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
{
template <class FilterImp>
class TShader
{
public:
struct IDataBindingFactory
{
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virtual boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
FilterImp& filter)=0;
};
static boo::IShaderPipeline* m_pipeline;
static boo::IVertexFormat* m_vtxFmt; /* No OpenGL */
static std::unique_ptr<IDataBindingFactory> m_bindFactory;
static boo::GraphicsDataToken m_gfxToken;
static void Initialize()
{
if (!CGraphics::g_BooFactory)
return;
m_gfxToken = CGraphics::CommitResources(
[&](boo::IGraphicsDataFactory::Context& ctx) -> bool
{
switch (ctx.platform())
{
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case boo::IGraphicsDataFactory::Platform::OpenGL:
m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::GLDataFactory::Context&>(ctx),
m_pipeline));
break;
#if _WIN32
case boo::IGraphicsDataFactory::Platform::D3D11:
case boo::IGraphicsDataFactory::Platform::D3D12:
m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::ID3DDataFactory::Context&>(ctx),
m_pipeline, m_vtxFmt));
break;
#endif
#if BOO_HAS_METAL
case boo::IGraphicsDataFactory::Platform::Metal:
m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::MetalDataFactory::Context&>(ctx),
m_pipeline, m_vtxFmt));
break;
#endif
#if BOO_HAS_VULKAN
case boo::IGraphicsDataFactory::Platform::Vulkan:
m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::VulkanDataFactory::Context&>(ctx),
m_pipeline, m_vtxFmt));
break;
#endif
default: break;
}
return true;
});
}
static void Shutdown()
{
m_gfxToken.doDestroy();
}
static boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, FilterImp& filter)
{
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return m_bindFactory->BuildShaderDataBinding(ctx, m_pipeline, m_vtxFmt, filter);
}
};
#define URDE_DECL_SPECIALIZE_SHADER(cls) \
template <> boo::IShaderPipeline* \
TShader<cls>::m_pipeline; \
template <> boo::IVertexFormat* \
TShader<cls>::m_vtxFmt; \
\
template <> std::unique_ptr<TShader<cls>::IDataBindingFactory> \
TShader<cls>::m_bindFactory; \
template <> boo::GraphicsDataToken \
TShader<cls>::m_gfxToken; \
#define URDE_SPECIALIZE_SHADER(cls) \
template <> boo::IShaderPipeline* \
TShader<cls>::m_pipeline = nullptr; \
template <> boo::IVertexFormat* \
TShader<cls>::m_vtxFmt = nullptr; \
\
template <> std::unique_ptr<TShader<cls>::IDataBindingFactory> \
TShader<cls>::m_bindFactory = {}; \
template <> boo::GraphicsDataToken \
TShader<cls>::m_gfxToken = {}; \
\
template class TShader<cls>;
}
#endif // __URDE_TSHADER_HPP__