/** * Copyright (c) 2006-2020 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #pragma once #include "libraries/xxHash/xxhash.h" #include "graphics/Shader.h" #include "graphics/Graphics.h" #include "graphics/renderstate.h" #include "graphics/vertex.h" #include "Metal.h" #import #include #include #include namespace love { namespace graphics { namespace metal { static const int DEFAULT_VERTEX_BUFFER_BINDING = 1; static const int VERTEX_BUFFER_BINDING_START = 2; class Shader final : public love::graphics::Shader { public: struct RenderPipelineKey { VertexAttributes vertexAttributes; BlendState blend; uint64 colorRenderTargetFormats; uint32 depthStencilFormat; ColorChannelMask colorChannelMask; uint8 msaa; RenderPipelineKey() { memset(this, 0, sizeof(RenderPipelineKey)); } bool operator == (const RenderPipelineKey &other) const { return memcmp(this, &other, sizeof(RenderPipelineKey)) == 0; } }; Shader(id device, love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel); virtual ~Shader(); // Implements Shader. void attach() override; std::string getWarnings() const override { return ""; } int getVertexAttributeIndex(const std::string &name) override; const UniformInfo *getUniformInfo(const std::string &name) const override; const UniformInfo *getUniformInfo(BuiltinUniform builtin) const override; void updateUniform(const UniformInfo *info, int count) override; void sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count) override; void sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count) override; bool hasUniform(const std::string &name) const override; ptrdiff_t getHandle() const override { return 0; } void setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture) override {} id getCachedRenderPipeline(const RenderPipelineKey &key); static int getUniformBufferBinding(); uint8 *getLocalUniformBufferData() { return localUniformBufferData; } size_t getLocalUniformBufferSize() const { return localUniformBufferSize; } size_t getBuiltinUniformDataOffset() const { return builtinUniformDataOffset; } private: struct RenderPipelineHasher { size_t operator() (const RenderPipelineKey &key) const { return XXH32(&key, sizeof(RenderPipelineKey), 0); } }; id functions[ShaderStage::STAGE_MAX_ENUM]; UniformInfo *builtinUniformInfo[BUILTIN_MAX_ENUM]; std::map uniforms; uint8 *localUniformBufferData; size_t localUniformBufferSize; size_t builtinUniformDataOffset; std::map attributes; std::unordered_map cachedRenderPipelines; }; // Metal } // metal } // graphics } // love