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Merge pull request #1581 from colincornaby/build-metal-shaders-as-lib…
…rary Move shaders into shader library target
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Sources/Plasma/FeatureLib/pfMetalPipeline/plMetalDeviceLibraryLoader.mm
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/*==LICENSE==* | ||
CyanWorlds.com Engine - MMOG client, server and tools | ||
Copyright (C) 2011 Cyan Worlds, Inc. | ||
This program is free software: you can redistribute it and/or modify | ||
it under the terms of the GNU General Public License as published by | ||
the Free Software Foundation, either version 3 of the License, or | ||
(at your option) any later version. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU General Public License for more details. | ||
You should have received a copy of the GNU General Public License | ||
along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
Additional permissions under GNU GPL version 3 section 7 | ||
If you modify this Program, or any covered work, by linking or | ||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, | ||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent | ||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK | ||
(or a modified version of those libraries), | ||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, | ||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG | ||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the | ||
licensors of this Program grant you additional | ||
permission to convey the resulting work. Corresponding Source for a | ||
non-source form of such a combination shall include the source code for | ||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered | ||
work. | ||
You can contact Cyan Worlds, Inc. by email legal@cyan.com | ||
or by snail mail at: | ||
Cyan Worlds, Inc. | ||
14617 N Newport Hwy | ||
Mead, WA 99021 | ||
*==LICENSE==*/ | ||
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#include <Foundation/Foundation.h> | ||
#include <Metal/Metal.h> | ||
#include "plMetalDevice.h" | ||
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void plMetalDevice::LoadLibrary() | ||
{ | ||
/* | ||
On iOS we're fine loading the Metal 2.1 library. Metal 2.1 includes | ||
all the Apple Silicon features on iOS. We need Metal 2.3 to get those | ||
features on macOS. | ||
*/ | ||
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||
NS::Error* error; | ||
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#ifdef TARGET_OS_OSX | ||
if (@available(macOS 11, *)) { | ||
NSURL* shaderURL = [NSBundle.mainBundle URLForResource:@"pfMetalPipelineShadersMSL23" withExtension:@"metallib"]; | ||
fShaderLibrary = fMetalDevice->newLibrary(static_cast<NS::URL*>(shaderURL), &error); | ||
} else | ||
#endif | ||
{ | ||
NSURL* shaderURL = [NSBundle.mainBundle URLForResource:@"pfMetalPipelineShadersMSL21" withExtension:@"metallib"]; | ||
fShaderLibrary = fMetalDevice->newLibrary(static_cast<NS::URL*>(shaderURL), &error); | ||
} | ||
hsAssert(error == nil, "Unexpected error loading Metal shader library"); | ||
} |
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