mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
@@ -1098,6 +1098,41 @@ bool Shader::validateBuffer(const UniformInfo *info, Buffer *buffer, bool intern
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return true;
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}
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bool Shader::fillUniformReflectionData(UniformInfo &u)
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{
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const auto &r = validationReflection;
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if (u.baseType == UNIFORM_STORAGETEXTURE)
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{
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const auto reflectionit = r.storageTextures.find(u.name);
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if (reflectionit != r.storageTextures.end())
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{
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u.storageTextureFormat = reflectionit->second.format;
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u.access = reflectionit->second.access;
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return true;
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}
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// No reflection info - maybe glslang was better at detecting dead code
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// than the driver's compiler?
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return false;
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}
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else if (u.baseType == UNIFORM_STORAGEBUFFER)
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{
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const auto reflectionit = r.storageBuffers.find(u.name);
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if (reflectionit != r.storageBuffers.end())
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{
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u.bufferStride = reflectionit->second.stride;
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u.bufferMemberCount = reflectionit->second.memberCount;
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u.access = reflectionit->second.access;
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return true;
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}
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return false;
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}
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return true;
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}
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bool Shader::initialize()
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{
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return glslang::InitializeProcess();
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@@ -289,6 +289,8 @@ protected:
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bool usesPointSize;
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};
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bool fillUniformReflectionData(UniformInfo &u);
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static bool validateInternal(StrongRef<ShaderStage> stages[], std::string& err, ValidationReflection &reflection);
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static DataBaseType getDataBaseType(PixelFormat format);
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static bool isResourceBaseTypeCompatible(DataBaseType a, DataBaseType b);
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@@ -211,7 +211,7 @@ private:
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id<MTLDepthStencilState> getCachedDepthStencilState(const DepthState &depth, const StencilState &stencil);
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void applyRenderState(id<MTLRenderCommandEncoder> renderEncoder, const VertexAttributes &attributes);
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void applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::graphics::Shader *shader);
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bool applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::graphics::Shader *shader);
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void applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, love::graphics::Shader *shader, Texture *maintex);
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id<MTLCommandQueue> commandQueue;
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@@ -947,7 +947,7 @@ void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const Verte
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dirtyRenderState = 0;
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}
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void Graphics::applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::graphics::Shader *shader)
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bool Graphics::applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::graphics::Shader *shader)
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{
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Shader *s = (Shader *)shader;
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@@ -982,6 +982,8 @@ void Graphics::applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::g
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uniformBufferOffset += alignUp(size, alignment);
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bool allWritableVariablesSet = true;
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for (const Shader::TextureBinding &b : s->getTextureBindings())
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{
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id<MTLTexture> texture = b.texture;
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@@ -991,7 +993,12 @@ void Graphics::applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::g
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uint8 sampindex = b.samplerStages[SHADERSTAGE_COMPUTE];
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if (texindex != LOVE_UINT8_MAX)
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{
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setTexture(encoder, bindings, texindex, texture);
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if ((b.access & Shader::ACCESS_WRITE) != 0 && texture == nil)
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allWritableVariablesSet = false;
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}
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if (sampindex != LOVE_UINT8_MAX)
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setSampler(encoder, bindings, sampindex, samplertex);
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}
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@@ -1000,8 +1007,14 @@ void Graphics::applyShaderUniforms(id<MTLComputeCommandEncoder> encoder, love::g
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{
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uint8 index = b.stages[SHADERSTAGE_COMPUTE];
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if (index != LOVE_UINT8_MAX)
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{
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setBuffer(encoder, bindings, index, b.buffer, 0);
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if ((b.access & Shader::ACCESS_WRITE) != 0 && b.buffer == nil)
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allWritableVariablesSet = false;
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}
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}
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return allWritableVariablesSet;
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}
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void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, love::graphics::Shader *shader, love::graphics::Texture *maintex)
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@@ -1299,7 +1312,8 @@ bool Graphics::dispatch(int x, int y, int z)
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id<MTLComputeCommandEncoder> computeEncoder = useComputeEncoder();
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applyShaderUniforms(computeEncoder, shader);
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if (!applyShaderUniforms(computeEncoder, shader))
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return false;
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// TODO: track this state?
