/
mojoshader_metal.c
688 lines (586 loc) · 20.9 KB
/
mojoshader_metal.c
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/**
* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
#if (defined(__APPLE__) && defined(__MACH__))
#define PLATFORM_APPLE 1
#include "TargetConditionals.h"
#include <objc/message.h>
#define msg ((void* (*)(void*, void*))objc_msgSend)
#define msg_s ((void* (*)(void*, void*, const char*))objc_msgSend)
#define msg_p ((void* (*)(void*, void*, void*))objc_msgSend)
#define msg_ip ((void* (*)(void*, void*, int, void*))objc_msgSend)
#define msg_ppp ((void* (*)(void*, void*, void*, void*, void*))objc_msgSend)
#endif /* (defined(__APPLE__) && defined(__MACH__)) */
#define __MOJOSHADER_INTERNAL__ 1
#include "mojoshader_internal.h"
typedef struct MOJOSHADER_mtlUniformBuffer MOJOSHADER_mtlUniformBuffer;
typedef struct MOJOSHADER_mtlShader
{
const MOJOSHADER_parseData *parseData;
MOJOSHADER_mtlUniformBuffer *ubo;
uint32 refcount;
void *library; // MTLLibrary*
} MOJOSHADER_mtlShader;
// Error state...
static char error_buffer[1024] = { '\0' };
static void set_error(const char *str)
{
snprintf(error_buffer, sizeof (error_buffer), "%s", str);
} // set_error
static inline void out_of_memory(void)
{
set_error("out of memory");
} // out_of_memory
// profile-specific implementations...
#if SUPPORT_PROFILE_METAL && PLATFORM_APPLE
#ifdef MOJOSHADER_EFFECT_SUPPORT
/* Structs */
typedef struct MOJOSHADER_mtlUniformBuffer
{
int bufferSize;
void **internalBuffers; // MTLBuffer*
int internalBufferSize;
int internalOffset;
int currentFrame;
int inUse;
} MOJOSHADER_mtlUniformBuffer;
// Max entries for each register file type...
#define MAX_REG_FILE_F 8192
#define MAX_REG_FILE_I 2047
#define MAX_REG_FILE_B 2047
typedef struct MOJOSHADER_mtlContext
{
// Allocators...
MOJOSHADER_malloc malloc_fn;
MOJOSHADER_free free_fn;
void *malloc_data;
// The constant register files...
// !!! FIXME: Man, it kills me how much memory this takes...
// !!! FIXME: ... make this dynamically allocated on demand.
float vs_reg_file_f[MAX_REG_FILE_F * 4];
int vs_reg_file_i[MAX_REG_FILE_I * 4];
uint8 vs_reg_file_b[MAX_REG_FILE_B];
float ps_reg_file_f[MAX_REG_FILE_F * 4];
int ps_reg_file_i[MAX_REG_FILE_I * 4];
uint8 ps_reg_file_b[MAX_REG_FILE_B];
// Pointer to the active MTLDevice.
void* device;
// The maximum number of frames in flight.
int framesInFlight;
// Array of UBOs that are being used in the current frame.
MOJOSHADER_mtlUniformBuffer **buffersInUse;
// The current capacity of the uniform buffer array.
int bufferArrayCapacity;
// The actual number of UBOs used in the current frame.
int numBuffersInUse;
// The currently bound shaders.
