rendering_device.cpp 3.3 KB

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  1. /*************************************************************************/
  2. /* rendering_device.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rendering_device.h"
  31. RenderingDevice *RenderingDevice::singleton = NULL;
  32. RenderingDevice *RenderingDevice::get_singleton() {
  33. return singleton;
  34. }
  35. RenderingDevice::ShaderCompileFunction RenderingDevice::compile_function = NULL;
  36. RenderingDevice::ShaderCacheFunction RenderingDevice::cache_function = NULL;
  37. void RenderingDevice::shader_set_compile_function(ShaderCompileFunction p_function) {
  38. compile_function = p_function;
  39. }
  40. void RenderingDevice::shader_set_cache_function(ShaderCacheFunction p_function) {
  41. cache_function = p_function;
  42. }
  43. PoolVector<uint8_t> RenderingDevice::shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, bool p_allow_cache) {
  44. if (p_allow_cache && cache_function) {
  45. PoolVector<uint8_t> cache = cache_function(p_stage, p_source_code, p_language);
  46. if (cache.size()) {
  47. return cache;
  48. }
  49. }
  50. ERR_FAIL_COND_V(!compile_function, PoolVector<uint8_t>());
  51. return compile_function(p_stage, p_source_code, p_language, r_error);
  52. }
  53. RenderingDevice::RenderingDevice() {
  54. ShaderCompileFunction compile_function;
  55. ShaderCacheFunction cache_function;
  56. singleton = this;
  57. }