axmol/cocos/renderer/backend/metal/ProgramMTL.mm

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#include "ProgramMTL.h"
#include "ShaderModuleMTL.h"
CC_BACKEND_BEGIN
ProgramMTL::ProgramMTL(id<MTLDevice> mtlDevice, const std::string& vertexShader, const std::string& fragmentShader)
: Program(vertexShader, fragmentShader)
{
_vertexShader = static_cast<ShaderModuleMTL*>(ShaderCache::newVertexShaderModule(vertexShader));
_fragmentShader = static_cast<ShaderModuleMTL*>(ShaderCache::newFragmentShaderModule(fragmentShader));
CC_SAFE_RETAIN(_vertexShader);
CC_SAFE_RETAIN(_fragmentShader);
}
ProgramMTL::~ProgramMTL()
{
CC_SAFE_RELEASE(_vertexShader);
CC_SAFE_RELEASE(_fragmentShader);
}
UniformLocation ProgramMTL::getUniformLocation(const std::string& uniform) const
{
UniformLocation uniformLocation;
const auto& vsUniforms = _vertexShader->getUniforms();
const auto& vsIter = vsUniforms.find(uniform);
bool definedInVertex = false;
if(vsIter != vsUniforms.end())
{
definedInVertex = true;
uniformLocation.shaderStage = ShaderStage::VERTEX;
uniformLocation.location = vsIter->second.location;
}
const auto& fsUniforms = _fragmentShader->getUniforms();
const auto& fsIter = fsUniforms.find(uniform);
if(fsIter != fsUniforms.end())
{
uniformLocation.shaderStage = (definedInVertex) ? ShaderStage::VERTEX_AND_FRAGMENT : ShaderStage::FRAGMENT;
uniformLocation.location = fsIter->second.location;
}
return uniformLocation;
}
const std::unordered_map<std::string, UniformInfo>& ProgramMTL::getVertexUniformInfos() const
{
return _vertexShader->getUniforms();
}
const std::unordered_map<std::string, UniformInfo>& ProgramMTL::getFragmentUniformInfos() const
{
return _fragmentShader->getUniforms();
}
int ProgramMTL::getMaxVertexLocation() const
{
return _vertexShader->getMaxLocation();
}
int ProgramMTL::getMaxFragmentLocation() const
{
return _fragmentShader->getMaxLocation();
}
CC_BACKEND_END