexCompTexCoord1);
ch.Bind(kShaderChannelTangent, kVertexCompTexCoord2);
CHECK(ch.IsDirectlyWired());
// cross-bar
ch.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord2);
CHECK(!ch.IsDirectlyWired());
// unbinding cross-bar
ch.Unbind(kVertexCompTexCoord2);
CHECK(ch.IsDirectlyWired());
// rebinding
ch.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord0);
ch.Bind(kShaderChannelTexCoord1, kVertexCompTexCoord1);
ch.Bind(kShaderChannelTangent, kVertexCompTexCoord2);
CHECK(ch.IsDirectlyWired());
// cross-bar 2
ChannelAssigns ch2 = ch;
ch2.Bind(kShaderChannelVertex, kVertexCompNormal);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelNormal, kVertexCompColor);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelColor, kVertexCompTexCoord0);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord2);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelTexCoord1, kVertexCompVertex);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelTangent, kVertexCompAttrib0);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord1);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord2);
CHECK(!ch2.IsDirectlyWired());
ch2 = ch;
ch2.Bind(kShaderChannelTexCoord0, kVertexCompColor);
CHECK(!ch2.IsDirectlyWired());
// unbinding all
ch.Unbind(kVertexCompVertex);
ch.Unbind(kVertexCompNormal);
ch.Unbind(kVertexCompColor);
ch.Unbind(kVertexCompTexCoord0);
ch.Unbind(kVertexCompTexCoord1);
ch.Unbind(kVertexCompTexCoord2);
CHECK(ch.IsDirectlyWired());
// check empty/1channel
ch.Bind(kShaderChannelVertex, kVertexCompTexCoord0);
CHECK(!ch.IsDirectlyWired());
ch.Unbind(kVertexCompTexCoord0);
CHECK(ch.IsDirectlyWired());
CHECK(ch.IsEmpty());
ch.Bind(kShaderChannelVertex, kVertexCompVertex);
CHECK(ch.IsDirectlyWired());
}
TEST(IsDirectlyWiredXBar)
{
ChannelAssigns ch;
// usual binding
ch.Bind(kShaderChannelVertex, kVertexCompVertex);
ch.Bind(kShaderChannelNormal, kVertexCompNormal);
CHECK(ch.IsDirectlyWired());
ch.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord1);
ch.Bind(kShaderChannelTexCoord1, kVertexCompTexCoord0);
CHECK(!ch.IsDirectlyWired());
}
TEST(IsDirectlyWiredUpdatedWhenCreatingFromParserChannels)
{
ShaderLab::ParserBindChannels pchn;
pchn.Bind(kShaderChannelTexCoord0, kVertexCompTexCoord1, false, NULL);
pchn.Bind(kShaderChannelTexCoord1, kVertexCompTexCoord0, false, NULL);
ChannelAssigns ch;
ch.FromParsedChannels (pchn);
CHECK(!ch.IsDirectlyWired());
}
}
#endif
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