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[computeEncoder setComputePipelineState:pipeline];
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@@ -43,6 +43,7 @@ namespace spirv_cross
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{
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class CompilerMSL;
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struct SPIRType;
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struct Resource;
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}
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namespace love
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@@ -86,6 +87,7 @@ public:
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Texture *samplerTexture;
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bool isMainTexture;
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Access access;
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uint8 textureStages[SHADERSTAGE_MAX_ENUM];
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uint8 samplerStages[SHADERSTAGE_MAX_ENUM];
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@@ -95,6 +97,7 @@ public:
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{
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id<MTLBuffer> buffer;
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uint8 stages[SHADERSTAGE_MAX_ENUM];
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Access access;
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};
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Shader(id<MTLDevice> device, StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM]);
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@@ -137,6 +140,7 @@ private:
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};
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void buildLocalUniforms(const spirv_cross::CompilerMSL &msl, const spirv_cross::SPIRType &type, size_t baseoffset, const std::string &basename);
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void addImage(const spirv_cross::CompilerMSL &msl, const spirv_cross::Resource &resource, UniformType baseType);
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void compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &program);
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id<MTLFunction> functions[SHADERSTAGE_MAX_ENUM];
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@@ -455,13 +455,105 @@ void Shader::buildLocalUniforms(const spirv_cross::CompilerMSL &msl, const spirv
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}
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}
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void Shader::addImage(const spirv_cross::CompilerMSL &msl, const spirv_cross::Resource &resource, UniformType baseType)
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{
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using namespace spirv_cross;
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const SPIRType &basetype = msl.get_type(resource.base_type_id);
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const SPIRType &type = msl.get_type(resource.type_id);
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const SPIRType &imagetype = msl.get_type(basetype.image.type);
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UniformInfo u = {};
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u.baseType = baseType;
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u.name = resource.name;
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u.count = type.array.empty() ? 1 : type.array[0];
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u.isDepthSampler = type.image.depth;
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u.components = 1;
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auto it = uniforms.find(u.name);
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if (it != uniforms.end())
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return;
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if (!fillUniformReflectionData(u))
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return;
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switch (imagetype.basetype)
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{
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case SPIRType::Float:
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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break;
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case SPIRType::Int:
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u.dataBaseType = DATA_BASETYPE_INT;
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break;
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case SPIRType::UInt:
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u.dataBaseType = DATA_BASETYPE_UINT;
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break;
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default:
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break;
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}
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switch (basetype.image.dim)
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{
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case spv::Dim2D:
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u.textureType = basetype.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
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u.textures = new love::graphics::Texture*[u.count];
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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*[u.count];
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break;
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case spv::DimCube:
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if (basetype.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*[u.count];
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break;
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case spv::DimBuffer:
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u.baseType = UNIFORM_TEXELBUFFER;
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u.buffers = new love::graphics::Buffer*[u.count];
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break;
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default:
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// TODO: error? continue?
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break;
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}
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u.dataSize = sizeof(int) * u.count;
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u.data = malloc(u.dataSize);
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for (int i = 0; i < u.count; i++)
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u.ints[i] = -1; // Initialized below, after compiling.
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if (u.baseType == UNIFORM_SAMPLER)
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{
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auto tex = Graphics::getInstance()->getDefaultTexture(u.textureType);
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for (int i = 0; i < u.count; i++)
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{
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tex->retain();
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u.textures[i] = tex;
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}
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}
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else if (u.baseType == UNIFORM_TEXELBUFFER)
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{
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for (int i = 0; i < u.count; i++)
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u.buffers[i] = nullptr; // TODO
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}
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else if (u.baseType == UNIFORM_STORAGETEXTURE)
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{
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for (int i = 0; i < u.count; i++)
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u.textures[i] = nullptr;
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}
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uniforms[u.name] = u;
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BuiltinUniform builtin;
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if (getConstant(resource.name.c_str(), builtin))
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builtinUniformInfo[builtin] = &uniforms[u.name];
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}
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void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &program)
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{
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using namespace glslang;
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using namespace spirv_cross;
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auto gfx = Graphics::getInstance();
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std::map<std::string, int> varyings;
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int nextVaryingLocation = 0;
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@@ -499,84 +591,14 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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ShaderResources resources = msl.get_shader_resources();
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for (const auto &resource : resources.storage_images)
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{
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addImage(msl, resource, UNIFORM_STORAGETEXTURE);
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}
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for (const auto &resource : resources.sampled_images)
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{
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const SPIRType &basetype = msl.get_type(resource.base_type_id);
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const SPIRType &type = msl.get_type(resource.type_id);
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const SPIRType &imagetype = msl.get_type(basetype.image.type);
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UniformInfo u = {};
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u.baseType = UNIFORM_SAMPLER;
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u.name = resource.name;
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u.count = type.array.empty() ? 1 : type.array[0];
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u.isDepthSampler = type.image.depth;
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u.components = 1;
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switch (imagetype.basetype)
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{
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case SPIRType::Float:
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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break;
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case SPIRType::Int:
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u.dataBaseType = DATA_BASETYPE_INT;
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break;
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case SPIRType::UInt:
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u.dataBaseType = DATA_BASETYPE_UINT;
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break;
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default:
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break;
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}
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switch (basetype.image.dim)
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{
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case spv::Dim2D:
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u.textureType = basetype.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
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u.textures = new love::graphics::Texture*[u.count];
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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*[u.count];
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break;
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case spv::DimCube:
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if (basetype.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*[u.count];
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break;
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case spv::DimBuffer:
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u.baseType = UNIFORM_TEXELBUFFER;
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u.buffers = new love::graphics::Buffer*[u.count];
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break;
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default:
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// TODO: error? continue?