MOJOSHADER_mtlShader *vertexShader;
MOJOSHADER_mtlShader *pixelShader;
// Objective-C Selectors
void* classNSString;
void* selAlloc;
void* selInitWithUTF8String;
void* selUTF8String;
void* selLength;
void* selContents;
void* selNewBufferWithLength;
void* selRelease;
void* selNewLibraryWithSource;
void* selLocalizedDescription;
void* selNewFunctionWithName;
void* selRetain;
} MOJOSHADER_mtlContext;
static MOJOSHADER_mtlContext *ctx = NULL;
/* Uniform buffer utilities */
static inline int next_highest_alignment(int n)
{
#if TARGET_OS_IOS || TARGET_OS_TV || TARGET_OS_SIMULATOR
int align = 16;
#else
int align = 256;
#endif
return align * ((n + align - 1) / align);
} // next_highest_alignment
static void* create_ubo_backing_buffer(MOJOSHADER_mtlUniformBuffer *ubo,
int frame)
{
void *oldBuffer = ubo->internalBuffers[frame];
void *newBuffer = msg_ip(
ctx->device,
ctx->selNewBufferWithLength,
ubo->internalBufferSize,
NULL
);
if (oldBuffer != NULL)
{
// Copy over data from old buffer
memcpy(
msg(newBuffer, ctx->selContents),
msg(oldBuffer, ctx->selContents),
(int) msg(oldBuffer, ctx->selLength)
);
// Free the old buffer
msg(oldBuffer, ctx->selRelease);
} //if
return newBuffer;
} // create_ubo_backing_buffer
static void predraw_ubo(MOJOSHADER_mtlUniformBuffer *ubo)
{
if (!ubo->inUse)
{
ubo->inUse = 1;
ctx->buffersInUse[ctx->numBuffersInUse++] = ubo;
// Double the array size if we run out of room
if (ctx->numBuffersInUse >= ctx->bufferArrayCapacity)
{
int oldlen = ctx->bufferArrayCapacity;
ctx->bufferArrayCapacity *= 2;
MOJOSHADER_mtlUniformBuffer **tmp;
tmp = (MOJOSHADER_mtlUniformBuffer**) ctx->malloc_fn(
ctx->bufferArrayCapacity * sizeof(MOJOSHADER_mtlUniformBuffer *),
ctx->malloc_data
);
memcpy(tmp, ctx->buffersInUse, oldlen * sizeof(MOJOSHADER_mtlUniformBuffer *));
ctx->free_fn(ctx->buffersInUse, ctx->malloc_data);
ctx->buffersInUse = tmp;
}
return;
} // if
ubo->internalOffset += ubo->bufferSize;
int buflen = (int) msg(
ubo->internalBuffers[ubo->currentFrame],
ctx->selLength
);
if (ubo->internalOffset >= buflen)
{
// Double capacity when we're out of room
if (ubo->internalOffset >= ubo->internalBufferSize)
ubo->internalBufferSize *= 2;
ubo->internalBuffers[ubo->currentFrame] =
create_ubo_backing_buffer(ubo, ubo->currentFrame);
} //if
} // predraw_ubo
static MOJOSHADER_mtlUniformBuffer* create_ubo(MOJOSHADER_mtlShader *shader,
MOJOSHADER_malloc m, void* d)
{
int uniformCount = shader->parseData->uniform_count;
if (uniformCount == 0)
return NULL;
// Calculate how big we need to make the buffer
int buflen = 0;
for (int i = 0; i < uniformCount; i += 1)
{
int arrayCount = shader->parseData->uniforms[i].array_count;
int uniformSize = 16;
if (shader->parseData->uniforms[i].type == MOJOSHADER_UNIFORM_BOOL)
uniformSize = 1;
buflen += (arrayCount ? arrayCount : 1) * uniformSize;
} // for
// Allocate the UBO
MOJOSHADER_mtlUniformBuffer *retval;
retval = (MOJOSHADER_mtlUniformBuffer *) m(sizeof(MOJOSHADER_mtlUniformBuffer), d);
retval->bufferSize = next_highest_alignment(buflen);
retval->internalBufferSize = retval->bufferSize * 16; // pre-allocate some extra room!
retval->internalBuffers = m(ctx->framesInFlight * sizeof(void*), d);
retval->internalOffset = 0;
retval->inUse = 0;
retval->currentFrame = 0;
// Create the backing buffers
for (int i = 0; i < ctx->framesInFlight; i++)
{
retval->internalBuffers[i] = NULL; // basically a memset('\0')
retval->internalBuffers[i] = create_ubo_backing_buffer(retval, i);
} // for
return retval;
} // create_ubo
static void dealloc_ubo(MOJOSHADER_mtlShader *shader,
MOJOSHADER_free f,
void* d)
{
if (shader->ubo == NULL)
