/**************************************************************************** Copyright (c) 2018 Xiamen Yaji Software Co., Ltd. https://axmolengine.github.io/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #pragma once #include "Macros.h" #include "base/CCRef.h" #include "platform/CCPlatformMacros.h" #include "renderer/backend/ShaderModule.h" #include #include NS_AX_BACKEND_BEGIN /** * @addtogroup _backend * @{ */ /** * Create and reuse shader module. */ class AX_DLL ShaderCache : public Ref { public: /** returns the shared instance */ static ShaderCache* getInstance(); /** purges the cache. It releases the retained instance. */ static void destroyInstance(); /** * Create a vertex shader module and add it to cache. * If it is created before, then just return the cached shader module. * @param shaderSource The source code of the shader. */ static backend::ShaderModule* newVertexShaderModule(std::string_view shaderSource); /** * Create a fragment shader module. * If it is created before, then just return the cached shader module. * @param shaderSource The source code of the shader. */ static backend::ShaderModule* newFragmentShaderModule(std::string_view shaderSource); /** * Remove all unused shaders. */ void removeUnusedShader(); protected: virtual ~ShaderCache(); /** * Initial shader cache. * @return true if initial successful, otherwise false. */ bool init(); /** * New a shaderModule. * If it was created before, then just return the cached shader module. * Otherwise add it to cache and return the object. * @param stage Specifies whether is vertex shader or fragment shader. * @param source Specifies shader source. * @return A ShaderModule object. */ static backend::ShaderModule* newShaderModule(backend::ShaderStage stage, std::string_view shaderSource); static std::unordered_map _cachedShaders; static ShaderCache* _sharedShaderCache; }; // end of _backend group /// @} NS_AX_BACKEND_END