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metal: more work on shader texture bindings
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@@ -187,7 +187,9 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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for (const auto &resource : resources.sampled_images)
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{
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// TODO: set MainTex to binding 0
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int binding = msl.get_decoration(resource.id, spv::DecorationBinding);
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const SPIRType &type = msl.get_type(resource.base_type_id);
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BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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if (getConstant(resource.name.c_str(), builtin))
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@@ -207,12 +209,36 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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u.baseType = UNIFORM_SAMPLER;
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u.name = resource.name;
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u.location = 0;
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u.textures = new love::graphics::Texture*[1];
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u.textures[0] = nullptr;
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u.data = malloc(sizeof(int) * 1);
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u.ints[0] = binding;
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// printf("binding for %s: %d\n", u.name.c_str(), binding);
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switch (type.image.dim)
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{
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case spv::Dim2D:
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u.textureType = type.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
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u.textures = new love::graphics::Texture*[1];
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u.textures[0] = nullptr;
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break;
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case spv::Dim3D:
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u.textureType = TEXTURE_VOLUME;
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u.textures = new love::graphics::Texture*[1];
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u.textures[0] = nullptr;
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break;
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case spv::DimCube:
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if (type.image.arrayed)
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throw love::Exception("Cubemap Arrays are not currently supported.");
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u.textureType = TEXTURE_CUBE;
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u.textures = new love::graphics::Texture*[1];
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u.textures[0] = nullptr;
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break;
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case spv::DimBuffer:
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// TODO: are texel buffers sampled images in glslang?
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break;
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default:
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break;
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}
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uniforms[u.name] = u;
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}
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@@ -352,7 +378,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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{
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spv::StorageClass storage = msl.get_storage_class(var);
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const std::string &name = msl.get_name(var);
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printf("var: %s\n", name.c_str());
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// printf("var: %s\n", name.c_str());
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if (i == ShaderStage::STAGE_VERTEX && storage == spv::StorageClassInput)
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attributes[name] = msl.get_decoration(var, spv::DecorationLocation);
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