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Atmosphere/troposphere/daybreak/nanovg/source/framework/CShader.cpp

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/*
** Sample Framework for deko3d Applications
** CShader.cpp: Utility class for loading shaders from the filesystem
*/
#include "CShader.h"
struct DkshHeader
{
uint32_t magic; // DKSH_MAGIC
uint32_t header_sz; // sizeof(DkshHeader)
uint32_t control_sz;
uint32_t code_sz;
uint32_t programs_off;
uint32_t num_programs;
};
bool CShader::load(CMemPool& pool, const char* path)
{
FILE* f;
DkshHeader hdr;
void* ctrlmem;
m_codemem.destroy();
f = fopen(path, "rb");
if (!f) return false;
if (!fread(&hdr, sizeof(hdr), 1, f))
goto _fail0;
ctrlmem = malloc(hdr.control_sz);
if (!ctrlmem)
goto _fail0;
rewind(f);
if (!fread(ctrlmem, hdr.control_sz, 1, f))
goto _fail1;
m_codemem = pool.allocate(hdr.code_sz, DK_SHADER_CODE_ALIGNMENT);
if (!m_codemem)
goto _fail1;
if (!fread(m_codemem.getCpuAddr(), hdr.code_sz, 1, f))
goto _fail2;
dk::ShaderMaker{m_codemem.getMemBlock(), m_codemem.getOffset()}
.setControl(ctrlmem)
.setProgramId(0)
.initialize(m_shader);
free(ctrlmem);
fclose(f);
return true;
_fail2:
m_codemem.destroy();
_fail1:
free(ctrlmem);
_fail0:
fclose(f);
return false;
}