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@@ -172,7 +172,6 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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std::string msgs = logger.getAllMessages();
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// printf("spirv length: %ld, messages:\n%s\n", spirv.size(), msgs.c_str());
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- // Compile to GLSL, ready to give to GL driver.
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try
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{
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// printf("GLSL INPUT SOURCE:\n\n%s\n\n", pixel->getSource().c_str());
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@@ -191,12 +190,6 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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int binding = msl.get_decoration(resource.id, spv::DecorationBinding);
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const SPIRType &type = msl.get_type(resource.base_type_id);
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- BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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- if (getConstant(resource.name.c_str(), builtin))
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- {
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- // TODO
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- }
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-
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auto it = uniforms.find(resource.name);
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if (it != uniforms.end())
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{
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@@ -240,6 +233,10 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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}
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uniforms[u.name] = u;
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+
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+ BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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+ if (getConstant(resource.name.c_str(), builtin))
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+ builtinUniformInfo[builtin] = &uniforms[u.name];
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}
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for (const auto &resource : resources.uniform_buffers)
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@@ -281,13 +278,6 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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u.dataSize = membersize;
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u.count = std::max<size_t>(1, membertype.array.size());
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- BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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- if (getConstant(u.name.c_str(), builtin))
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- {
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- if (builtin == BUILTIN_UNIFORMS_PER_DRAW)
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- builtinUniformDataOffset = offset;
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- }
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-
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switch (membertype.basetype)
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{
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case SPIRType::Int:
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@@ -317,6 +307,16 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
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default:
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break;
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}
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+
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+ uniforms[u.name] = u;
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+
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+ BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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+ if (getConstant(u.name.c_str(), builtin))
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+ {
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+ if (builtin == BUILTIN_UNIFORMS_PER_DRAW)
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+ builtinUniformDataOffset = offset;
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+ builtinUniformInfo[builtin] = &uniforms[u.name];
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+ }
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}
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}
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@@ -477,6 +477,11 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
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// TODO
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}
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+void Shader::setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture)
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+{
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+ // TODO
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+}
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+
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bool Shader::hasUniform(const std::string &name) const
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{
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return uniforms.find(name) != uniforms.end();
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