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break;
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}
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u.dataSize = sizeof(int) * u.count;
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u.data = malloc(u.dataSize);
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for (int i = 0; i < u.count; i++)
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u.ints[i] = -1; // Initialized below, after compiling.
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if (u.baseType == UNIFORM_SAMPLER)
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{
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auto tex = gfx->getDefaultTexture(u.textureType);
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for (int i = 0; i < u.count; i++)
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{
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tex->retain();
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u.textures[i] = tex;
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}
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}
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else if (u.baseType == UNIFORM_TEXELBUFFER)
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{
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for (int i = 0; i < u.count; i++)
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u.buffers[i] = nullptr; // TODO
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}
|
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|
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uniforms[u.name] = u;
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BuiltinUniform builtin;
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if (getConstant(resource.name.c_str(), builtin))
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builtinUniformInfo[builtin] = &uniforms[u.name];
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addImage(msl, resource, UNIFORM_SAMPLER);
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}
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for (const auto &resource : resources.uniform_buffers)
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@@ -639,19 +661,8 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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u.name = resource.name;
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u.count = type.array.empty() ? 1 : type.array[0];
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|
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const auto reflectionit = validationReflection.storageBuffers.find(u.name);
|
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if (reflectionit != validationReflection.storageBuffers.end())
|
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{
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u.bufferStride = reflectionit->second.stride;
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u.bufferMemberCount = reflectionit->second.memberCount;
|
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u.access = reflectionit->second.access;
|
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}
|
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else
|
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{
|
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// No reflection info - maybe glslang was better at detecting
|
||||
// dead code than the driver's compiler?
|
||||
if (!fillUniformReflectionData(u))
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continue;
|
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}
|
||||
|
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u.buffers = new love::graphics::Buffer*[u.count];
|
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u.dataSize = sizeof(int) * u.count;
|
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@@ -741,11 +752,11 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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|
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functions[stageindex] = [library newFunctionWithName:library.functionNames[0]];
|
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|
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for (const auto &resource : resources.sampled_images)
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auto setTextureBinding = [this](CompilerMSL &msl, int stageindex, const spirv_cross::Resource &resource) -> void
|
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{
|
||||
auto it = uniforms.find(resource.name);
|
||||
if (it == uniforms.end())
|
||||
continue;
|
||||
return;
|
||||
|
||||
UniformInfo &u = it->second;
|
||||
|
||||
@@ -753,7 +764,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
|
||||
uint32 samplerbinding = msl.get_automatic_msl_resource_binding_secondary(resource.id);
|
||||
|
||||
if (texturebinding == (uint32)-1)
|
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continue;
|
||||
return;
|
||||
|
||||
for (int i = 0; i < u.count; i++)
|
||||
{
|
||||
@@ -761,6 +772,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
|
||||
{
|
||||
u.ints[i] = (int)textureBindings.size();
|
||||
TextureBinding b = {};
|
||||
b.access = u.access;
