2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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#pragma once
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#include "../Program.h"
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#import <Metal/Metal.h>
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2022-07-11 17:50:21 +08:00
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NS_AX_BACKEND_BEGIN
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class ShaderModuleMTL;
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/**
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* @addtogroup _metal
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* @{
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*/
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/**
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* A metal Program
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*/
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class ProgramMTL : public Program
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{
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public:
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/// @name Constructor, Destructor and Initializers
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/**
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* @param vertexShader Specifes the vertex shader source.
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* @param fragmentShader Specifes the fragment shader source.
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*/
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ProgramMTL(std::string_view vertexShader, std::string_view fragmentShader);
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virtual ~ProgramMTL();
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/**
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* Get uniform location by name.
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* @param uniform Specifies the uniform name.
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* @return The uniform location.
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*/
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virtual UniformLocation getUniformLocation(std::string_view uniform) const override;
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/**
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* Get uniform location by engine built-in uniform enum name.
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* @param name Specifies the engine built-in uniform enum name.
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* @return The uniform location.
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*/
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virtual UniformLocation getUniformLocation(backend::Uniform name) const override;
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/**
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* Get attribute location by attribute name.
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* @param name Specifies the attribute name.
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* @return The attribute location.
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*/
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virtual int getAttributeLocation(std::string_view name) const override;
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/**
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* Get attribute location by engine built-in attribute enum name.
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* @param name Specifies the engine built-in attribute enum name.
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* @return The attribute location.
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*/
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virtual int getAttributeLocation(Attribute name) const override;
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/**
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* Get vertex shader module.
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* @return Vertex shader module.
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*/
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virtual ShaderModuleMTL* getVertexShader() const { return _vertexShader; }
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/**
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* Get fragment shader module.
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* @ Fragment shader module.
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*/
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virtual ShaderModuleMTL* getFragmentShader() const { return _fragmentShader; }
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/**
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* Get active vertex attributes.
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* @return Active vertex attributes. key is active attribute name, Value is corresponding attribute info.
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*/
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const hlookup::string_map<AttributeBindInfo>& getActiveAttributes() const override;
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/**
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* Get maximum vertex location.
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* @return Maximum vertex locaiton.
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*/
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virtual int getMaxVertexLocation() const override;
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/**
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* Get maximum fragment location.
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* @return Maximum fragment location.
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*/
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virtual int getMaxFragmentLocation() const override;
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/**
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* Get uniform buffer size in bytes that can hold all the uniforms.
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* @param stage Specifies the shader stage. The symbolic constant can be either VERTEX or FRAGMENT.
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* @return The uniform buffer size in bytes.
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*/
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virtual std::size_t getUniformBufferSize(ShaderStage stage) const override;
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/**
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* Get a uniformInfo in given location from the specific shader stage.
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* @param stage Specifies the shader stage. The symbolic constant can be either VERTEX or FRAGMENT.
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* @param location Specifies the uniform locaion.
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* @return The uniformInfo.
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*/
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virtual const UniformInfo& getActiveUniformInfo(ShaderStage stage, int location) const override;
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/**
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* Get all uniformInfos.
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* @return The uniformInfos.
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*/
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virtual const hlookup::string_map<UniformInfo>& getAllActiveUniformInfo(ShaderStage stage) const override;
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private:
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ShaderModuleMTL* _vertexShader = nullptr;
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ShaderModuleMTL* _fragmentShader = nullptr;
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};
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// end of _metal group
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/// @}
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NS_AX_BACKEND_END
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