eb48be51db
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
68 lines
3.3 KiB
C++
68 lines
3.3 KiB
C++
/*************************************************************************/
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/* rendering_device.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "rendering_device.h"
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RenderingDevice *RenderingDevice::singleton = NULL;
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RenderingDevice *RenderingDevice::get_singleton() {
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return singleton;
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}
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RenderingDevice::ShaderCompileFunction RenderingDevice::compile_function = NULL;
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RenderingDevice::ShaderCacheFunction RenderingDevice::cache_function = NULL;
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void RenderingDevice::shader_set_compile_function(ShaderCompileFunction p_function) {
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compile_function = p_function;
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}
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void RenderingDevice::shader_set_cache_function(ShaderCacheFunction p_function) {
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cache_function = p_function;
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}
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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) {
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if (p_allow_cache && cache_function) {
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PoolVector<uint8_t> cache = cache_function(p_stage, p_source_code, p_language);
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if (cache.size()) {
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return cache;
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}
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}
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ERR_FAIL_COND_V(!compile_function, PoolVector<uint8_t>());
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return compile_function(p_stage, p_source_code, p_language, r_error);
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}
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RenderingDevice::RenderingDevice() {
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ShaderCompileFunction compile_function;
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ShaderCacheFunction cache_function;
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singleton = this;
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}
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