|
||||
|
||||
if (u.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
@@ -788,6 +800,16 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
|
||||
b.textureStages[stageindex] = (uint8) texturebinding;
|
||||
b.samplerStages[stageindex] = (uint8) samplerbinding;
|
||||
}
|
||||
};
|
||||
|
||||
for (const auto &resource : resources.sampled_images)
|
||||
{
|
||||
setTextureBinding(msl, stageindex, resource);
|
||||
}
|
||||
|
||||
for (const auto &resource : resources.storage_images)
|
||||
{
|
||||
setTextureBinding(msl, stageindex, resource);
|
||||
}
|
||||
|
||||
for (const auto &resource : resources.storage_buffers)
|
||||
@@ -808,6 +830,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
|
||||
{
|
||||
u.ints[i] = (int)bufferBindings.size();
|
||||
BufferBinding b = {};
|
||||
b.access = u.access;
|
||||
|
||||
for (uint8 &stagebinding : b.stages)
|
||||
stagebinding = LOVE_UINT8_MAX;
|
||||
@@ -841,7 +864,7 @@ Shader::~Shader()
|
||||
for (const auto &it : uniforms)
|
||||
{
|
||||
const auto &u = it.second;
|
||||
if (u.baseType == UNIFORM_SAMPLER)
|
||||
if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_STORAGETEXTURE)
|
||||
{
|
||||
free(u.data);
|
||||
for (int i = 0; i < u.count; i++)
|
||||
@@ -940,7 +963,7 @@ void Shader::updateUniform(const UniformInfo *info, int count)
|
||||
|
||||
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
|
||||
{ @autoreleasepool {
|
||||
if (info->baseType != UNIFORM_SAMPLER)
|
||||
if (info->baseType != UNIFORM_SAMPLER && info->baseType != UNIFORM_STORAGETEXTURE)
|
||||
return;
|
||||
|
||||
if (current == this)
|
||||
|
||||
@@ -139,6 +139,9 @@ void Shader::mapActiveUniforms()
|
||||
if (u.location == -1)
|
||||
continue;
|
||||
|
||||
if (!fillUniformReflectionData(u))
|
||||
continue;;
|
||||
|
||||
if ((u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN) || u.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
TextureUnit unit;
|
||||
@@ -161,19 +164,6 @@ void Shader::mapActiveUniforms()
|
||||
}
|
||||
else if (u.baseType == UNIFORM_STORAGETEXTURE)
|
||||
{
|
||||
const auto reflectionit = validationReflection.storageTextures.find(u.name);
|
||||
if (reflectionit != validationReflection.storageTextures.end())
|
||||
{
|
||||
u.storageTextureFormat = reflectionit->second.format;
|
||||
u.access = reflectionit->second.access;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No reflection info - maybe glslang was better at detecting
|
||||
// dead code than the driver's compiler?
|
||||
continue;
|
||||
}
|
||||
|
||||
StorageTextureBinding binding = {};
|
||||
binding.gltexture = gl.getDefaultTexture(u.textureType, u.dataBaseType);
|
||||
binding.type = u.textureType;
|
||||
@@ -373,19 +363,8 @@ void Shader::mapActiveUniforms()
|
||||
u.name = std::string(namebuffer, namelength);
|
||||
u.count = 1;
|
||||
|
||||
const auto reflectionit = validationReflection.storageBuffers.find(u.name);
|
||||
if (reflectionit != validationReflection.storageBuffers.end())
|
||||
{
|
||||
u.bufferStride = reflectionit->second.stride;
|
||||
u.bufferMemberCount = reflectionit->second.memberCount;
|
||||
u.access = reflectionit->second.access;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No reflection info - maybe glslang was better at detecting
|
||||
// dead code than the driver's compiler?
|
||||
if (!fillUniformReflectionData(u))
|
||||
continue;
|
||||
}
|
||||
|
||||
// Make sure previously set uniform data is preserved, and shader-
|
||||
// initialized values are retrieved.
|
||||
|
||||
@@ -872,18 +872,11 @@ void Shader::compileShaders()
|
||||
u.components = 1;
|
||||
u.name = r.name;
|
||||
u.count = type.array.empty() ? 1 : type.array[0];
|
||||
u.location = comp.get_decoration(r.id, spv::DecorationBinding);
|
||||
|
||||
const auto reflectionit = validationReflection.storageBuffers.find(u.name);
|
||||
if (reflectionit != validationReflection.storageBuffers.end())
|
||||
{
|
||||
u.bufferStride = reflectionit->second.stride;
|
||||
u.bufferMemberCount = reflectionit->second.memberCount;
|
||||
u.access = reflectionit->second.access;
|
||||
}
|
||||
else
|
||||
|
||||
if (!fillUniformReflectionData(u))
|
||||
continue;
|
||||
|
||||
u.location = comp.get_decoration(r.id, spv::DecorationBinding);
|
||||
u.buffers = new love::graphics::Buffer *[u.count];
|
||||
|
||||
for (int i = 0; i < u.count; i++)
|
||||
@@ -901,6 +894,10 @@ void Shader::compileShaders()
|
||||
u.components = 1;
|
||||
u.name = r.name;
|
||||
u.count = type.array.empty() ? 1 : type.array[0];
|
||||
|
||||
if (!fillUniformReflectionData(u))
|
||||
continue;
|
||||
|
||||
u.textures = new love::graphics::Texture *[u.count];
|
||||
u.location = comp.get_decoration(r.id, spv::DecorationBinding);
|
||||
|
||||
@@ -913,12 +910,14 @@ void Shader::compileShaders()
|
||||
}
|
||||
|
||||
if (shaderStage == SHADERSTAGE_VERTEX)
|
||||
{
|
||||
for (const auto &r : shaderResources.stage_inputs)
|
||||
{
|
||||
const auto &name = r.name;
|
||||
const int attributeLocation = static_cast<int>(comp.get_decoration(r.id, spv::DecorationLocation));
|
||||
attributes[name] = attributeLocation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
delete program;
|
||||
|
||||
Reference in New Issue
Block a user