mirror of https://github.com/axmolengine/axmol.git
154 lines
4.8 KiB
Plaintext
154 lines
4.8 KiB
Plaintext
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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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#include "ProgramMTL.h"
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#include "ShaderModuleMTL.h"
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#include "base/Macros.h"
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#include "DeviceMTL.h"
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NS_AX_BACKEND_BEGIN
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namespace
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{
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// constexpr std::string_view metalSpecificDefine = "#define METAL\n"sv;
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}
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ProgramMTL::ProgramMTL(std::string_view vertexShader, std::string_view fragmentShader)
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: Program(vertexShader, fragmentShader)
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{
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_vertexShader = static_cast<ShaderModuleMTL*>(ShaderCache::newVertexShaderModule(vertexShader));
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_fragmentShader = static_cast<ShaderModuleMTL*>(ShaderCache::newFragmentShaderModule(fragmentShader));
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AX_SAFE_RETAIN(_vertexShader);
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AX_SAFE_RETAIN(_fragmentShader);
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}
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ProgramMTL::~ProgramMTL()
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{
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AX_SAFE_RELEASE(_vertexShader);
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AX_SAFE_RELEASE(_fragmentShader);
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}
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int ProgramMTL::getAttributeLocation(Attribute name) const
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{
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return _vertexShader->getAttributeLocation(name);
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}
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int ProgramMTL::getAttributeLocation(std::string_view name) const
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{
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return _vertexShader->getAttributeLocation(name);
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}
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UniformLocation ProgramMTL::getUniformLocation(backend::Uniform name) const
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{
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UniformLocation uniformLocation;
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auto vsLocation = _vertexShader->getUniformLocation(name);
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auto fsLocation = _fragmentShader->getUniformLocation(name);
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if (vsLocation != -1 && fsLocation != -1)
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{
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uniformLocation.shaderStage = ShaderStage::VERTEX_AND_FRAGMENT;
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uniformLocation.location[0] = vsLocation;
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uniformLocation.location[1] = fsLocation;
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}
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else if (vsLocation != -1)
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{
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uniformLocation.shaderStage = ShaderStage::VERTEX;
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uniformLocation.location[0] = vsLocation;
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}
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else
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{
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uniformLocation.shaderStage = ShaderStage::FRAGMENT;
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uniformLocation.location[1] = fsLocation;
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}
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return uniformLocation;
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}
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UniformLocation ProgramMTL::getUniformLocation(std::string_view uniform) const
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{
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UniformLocation uniformLocation;
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auto vsLocation = _vertexShader->getUniformLocation(uniform);
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auto fsLocation = _fragmentShader->getUniformLocation(uniform);
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if (vsLocation != -1 && fsLocation != -1)
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{
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uniformLocation.shaderStage = ShaderStage::VERTEX_AND_FRAGMENT;
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uniformLocation.location[0] = vsLocation;
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uniformLocation.location[1] = fsLocation;
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}
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else if (vsLocation != -1)
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{
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uniformLocation.shaderStage = ShaderStage::VERTEX;
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uniformLocation.location[0] = vsLocation;
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}
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else
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{
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uniformLocation.shaderStage = ShaderStage::FRAGMENT;
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uniformLocation.location[1] = fsLocation;
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}
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return uniformLocation;
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}
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int ProgramMTL::getMaxVertexLocation() const
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{
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return _vertexShader->getMaxLocation();
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}
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int ProgramMTL::getMaxFragmentLocation() const
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{
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return _fragmentShader->getMaxLocation();
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}
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const hlookup::string_map<AttributeBindInfo>& ProgramMTL::getActiveAttributes() const
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{
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return _vertexShader->getAttributeInfo();
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}
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std::size_t ProgramMTL::getUniformBufferSize(ShaderStage stage) const
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{
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switch (stage)
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{
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case ShaderStage::VERTEX:
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return _vertexShader->getUniformBufferSize();
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case ShaderStage::FRAGMENT:
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return _fragmentShader->getUniformBufferSize();
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default:
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AXASSERT(false, "Invalid shader stage.");
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break;
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}
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return 0;
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}
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const hlookup::string_map<UniformInfo>& ProgramMTL::getAllActiveUniformInfo(ShaderStage stage) const
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{
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switch (stage)
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{
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case ShaderStage::VERTEX:
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return _vertexShader->getAllActiveUniformInfo();
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case ShaderStage::FRAGMENT:
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return _fragmentShader->getAllActiveUniformInfo();
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default:
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AXASSERT(false, "Invalid shader stage.");
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}
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}
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NS_AX_BACKEND_END
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