mirror of https://github.com/axmolengine/axmol.git
97 lines
3.2 KiB
C++
97 lines
3.2 KiB
C++
/****************************************************************************
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Copyright (c) 2018 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 "Macros.h"
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#include "base/CCRef.h"
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#include "platform/CCPlatformMacros.h"
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#include "renderer/backend/ShaderModule.h"
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#include <string>
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#include <unordered_map>
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CC_BACKEND_BEGIN
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/**
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* @addtogroup _backend
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* @{
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*/
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/**
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* Create and reuse shader module.
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*/
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class CC_DLL ShaderCache : public Ref
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{
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public:
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/** returns the shared instance */
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static ShaderCache* getInstance();
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/** purges the cache. It releases the retained instance. */
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static void destroyInstance();
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/**
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* Create a vertex shader module and add it to cache.
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* If it is created before, then just return the cached shader module.
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* @param shaderSource The source code of the shader.
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*/
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static backend::ShaderModule* newVertexShaderModule(const std::string& shaderSource);
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/**
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* Create a fragment shader module.
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* If it is created before, then just return the cached shader module.
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* @param shaderSource The source code of the shader.
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*/
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static backend::ShaderModule* newFragmentShaderModule(const std::string& shaderSource);
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/**
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* Remove all unused shaders.
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*/
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void removeUnusedShader();
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protected:
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virtual ~ShaderCache();
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/**
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* Initial shader cache.
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* @return true if initial successful, otherwise false.
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*/
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bool init();
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/**
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* New a shaderModule.
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* If it was created before, then just return the cached shader module.
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* Otherwise add it to cache and return the object.
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* @param stage Specifies whether is vertex shader or fragment shader.
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* @param source Specifies shader source.
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* @return A ShaderModule object.
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*/
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static backend::ShaderModule* newShaderModule(backend::ShaderStage stage, const std::string& shaderSource);
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static std::unordered_map<std::size_t, backend::ShaderModule*> _cachedShaders;
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static ShaderCache* _sharedShaderCache;
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};
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// end of _backend group
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/// @}
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CC_BACKEND_END
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