mirror of https://github.com/axmolengine/axmol.git
98 lines
3.3 KiB
Objective-C
98 lines
3.3 KiB
Objective-C
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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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#pragma once
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#include "../ShaderModule.h"
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#include "../Types.h"
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#include <string>
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#include <vector>
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#include <memory>
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#include <unordered_map>
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#import <Metal/Metal.h>
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struct glslopt_shader;
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CC_BACKEND_BEGIN
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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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* To Create a vertex or fragment shader.
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*/
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class ShaderModuleMTL : public ShaderModule
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{
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public:
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/**
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* @param mtlDevice The device for which MTLFunction object was created.
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* @param stage Specify what kinds of shader to be created.
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* @param source Specify the shader source.
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*/
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ShaderModuleMTL(id<MTLDevice> mtlDevice, ShaderStage stage, const std::string& source);
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~ShaderModuleMTL();
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/**
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* Get MTLFunction object.
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* @return A MTLFunction object.
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*/
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inline id<MTLFunction> getMTLFunction() const { return _mtlFunction; }
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/**
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* Get current shader uniform informatino.
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* @return Uniform information. Key is each uniform name, Value is corresponding uniform info.
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*/
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inline const std::unordered_map<std::string, UniformInfo>& getUniforms() const { return _uniformInfos; }
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/**
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* Get maximum uniform location.
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* @return Maximum uniform location.
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*/
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inline const int getMaxLocation() const { return _maxLocation; }
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/**
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* Get active attribute informations.
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* @return Active attribute informations. key is attribute name and Value is corresponding attribute info.
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*/
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inline const std::unordered_map<std::string, AttributeBindInfo> getAttributeInfo() const { return _attributeInfo; }
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private:
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void parseAttibute(id<MTLDevice> mtlDevice, glslopt_shader* shader);
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void parseUniform(id<MTLDevice> mtlDevice, glslopt_shader* shader);
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void parseTexture(id<MTLDevice> mtlDevice, glslopt_shader* shader);
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id<MTLFunction> _mtlFunction = nil;
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std::unordered_map<std::string, UniformInfo> _uniformInfos;
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std::unordered_map<std::string, AttributeBindInfo> _attributeInfo;
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int _maxLocation = -1;
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};
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// end of _metal group
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/// @}
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CC_BACKEND_END
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