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@@ -252,6 +252,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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: love::graphics::Shader(vertex, pixel)
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, functions()
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, builtinUniformInfo()
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+ , localUniformStagingData(nullptr)
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, localUniformBufferData(nullptr)
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, localUniformBufferSize(0)
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, builtinUniformDataOffset(0)
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@@ -487,9 +488,11 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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continue;
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}
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+ localUniformStagingData = new uint8[size];
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localUniformBufferData = new uint8[size];
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localUniformBufferSize = size;
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+ memset(localUniformStagingData, 0, size);
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memset(localUniformBufferData, 0, size);
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for (size_t uindex = 0; uindex < membertypes.size(); uindex++)
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@@ -508,7 +511,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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case SPIRType::Int:
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case SPIRType::UInt:
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case SPIRType::Float:
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- u.data = localUniformBufferData + offset;
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+ u.data = localUniformStagingData + offset;
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if (membertype.columns == 1)
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{
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if (membertype.basetype == SPIRType::Int)
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@@ -599,13 +602,9 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
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}
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}
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-// printf("// ubos: %ld, storage: %ld, inputs: %ld, outputs: %ld, images: %ld, samplers: %ld, push: %ld\n", resources.uniform_buffers.size(), resources.storage_buffers.size(), resources.stage_inputs.size(), resources.stage_outputs.size(), resources.storage_images.size(), resources.sampled_images.size(), resources.push_constant_buffers.size());
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-
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CompilerMSL::Options options;
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-
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options.set_msl_version(2, 1);
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options.texture_buffer_native = true;
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-
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#ifdef LOVE_IOS
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options.platform = CompilerMSL::Options::iOS;
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#else
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@@ -728,6 +727,7 @@ Shader::~Shader()
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}
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}
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+ delete[] localUniformStagingData;
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delete[] localUniformBufferData;
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}}
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@@ -759,12 +759,15 @@ const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const
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return builtinUniformInfo[(int)builtin];
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}
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-void Shader::updateUniform(const UniformInfo * /*info*/, int /*count*/)
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+void Shader::updateUniform(const UniformInfo *info, int /*count*/)
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{
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- // Nothing needed here, All uniform data will be memcpy'd to the main
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- // uniform buffer before drawing.
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- // FIXME: do we need to copy to a second buffer here, in order for batch
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- // flushing to work (and possibly padding)?
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+ if (current == this)
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+ Graphics::flushBatchedDrawsGlobal();
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+
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+ // Staging -> uniform buffer data copy needed for batch flushing to work.
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+ // TODO: account for padding with 3x3 matrices etc.
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+ size_t offset = (const uint8 *)info->data - localUniformStagingData;
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+ memcpy(localUniformBufferData + offset, info->data, info->dataSize);
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}
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void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
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