return;
for (int i = 0; i < ctx->framesInFlight; i++)
{
msg(shader->ubo->internalBuffers[i], ctx->selRelease);
shader->ubo->internalBuffers[i] = NULL;
} // for
f(shader->ubo->internalBuffers, d);
f(shader->ubo, d);
} // dealloc_ubo
static void *get_uniform_buffer(MOJOSHADER_mtlShader *shader)
{
if (shader == NULL || shader->ubo == NULL)
return NULL;
return shader->ubo->internalBuffers[shader->ubo->currentFrame];
} // get_uniform_buffer
static int get_uniform_offset(MOJOSHADER_mtlShader *shader)
{
if (shader == NULL || shader->ubo == NULL)
return 0;
return shader->ubo->internalOffset;
} // get_uniform_offset
static void update_uniform_buffer(MOJOSHADER_mtlShader *shader)
{
if (shader == NULL || shader->ubo == NULL)
return;
float *regF; int *regI; uint8 *regB;
if (shader->parseData->shader_type == MOJOSHADER_TYPE_VERTEX)
{
regF = ctx->vs_reg_file_f;
regI = ctx->vs_reg_file_i;
regB = ctx->vs_reg_file_b;
} // if
else
{
regF = ctx->ps_reg_file_f;
regI = ctx->ps_reg_file_i;
regB = ctx->ps_reg_file_b;
} // else
predraw_ubo(shader->ubo);
void *buf = shader->ubo->internalBuffers[shader->ubo->currentFrame];
void *contents = msg(buf, ctx->selContents) + shader->ubo->internalOffset;
int offset = 0;
for (int i = 0; i < shader->parseData->uniform_count; i++)
{
int idx = shader->parseData->uniforms[i].index;
int arrayCount = shader->parseData->uniforms[i].array_count;
int size = arrayCount ? arrayCount : 1;
switch (shader->parseData->uniforms[i].type)
{
case MOJOSHADER_UNIFORM_FLOAT:
memcpy(
contents + (offset * 16),
®F[4 * idx],
size * 16
);
break;
case MOJOSHADER_UNIFORM_INT:
// !!! FIXME: Need a test case
memcpy(
contents + (offset * 16),
®I[4 * idx],
size * 16
);
break;
case MOJOSHADER_UNIFORM_BOOL:
// !!! FIXME: Need a test case
memcpy(
contents + offset,
®B[idx],
size
);
break;
default:
assert(0); // This should never happen.
break;
} // switch
offset += size;
} // for
} // update_uniform_buffer
/* Public API */
int MOJOSHADER_mtlCreateContext(void* mtlDevice, int framesInFlight,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d)
{
assert(ctx == NULL);
if (m == NULL) m = MOJOSHADER_internal_malloc;
if (f == NULL) f = MOJOSHADER_internal_free;
ctx = (MOJOSHADER_mtlContext *) m(sizeof(MOJOSHADER_mtlContext), malloc_d);
if (ctx == NULL)
{
out_of_memory();
goto init_fail;
} // if
memset(ctx, '\0', sizeof (MOJOSHADER_mtlContext));
ctx->malloc_fn = m;
ctx->free_fn = f;
ctx->malloc_data = malloc_d;
// Initialize the Metal state
ctx->device = mtlDevice;
ctx->framesInFlight = framesInFlight;
// Allocate the uniform buffer object array
ctx->bufferArrayCapacity = 32; // arbitrary!
ctx->buffersInUse = ctx->malloc_fn(
ctx->bufferArrayCapacity * sizeof(MOJOSHADER_mtlUniformBuffer *),
ctx->malloc_data
);
// Grab references to Objective-C selectors
ctx->classNSString = objc_getClass("NSString");
ctx->selAlloc = sel_registerName("alloc");
ctx->selInitWithUTF8String = sel_registerName("initWithUTF8String:");
ctx->selUTF8String = sel_registerName("UTF8String");
ctx->selLength = sel_registerName("length");
ctx->selContents = sel_registerName("contents");
ctx->selNewBufferWithLength = sel_registerName("newBufferWithLength:options:");
ctx->selRelease = sel_registerName("release");
ctx->selNewLibraryWithSource = sel_registerName("newLibraryWithSource:options:error:");
ctx->selLocalizedDescription = sel_registerName("localizedDescription");
ctx->selNewFunctionWithName = sel_registerName("newFunctionWithName:");
ctx->selRetain = sel_registerName("retain");
return 0;
init_fail:
if (ctx != NULL)
f(ctx, malloc_d);
return -1;
} // MOJOSHADER_mtlCreateContext
