metaforce/Runtime/Graphics/Shaders/TShader.hpp

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#ifndef __URDE_TSHADER_HPP__
#define __URDE_TSHADER_HPP__
#include "Graphics/CGraphics.hpp"
#include "boo/graphicsdev/GL.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/graphicsdev/Metal.hpp"
#include "boo/graphicsdev/Vulkan.hpp"
namespace urde
{
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template <class ShaderImp>
class TShader
{
public:
struct IDataBindingFactory
{
virtual boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
ShaderImp& filter)=0;
virtual ~IDataBindingFactory() = default;
};
static std::unique_ptr<IDataBindingFactory> m_bindFactory;
static void Initialize()
{
if (!CGraphics::g_BooFactory)
return;
CGraphics::CommitResources(
[&](boo::IGraphicsDataFactory::Context& ctx)
{
switch (ctx.platform())
{
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#if BOO_HAS_GL
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case boo::IGraphicsDataFactory::Platform::OpenGL:
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m_bindFactory.reset(ShaderImp::Initialize(static_cast<boo::GLDataFactory::Context&>(ctx)));
break;
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#endif
#if _WIN32
case boo::IGraphicsDataFactory::Platform::D3D11:
m_bindFactory.reset(ShaderImp::Initialize(static_cast<boo::D3DDataFactory::Context&>(ctx)));
break;
#endif
#if BOO_HAS_METAL
case boo::IGraphicsDataFactory::Platform::Metal:
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m_bindFactory.reset(ShaderImp::Initialize(static_cast<boo::MetalDataFactory::Context&>(ctx)));
break;
#endif
#if BOO_HAS_VULKAN
case boo::IGraphicsDataFactory::Platform::Vulkan:
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m_bindFactory.reset(ShaderImp::Initialize(static_cast<boo::VulkanDataFactory::Context&>(ctx)));
break;
#endif
default: break;
}
return true;
} BooTrace);
}
static void Shutdown()
{
switch (CGraphics::g_BooFactory->platform())
{
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#if BOO_HAS_GL
case boo::IGraphicsDataFactory::Platform::OpenGL:
ShaderImp::template Shutdown<boo::GLDataFactory>();
break;
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#endif
#if _WIN32
case boo::IGraphicsDataFactory::Platform::D3D11:
ShaderImp::template Shutdown<boo::D3DDataFactory>();
break;
#endif
#if BOO_HAS_METAL
case boo::IGraphicsDataFactory::Platform::Metal:
ShaderImp::template Shutdown<boo::MetalDataFactory>();
break;
#endif
#if BOO_HAS_VULKAN
case boo::IGraphicsDataFactory::Platform::Vulkan:
ShaderImp::template Shutdown<boo::VulkanDataFactory>();
break;
#endif
default: break;
}
}
static boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, ShaderImp& filter)
{
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return m_bindFactory->BuildShaderDataBinding(ctx, filter);
}
};
#define URDE_DECL_SPECIALIZE_SHADER(cls) \
template <> std::unique_ptr<TShader<cls>::IDataBindingFactory> \
TShader<cls>::m_bindFactory;
#define URDE_SPECIALIZE_SHADER(cls) \
template <> std::unique_ptr<TShader<cls>::IDataBindingFactory> \
TShader<cls>::m_bindFactory = {}; \
\
template class TShader<cls>;
}
#endif // __URDE_TSHADER_HPP__