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https://github.com/love2d/love.git
synced 2026-08-19 04:06:17 +02:00
@@ -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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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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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
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// dead code than the driver's compiler?
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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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functions[stageindex] = [library newFunctionWithName:library.functionNames[0]];
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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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{
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auto it = uniforms.find(resource.name);
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if (it == uniforms.end())
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continue;
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return;
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UniformInfo &u = it->second;
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@@ -753,7 +764,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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uint32 samplerbinding = msl.get_automatic_msl_resource_binding_secondary(resource.id);
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if (texturebinding == (uint32)-1)
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continue;
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return;
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for (int i = 0; i < u.count; i++)
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{
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@@ -761,6 +772,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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{
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u.ints[i] = (int)textureBindings.size();
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TextureBinding b = {};
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b.access = u.access;
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if (u.baseType == UNIFORM_TEXELBUFFER)
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{
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@@ -788,6 +800,16 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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b.textureStages[stageindex] = (uint8) texturebinding;
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b.samplerStages[stageindex] = (uint8) samplerbinding;
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}
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};
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for (const auto &resource : resources.sampled_images)
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{
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setTextureBinding(msl, stageindex, resource);
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}
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for (const auto &resource : resources.storage_images)
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{
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setTextureBinding(msl, stageindex, resource);
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}
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for (const auto &resource : resources.storage_buffers)
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@@ -808,6 +830,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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{
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u.ints[i] = (int)bufferBindings.size();
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BufferBinding b = {};
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b.access = u.access;
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for (uint8 &stagebinding : b.stages)
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stagebinding = LOVE_UINT8_MAX;
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@@ -841,7 +864,7 @@ Shader::~Shader()
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for (const auto &it : uniforms)
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{
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const auto &u = it.second;
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if (u.baseType == UNIFORM_SAMPLER)
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if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_STORAGETEXTURE)
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{
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free(u.data);
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for (int i = 0; i < u.count; i++)
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@@ -940,7 +963,7 @@ void Shader::updateUniform(const UniformInfo *info, int count)
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void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
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{ @autoreleasepool {
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if (info->baseType != UNIFORM_SAMPLER)
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if (info->baseType != UNIFORM_SAMPLER && info->baseType != UNIFORM_STORAGETEXTURE)
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return;
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if (current == this)
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