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

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#include "ShaderModuleMTL.h"
#include "DeviceMTL.h"
#include "glsl_optimizer.h"
CC_BACKEND_BEGIN
namespace
{
uint32_t getTypeSize(glslopt_basic_type type)
{
uint32_t ret = 0;
switch (type)
{
case kGlslTypeFloat:
case kGlslTypeInt:
ret = 4;
break;
case kGlslTypeBool:
ret = 1;
break;
default:
break;
}
return ret;
}
}
ShaderModuleMTL::ShaderModuleMTL(id<MTLDevice> mtlDevice, ShaderStage stage, const std::string& source)
: ShaderModule(stage)
{
// Convert GLSL shader to metal shader
//TODO: don't crreate/destroy ctx every time.
glslopt_ctx* ctx = glslopt_initialize(kGlslTargetMetal);
glslopt_shader_type shaderType = stage == ShaderStage::VERTEX ? kGlslOptShaderVertex : kGlslOptShaderFragment;
glslopt_shader* glslShader = glslopt_optimize(ctx, shaderType, source.c_str(), 0);
if (!glslShader)
{
NSLog(@"Can not translate GLSL shader to metal shader:");
NSLog(@"%s", source.c_str());
return;
}
const char* metalShader = glslopt_get_raw_output(glslShader);
if (!metalShader)
{
NSLog(@"Can not get metal shader:");
NSLog(@"%s", source.c_str());
glslopt_cleanup(ctx);
return;
}
// NSLog(@"%s", metalShader);
parseUniform(mtlDevice, glslShader);
parseTexture(mtlDevice, glslShader);
NSString* shader = [NSString stringWithUTF8String:metalShader];
NSError* error;
id<MTLLibrary> library = [mtlDevice newLibraryWithSource:shader
options:nil
error:&error];
if (!library)
{
NSLog(@"Can not compile metal shader: %@", error);
NSLog(@"%s", metalShader);
glslopt_shader_delete(glslShader);
glslopt_cleanup(ctx);
return;
}
if (ShaderStage::VERTEX == stage)
_mtlFunction = [library newFunctionWithName:@"xlatMtlMain1"];
else
_mtlFunction = [library newFunctionWithName:@"xlatMtlMain2"];
if (!_mtlFunction)
{
NSLog(@"metal shader is ---------------");
NSLog(@"%s", metalShader);
assert(false);
}
glslopt_shader_delete(glslShader);
glslopt_cleanup(ctx);
}
ShaderModuleMTL::~ShaderModuleMTL()
{
[_mtlFunction release];
}
void ShaderModuleMTL::parseUniform(id<MTLDevice> mtlDevice, glslopt_shader* shader)
{
const int uniformCount = glslopt_shader_get_uniform_count(shader);
const int uniformSize = glslopt_shader_get_uniform_total_size(shader);
if (uniformSize > 0)
{
std::shared_ptr<uint8_t> sp(new uint8_t[uniformSize], [](uint8_t *p) { delete[] p; });
_uniformBuffer = sp;
}
for (int i = 0; i < uniformCount; ++i)
{
const char* parName;
glslopt_basic_type parType;
glslopt_precision parPrec;
int parVecSize, parMatSize, parArrSize, location;
glslopt_shader_get_uniform_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location);
parArrSize = (parArrSize > 0) ? parArrSize : 1;
UniformInfo uniform;
uniform.count = parArrSize;
uniform.location = location;
uniform.isArray = parArrSize;
uniform.bufferSize = getTypeSize(parType) * parVecSize * parMatSize * parArrSize;
//TODO coulsonwang
uniform.bufferSize = uniform.bufferSize < 16 ? 16 : uniform.bufferSize;
_uniformInfos[parName] = uniform;
_maxLocation = _maxLocation < location ? (location + 1) : _maxLocation;
}
}
void ShaderModuleMTL::parseTexture(id<MTLDevice> mtlDevice, glslopt_shader* shader)
{
const int textureCount = glslopt_shader_get_texture_count(shader);
for (int i = 0; i < textureCount; ++i)
{
const char* parName;
glslopt_basic_type parType;
glslopt_precision parPrec;
int parVecSize, parMatSize, parArrSize, location;
glslopt_shader_get_texture_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location);
UniformInfo uniform;
uniform.count = parArrSize;
uniform.location = location;
uniform.isArray = parArrSize > 0;
_uniformInfos[parName] = uniform;
}
}
CC_BACKEND_END