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#include "emu.h"
#include <bgfx/bgfxplatform.h>
#include <bgfx/bgfx.h>
#include <bx/fpumath.h>
#include <bx/readerwriter.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 = "shaders/dx9/";
switch (bgfx::getRendererType())
{
case bgfx::RendererType::Direct3D11:
case bgfx::RendererType::Direct3D12:
shader_path = "shaders/dx11/";
break;
case bgfx::RendererType::OpenGL:
shader_path = "shaders/glsl/";
break;
case bgfx::RendererType::Metal:
shader_path = "shaders/metal/";
break;
case bgfx::RendererType::OpenGLES:
shader_path = "shaders/gles/";
break;
default:
break;
}
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 = (uint32_t)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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