godot/servers/visual/rendering_device.cpp
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00

69 lines
3.3 KiB
C++

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