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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//============================================================
//
// shadermanager.cpp - BGFX shader manager
//
// Maintains a mapping between strings and BGFX shaders,
// either vertex or pixel/fragment.
//
//============================================================
#include <bgfx/bgfxplatform.h>
#include <bgfx/bgfx.h>
#include <bx/fpumath.h>
/* FIXME: Including emu.h here will include src/emu/memory.h.
* bx/readerwriter.h includes allocator.h which includes a memory.h as well.
* This memory.h is part of bgfx. However, src/emu/memory.h will be included.
*/
#include "emu.h"
#include <bx/readerwriter.h>
#include <bx/crtimpl.h>
#include "shadermanager.h"
shader_manager::~shader_manager()
{
for (std::pair<std::string, bgfx::ShaderHandle> shader : m_shaders)
{
bgfx::destroyShader(shader.second);
}
m_shaders.clear();
}
bgfx::ShaderHandle shader_manager::shader(std::string name)
{
std::map<std::string, bgfx::ShaderHandle>::iterator iter = m_shaders.find(name);
if (iter != m_shaders.end())
{
return iter->second;
}
return load_shader(name);
}
bgfx::ShaderHandle shader_manager::load_shader(std::string name)
{
std::string shader_path;
switch (bgfx::getRendererType())
{
case bgfx::RendererType::Direct3D9:
shader_path = m_options.bgfx_path() + std::string("/shaders/dx9/");
break;
case bgfx::RendererType::Direct3D11:
case bgfx::RendererType::Direct3D12:
shader_path = m_options.bgfx_path() + std::string("/shaders/dx11/");
break;
case bgfx::RendererType::OpenGL:
shader_path = m_options.bgfx_path() + std::string("/shaders/glsl/");
break;
case bgfx::RendererType::Metal:
shader_path = m_options.bgfx_path() + std::string("/shaders/metal/");
break;
case bgfx::RendererType::OpenGLES:
shader_path = m_options.bgfx_path() + std::string("/shaders/gles/");
break;
default:
fatalerror("Unknown BGFX renderer type %d", bgfx::getRendererType());
}
bgfx::ShaderHandle handle = bgfx::createShader(load_mem(shader_path + name + ".bin"));
m_shaders[name] = handle;
return handle;
}
const bgfx::Memory* shader_manager::load_mem(std::string name)
{
bx::CrtFileReader reader;
bx::open(&reader, name.c_str());
uint32_t size(bx::getSize(&reader));
const bgfx::Memory* mem = bgfx::alloc(size + 1);
bx::read(&reader, mem->data, size);
bx::close(&reader);
mem->data[mem->size - 1] = '\0';
return mem;
}
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