void MOJOSHADER_mtlDestroyContext(void)
{
ctx->free_fn(ctx->buffersInUse, ctx->malloc_data);
ctx->free_fn(ctx, ctx->malloc_data);
ctx = NULL;
} // MOJOSHADER_mtlDestroyContext
void *MOJOSHADER_mtlCompileLibrary(MOJOSHADER_effect *effect)
{
MOJOSHADER_malloc m = ctx->malloc_fn;
MOJOSHADER_free f = ctx->free_fn;
void *d = ctx->malloc_data;
int i, src_len, src_pos, output_len;
char *shader_source, *ptr;
const char *repl;
MOJOSHADER_effectObject *object;
MOJOSHADER_mtlShader *shader;
void *retval, *compileError, *shader_source_ns;
// Count the number of shaders before allocating
src_len = 0;
for (i = 0; i < effect->object_count; i++)
{
object = &effect->objects[i];
if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
|| object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
{
if (!object->shader.is_preshader)
{
shader = (MOJOSHADER_mtlShader*) object->shader.shader;
src_len += shader->parseData->output_len;
} // if
} // if
} // for
// Allocate shader source buffer
shader_source = (char *) m(src_len + 1, d);
memset(shader_source, '\0', src_len + 1);
src_pos = 0;
// Copy all the source text into the buffer
for (i = 0; i < effect->object_count; i++)
{
object = &effect->objects[i];
if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
|| object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
{
if (!object->shader.is_preshader)
{
shader = (MOJOSHADER_mtlShader*) object->shader.shader;
memcpy(&shader_source[src_pos], shader->parseData->output,
shader->parseData->output_len);
src_pos += shader->parseData->output_len;
} // if
} // if
} // for
// Handle texcoord0 -> point_coord conversion
if (strstr(shader_source, "[[point_size]]"))
{
// !!! FIXME: This assumes all texcoord0 attributes in the effect are
// !!! FIXME: actually point coords! It ain't necessarily so! -caleb
repl = "[[ point_coord ]]";
while ((ptr = strstr(shader_source, "[[user(texcoord0)]]")))
{
memcpy(ptr, repl, strlen(repl));
// "float4" -> "float2"
int spaces = 0;
while (spaces < 2)
if (*(ptr--) == ' ')
spaces++;
memcpy(ptr, "2", sizeof(char));
} // while
} // if
// Compile the source into a library
compileError = NULL;
shader_source_ns = msg_s(
msg(ctx->classNSString, ctx->selAlloc),
ctx->selInitWithUTF8String,
shader_source
);
retval = msg_ppp(ctx->device, ctx->selNewLibraryWithSource,
shader_source_ns, NULL, &compileError);
f(shader_source, d);
msg(shader_source_ns, ctx->selRelease);
if (retval == NULL)
{
compileError = msg(compileError, ctx->selLocalizedDescription);
set_error((char*) msg(compileError, ctx->selUTF8String));
return NULL;
} // if
// Run through the shaders again, setting the library reference
for (i = 0; i < effect->object_count; i++)
{
object = &effect->objects[i];
if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
|| object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
{
if (object->shader.is_preshader)
continue;
((MOJOSHADER_mtlShader*) object->shader.shader)->library = retval;
} // if
} // for
return retval;
} // MOJOSHADER_mtlCompileLibrary
void MOJOSHADER_mtlDeleteLibrary(void *library)
{
msg(library, ctx->selRelease);
} // MOJOSHADER_mtlDeleteLibrary
MOJOSHADER_mtlShader *MOJOSHADER_mtlCompileShader(const char *mainfn,
const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount)
{
MOJOSHADER_malloc m = ctx->malloc_fn;
MOJOSHADER_free f = ctx->free_fn;
void *d = ctx->malloc_data;
const MOJOSHADER_parseData *pd = MOJOSHADER_parse("metal", mainfn, tokenbuf,
bufsize, swiz, swizcount,
smap, smapcount, m, f, d);
if (pd->error_count > 0)
{
// !!! FIXME: put multiple errors in the buffer? Don't use
// !!! FIXME: MOJOSHADER_mtlGetError() for this?
