mirror of https://github.com/axmolengine/axmol.git
149 lines
4.9 KiB
Plaintext
149 lines
4.9 KiB
Plaintext
#include "ShaderModuleMTL.h"
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#include "DeviceMTL.h"
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#include "glsl_optimizer.h"
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CC_BACKEND_BEGIN
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ShaderModuleMTL::ShaderModuleMTL(id<MTLDevice> mtlDevice, ShaderStage stage, const std::string& source)
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: ShaderModule(stage)
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{
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// Convert GLSL shader to metal shader
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//TODO: don't crreate/destroy ctx every time.
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glslopt_ctx* ctx = glslopt_initialize(kGlslTargetMetal);
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glslopt_shader_type shaderType = stage == ShaderStage::VERTEX ? kGlslOptShaderVertex : kGlslOptShaderFragment;
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glslopt_shader* glslShader = glslopt_optimize(ctx, shaderType, source.c_str(), 0);
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if (!glslShader)
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{
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NSLog(@"Can not translate GLSL shader to metal shader:");
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NSLog(@"%s", source.c_str());
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return;
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}
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const char* metalShader = glslopt_get_output(glslShader);
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if (!metalShader)
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{
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NSLog(@"Can not get metal shader:");
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NSLog(@"%s", source.c_str());
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glslopt_cleanup(ctx);
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return;
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}
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// NSLog(@"%s", metalShader);
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parseAttibute(mtlDevice, glslShader);
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parseUniform(mtlDevice, glslShader);
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parseTexture(mtlDevice, glslShader);
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NSString* shader = [NSString stringWithUTF8String:metalShader];
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NSError* error;
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id<MTLLibrary> library = [mtlDevice newLibraryWithSource:shader
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options:nil
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error:&error];
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if (!library)
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{
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NSLog(@"Can not compile metal shader: %@", error);
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NSLog(@"%s", metalShader);
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glslopt_shader_delete(glslShader);
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glslopt_cleanup(ctx);
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return;
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}
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if (ShaderStage::VERTEX == stage)
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_mtlFunction = [library newFunctionWithName:@"xlatMtlMain1"];
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else
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_mtlFunction = [library newFunctionWithName:@"xlatMtlMain2"];
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if (!_mtlFunction)
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{
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NSLog(@"metal shader is ---------------");
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NSLog(@"%s", metalShader);
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assert(false);
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}
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glslopt_shader_delete(glslShader);
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glslopt_cleanup(ctx);
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}
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ShaderModuleMTL::~ShaderModuleMTL()
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{
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[_mtlFunction release];
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}
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void ShaderModuleMTL::parseAttibute(id<MTLDevice> mtlDevice, glslopt_shader* shader)
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{
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const int attributeCount = glslopt_shader_get_input_count(shader);
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for(int i = 0; i < attributeCount; i++)
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{
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const char* parName;
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glslopt_basic_type parType;
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glslopt_precision parPrec;
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int parVecSize, parMatSize, parArrSize, location;
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glslopt_shader_get_input_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location);
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AttributeBindInfo attributeInfo;
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attributeInfo.attributeName = parName;
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attributeInfo.location = location;
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_attributeInfo[parName] = attributeInfo;
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}
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}
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void ShaderModuleMTL::parseUniform(id<MTLDevice> mtlDevice, glslopt_shader* shader)
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{
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const int uniformCount = glslopt_shader_get_uniform_count(shader);
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const int uniformSize = glslopt_shader_get_uniform_total_size(shader);
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for (int i = 0; i < uniformCount; ++i)
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{
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int nextLocation = -1;
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const char* parName;
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glslopt_basic_type parType;
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glslopt_precision parPrec;
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int parVecSize, parMatSize, parArrSize, location;
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if( i+1 < uniformCount)
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{
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glslopt_shader_get_uniform_desc(shader, i+1, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location);
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nextLocation = location;
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}
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else
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{
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nextLocation = uniformSize;
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}
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glslopt_shader_get_uniform_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location);
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parArrSize = (parArrSize > 0) ? parArrSize : 1;
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UniformInfo uniform;
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uniform.count = parArrSize;
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uniform.location = location;
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uniform.isArray = parArrSize;
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uniform.bufferSize = nextLocation - location;
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uniform.needConvert = (parVecSize == 3) ? true : false;
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uniform.type = static_cast<unsigned int>(parType);
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uniform.isMatrix = (parMatSize > 1) ? true : false;
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_uniformInfos[parName] = uniform;
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_maxLocation = _maxLocation < location ? (location + 1) : _maxLocation;
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}
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}
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void ShaderModuleMTL::parseTexture(id<MTLDevice> mtlDevice, glslopt_shader* shader)
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{
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const int textureCount = glslopt_shader_get_texture_count(shader);
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for (int i = 0; i < textureCount; ++i)
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{
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const char* parName;
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glslopt_basic_type parType;
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glslopt_precision parPrec;
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int parVecSize, parMatSize, parArrSize, location;
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glslopt_shader_get_texture_desc(shader, i, &parName, &parType, &parPrec, &parVecSize, &parMatSize, &parArrSize, &location);
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UniformInfo uniform;
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uniform.count = parArrSize;
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uniform.location = location;
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uniform.isArray = parArrSize > 0;
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_uniformInfos[parName] = uniform;
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}
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}
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CC_BACKEND_END
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