src/ngfx/porting/metal/MTLShaderModule.mm
Functions
Name | |
---|---|
template <typename T > std::unique_ptr< T > |
createShaderModule(Device * device, const std::string & filename) |
Functions Documentation
function createShaderModule
template <typename T >
static std::unique_ptr< T > createShaderModule(
Device * device,
const std::string & filename
)
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#include "ngfx/porting/metal/MTLShaderModule.h"
#include "ngfx/porting/metal/MTLDevice.h"
#include "ngfx/graphics/Config.h"
#include "ngfx/core/DebugUtil.h"
#include "ngfx/core/File.h"
using namespace ngfx;
using namespace std;
void MTLShaderModule::initFromFile(id<MTLDevice> device, const std::string &filename) {
File file;
#ifdef USE_PRECOMPILED_SHADERS
file.read(filename + ".metallib");
initFromByteCode(device, file.data.get(), file.size);
#else
NGFX_ERR("TODO: Support runtime shader compilation");
#endif
}
void MTLShaderModule::initFromByteCode(id<MTLDevice> device, void* data, uint32_t size) {
NSError* error;
dispatch_data_t dispatch_data = dispatch_data_create(data, size, NULL, DISPATCH_DATA_DESTRUCTOR_DEFAULT);
mtlLibrary = [device newLibraryWithData:dispatch_data error:&error];
NSCAssert(mtlLibrary, @"Failed to load metal library");
mtlFunction = [mtlLibrary newFunctionWithName:@"main0"];
}
template <typename T>
static std::unique_ptr<T> createShaderModule(Device* device, const std::string& filename) {
auto mtlShaderModule = make_unique<T>();
mtlShaderModule->initFromFile(mtl(device)->v, filename);
mtlShaderModule->initBindings(filename+".metal.map");
return mtlShaderModule;
}
unique_ptr<VertexShaderModule> VertexShaderModule::create(Device* device, const std::string& filename) {
return createShaderModule<MTLVertexShaderModule>(device, filename);
}
unique_ptr<FragmentShaderModule> FragmentShaderModule::create(Device* device, const std::string& filename) {
return createShaderModule<MTLFragmentShaderModule>(device, filename);
}
unique_ptr<ComputeShaderModule> ComputeShaderModule::create(Device* device, const std::string& filename) {
return createShaderModule<MTLComputeShaderModule>(device, filename);
}
Updated on 3 April 2021 at 20:21:51 PDT