set_error(pd->errors[0].error);
goto compile_shader_fail;
} // if
MOJOSHADER_mtlShader *retval = (MOJOSHADER_mtlShader *) m(sizeof(MOJOSHADER_mtlShader), d);
if (retval == NULL)
goto compile_shader_fail;
retval->parseData = pd;
retval->refcount = 1;
retval->ubo = create_ubo(retval, m, d);
retval->library = NULL; // populated by MOJOSHADER_mtlCompileLibrary
return retval;
compile_shader_fail:
MOJOSHADER_freeParseData(retval->parseData);
f(retval, d);
return NULL;
} // MOJOSHADER_mtlCompileShader
void MOJOSHADER_mtlShaderAddRef(MOJOSHADER_mtlShader *shader)
{
if (shader != NULL)
shader->refcount++;
} // MOJOSHADER_mtlShaderAddRef
void MOJOSHADER_mtlDeleteShader(MOJOSHADER_mtlShader *shader)
{
if (shader != NULL)
{
if (shader->refcount > 1)
shader->refcount--;
else
{
dealloc_ubo(shader, ctx->free_fn, ctx->malloc_data);
MOJOSHADER_freeParseData(shader->parseData);
ctx->free_fn(shader, ctx->malloc_data);
} // else
} // if
} // MOJOSHADER_mtlDeleteShader
const MOJOSHADER_parseData *MOJOSHADER_mtlGetShaderParseData(
MOJOSHADER_mtlShader *shader)
{
return (shader != NULL) ? shader->parseData : NULL;
} // MOJOSHADER_mtlGetParseData
void MOJOSHADER_mtlBindShaders(MOJOSHADER_mtlShader *vshader,
MOJOSHADER_mtlShader *pshader)
{
// Use the last bound shaders in case of NULL
if (vshader != NULL)
ctx->vertexShader = vshader;
if (pshader != NULL)
ctx->pixelShader = pshader;
} // MOJOSHADER_mtlBindShaders
void MOJOSHADER_mtlGetBoundShaders(MOJOSHADER_mtlShader **vshader,
MOJOSHADER_mtlShader **pshader)
{
*vshader = ctx->vertexShader;
*pshader = ctx->pixelShader;
} // MOJOSHADER_mtlGetBoundShaders
void MOJOSHADER_mtlMapUniformBufferMemory(float **vsf, int **vsi, unsigned char **vsb,
float **psf, int **psi, unsigned char **psb)
{
*vsf = ctx->vs_reg_file_f;
*vsi = ctx->vs_reg_file_i;
*vsb = ctx->vs_reg_file_b;
*psf = ctx->ps_reg_file_f;
*psi = ctx->ps_reg_file_i;
*psb = ctx->ps_reg_file_b;
} // MOJOSHADER_mtlMapUniformBufferMemory
void MOJOSHADER_mtlUnmapUniformBufferMemory()
{
/* This has nothing to do with unmapping memory
* and everything to do with updating uniform
* buffers with the latest parameter contents.
*/
update_uniform_buffer(ctx->vertexShader);
update_uniform_buffer(ctx->pixelShader);
} // MOJOSHADER_mtlUnmapUniformBufferMemory
void MOJOSHADER_mtlGetUniformBuffers(void **vbuf, int *voff,
void **pbuf, int *poff)
{
*vbuf = get_uniform_buffer(ctx->vertexShader);
*voff = get_uniform_offset(ctx->vertexShader);
*pbuf = get_uniform_buffer(ctx->pixelShader);
*poff = get_uniform_offset(ctx->pixelShader);
} // MOJOSHADER_mtlGetUniformBuffers
void *MOJOSHADER_mtlGetFunctionHandle(MOJOSHADER_mtlShader *shader)
{
if (shader == NULL)
return NULL;
void *fnname = msg_s(
msg(ctx->classNSString, ctx->selAlloc),
ctx->selInitWithUTF8String,
shader->parseData->mainfn
);
void *ret = msg_p(
shader->library,
ctx->selNewFunctionWithName,
fnname
);
msg(fnname, ctx->selRelease);
msg(ret, ctx->selRetain);
return ret;
} // MOJOSHADER_mtlGetFunctionHandle
void MOJOSHADER_mtlEndFrame()
{
for (int i = 0; i < ctx->numBuffersInUse; i += 1)
{
MOJOSHADER_mtlUniformBuffer *buf = ctx->buffersInUse[i];
buf->internalOffset = 0;
buf->currentFrame = (buf->currentFrame + 1) % ctx->framesInFlight;
buf->inUse = 0;
} // for
ctx->numBuffersInUse = 0;
} // MOJOSHADER_mtlEndFrame
int MOJOSHADER_mtlGetVertexAttribLocation(MOJOSHADER_mtlShader *vert,
MOJOSHADER_usage usage, int index)
{
if (vert == NULL)
return -1;
for (int i = 0; i < vert->parseData->attribute_count; i++)
{
if (vert->parseData->attributes[i].usage == usage &&
vert->parseData->attributes[i].index == index)
{
return i;
} // if
} // for
// failure, couldn't find requested attribute
return -1;
} // MOJOSHADER_mtlGetVertexAttribLocation
const char *MOJOSHADER_mtlGetError(void)
{
return error_buffer;
} // MOJOSHADER_mtlGetError
#endif /* MOJOSHADER_EFFECT_SUPPORT */
#endif /* SUPPORT_PROFILE_METAL && PLATFORM_APPLE */
// end of mojoshader_metal.c ...