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91 lines
2.7 KiB
91 lines
2.7 KiB
/****************************************************************************
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Copyright (c) 2019-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "GLES2Std.h"
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#include "GLES2Commands.h"
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#include "GLES2Device.h"
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#include "GLES2Shader.h"
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namespace cc {
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namespace gfx {
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GLES2Shader::GLES2Shader() {
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_typedID = generateObjectID<decltype(this)>();
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}
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GLES2Shader::~GLES2Shader() {
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destroy();
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}
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namespace {
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void initGpuShader(GLES2GPUShader *gpuShader) {
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cmdFuncGLES2CreateShader(GLES2Device::getInstance(), gpuShader);
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CC_ASSERT(gpuShader->glProgram);
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// Clear shader source after they're uploaded to GPU
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for (auto &stage : gpuShader->gpuStages) {
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stage.source.clear();
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stage.source.shrink_to_fit();
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}
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}
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} // namespace
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GLES2GPUShader *GLES2Shader::gpuShader() const {
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if (!_gpuShader->glProgram) {
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initGpuShader(_gpuShader);
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}
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return _gpuShader;
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}
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void GLES2Shader::doInit(const ShaderInfo & /*info*/) {
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_gpuShader = ccnew GLES2GPUShader;
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CC_ASSERT(!_gpuShader->glProgram);
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_gpuShader->name = _name;
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_gpuShader->blocks = _blocks;
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_gpuShader->samplerTextures = _samplerTextures;
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_gpuShader->subpassInputs = _subpassInputs;
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for (const auto &stage : _stages) {
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_gpuShader->gpuStages.push_back({stage.stage, stage.source});
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}
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for (auto &stage : _stages) {
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stage.source.clear();
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stage.source.shrink_to_fit();
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}
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}
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void GLES2Shader::doDestroy() {
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if (_gpuShader) {
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cmdFuncGLES2DestroyShader(GLES2Device::getInstance(), _gpuShader);
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delete _gpuShader;
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_gpuShader = nullptr;
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}
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}
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} // namespace gfx
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} // namespace cc
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