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Moved the shader source compilation code outside RenderingDevice and Vulkan

This commit is contained in:
Juan Linietsky
2019-07-28 19:58:32 -03:00
committed by Juan Linietsky
parent 60c7498cee
commit 4fe3ee1730
14 changed files with 490 additions and 384 deletions

View File

@@ -1,13 +1,38 @@
#include "rendering_device.h"
RenderingDevice *RenderingDevice::singleton=NULL;
RenderingDevice *RenderingDevice::singleton = NULL;
RenderingDevice *RenderingDevice::get_singleton() {
return singleton;
}
RenderingDevice::ShaderCompileFunction RenderingDevice::compile_function = NULL;
RenderingDevice::ShaderCacheFunction RenderingDevice::cache_function = NULL;
void RenderingDevice::shader_set_compile_function(ShaderCompileFunction p_function) {
compile_function = p_function;
}
void RenderingDevice::shader_set_cache_function(ShaderCacheFunction p_function) {
cache_function = p_function;
}
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) {
if (p_allow_cache && cache_function) {
PoolVector<uint8_t> cache = cache_function(p_stage, p_source_code, p_language);
if (cache.size()) {
return cache;
}
}
ERR_FAIL_COND_V(!compile_function, PoolVector<uint8_t>());
return compile_function(p_stage, p_source_code, p_language, r_error);
}
RenderingDevice::RenderingDevice() {
singleton=this;
ShaderCompileFunction compile_function;
ShaderCacheFunction cache_function;
singleton = this;
}