mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
vulkan: uniforms in custom shaders
things like `uniform float time;` or `uniform sampler2D tex` now work
This commit is contained in:
@@ -322,6 +322,20 @@ int Shader::getVertexAttributeIndex(const std::string& name) {
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return 0;
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}
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const Shader::UniformInfo* Shader::getUniformInfo(const std::string& name) const {
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return &uniformInfos.at(name);
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}
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const Shader::UniformInfo* Shader::getUniformInfo(BuiltinUniform builtin) const {
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return builtinUniformInfo[builtin];
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}
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void Shader::sendTextures(const UniformInfo* info, graphics::Texture** textures, int count) {
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for (unsigned i = 0; i < count; i++) {
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info->textures[i] = textures[i];
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}
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}
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void Shader::calculateUniformBufferSizeAligned() {
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gfx = Module::getInstance<Graphics>(Module::ModuleType::M_GRAPHICS);
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auto vgfx = (Graphics*)gfx;
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@@ -341,7 +355,7 @@ void Shader::buildLocalUniforms(spirv_cross::Compiler& comp, const spirv_cross::
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const auto& membertypes = type.member_types;
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for (size_t uindex = 0; uindex < membertypes.size(); uindex) {
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for (size_t uindex = 0; uindex < membertypes.size(); uindex++) {
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const auto& memberType = comp.get_type(membertypes[uindex]);
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size_t memberSize = comp.get_declared_struct_member_size(type, uindex);
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size_t offset = baseoff + comp.type_struct_member_offset(type, uindex);
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@@ -361,7 +375,7 @@ void Shader::buildLocalUniforms(spirv_cross::Compiler& comp, const spirv_cross::
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continue;
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}
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UniformInfo u = {};
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UniformInfo u{};
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u.name = name;
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u.dataSize = memberSize;
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u.count = memberType.array.empty() ? 1 : memberType.array[0];
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@@ -397,8 +411,6 @@ void Shader::buildLocalUniforms(spirv_cross::Compiler& comp, const spirv_cross::
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}
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builtinUniformInfo[builtin] = &uniformInfos[u.name];
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}
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// update uniform.
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}
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}
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@@ -509,129 +521,87 @@ void Shader::compileShaders() {
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auto shaderResources = comp.get_shader_resources(active);
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comp.set_enabled_interface_variables(std::move(active));
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std::string builtinUniformName = "love_UniformsPerDraw";
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for (const auto& resource : shaderResources.uniform_buffers) {
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size_t uniformBufferObjectSize = comp.get_declared_struct_size(comp.get_type(resource.base_type_id));
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if (resource.name == "gl_DefaultUniformBlock") {
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const auto& type = comp.get_type(resource.base_type_id);
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size_t uniformBufferObjectSize = comp.get_declared_struct_size(type);
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auto defaultUniformBlockSize = comp.get_declared_struct_size(type);
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localUniformStagingData.resize(defaultUniformBlockSize);
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const auto& resourceType = comp.get_type(resource.type_id);
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unsigned memberCount = resourceType.member_types.size();
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for (unsigned i = 0; i < memberCount; i++) {
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auto& type = comp.get_type(resourceType.member_types[i]);
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auto baseType = type.basetype;
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const std::string& name = comp.get_member_name(resourceType.self, i);
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memset(localUniformStagingData.data(), 0, defaultUniformBlockSize);
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if (name == "gl_DefaultUniformBlock") {
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auto defaultUniformBlockSize = comp.get_declared_struct_size(type);
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localUniformStagingData.resize(defaultUniformBlockSize);
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std::string basename("");
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buildLocalUniforms(comp, type, 0, basename);
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}
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else {
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throw love::Exception("unimplemented: non default uniform blocks.");
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}
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}
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std::string basename("");
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buildLocalUniforms(comp, type, 0, basename);
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}
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else if (name == builtinUniformName) {
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UniformInfo u{};
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u.name = name;
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u.dataSize = sizeof(BuiltinUniformData);
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for (const auto& r : shaderResources.sampled_images) {
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const SPIRType& basetype = comp.get_type(r.base_type_id);
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const SPIRType& type = comp.get_type(r.type_id);
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const SPIRType& imagetype = comp.get_type(basetype.image.type);
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localUniformStagingData.resize(u.dataSize);
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builtinUniformDataOffset = 0;
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graphics::Shader::UniformInfo info;
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info.location = comp.get_decoration(r.id, spv::DecorationBinding);
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info.baseType = UNIFORM_SAMPLER;
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info.name = r.name;
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info.count = type.array.empty() ? 1 : type.array[0];
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info.isDepthSampler = type.image.depth;
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info.components = 1;
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u.count = type.array.empty() ? 1 : type.array[0];
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u.components = 1;
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u.data = localUniformStagingData.data();
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if (type.columns == 1) {
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if (type.basetype == SPIRType::Int) {
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u.baseType = UNIFORM_INT;
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}
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else if (type.basetype == SPIRType::UInt) {
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u.baseType = UNIFORM_UINT;
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}
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else {
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u.baseType = UNIFORM_FLOAT;
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}
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u.components = type.vecsize;
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}
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else {
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u.baseType = UNIFORM_MATRIX;
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u.matrix.rows = type.vecsize;
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u.matrix.columns = type.columns;
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}
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uniformInfos[u.name] = u;
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builtinUniformInfo[BUILTIN_UNIFORMS_PER_DRAW] = &uniformInfos[u.name];
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}
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else {
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throw love::Exception("unimplemented: non default uniform blocks.");
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}
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switch (imagetype.basetype) {
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case SPIRType::Float:
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info.dataBaseType = DATA_BASETYPE_FLOAT;
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break;
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case SPIRType::Int:
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info.dataBaseType = DATA_BASETYPE_INT;
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break;
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case SPIRType::UInt:
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info.dataBaseType = DATA_BASETYPE_UINT;
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break;
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default:
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break;
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}
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for (const auto& r : shaderResources.sampled_images) {
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const SPIRType& basetype = comp.get_type(r.base_type_id);
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const SPIRType& type = comp.get_type(r.type_id);
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const SPIRType& imagetype = comp.get_type(basetype.image.type);
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graphics::Shader::UniformInfo info;
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info.location = comp.get_decoration(r.id, spv::DecorationBinding);
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info.baseType = UNIFORM_SAMPLER;
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info.name = r.name;
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info.count = type.array.empty() ? 1 : type.array[0];
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info.isDepthSampler = type.image.depth;
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info.components = 1;
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switch (imagetype.basetype) {
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case SPIRType::Float:
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info.dataBaseType = DATA_BASETYPE_FLOAT;
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break;
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case SPIRType::Int:
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info.dataBaseType = DATA_BASETYPE_INT;
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break;
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case SPIRType::UInt:
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info.dataBaseType = DATA_BASETYPE_UINT;
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break;
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default:
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break;
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switch (basetype.image.dim) {
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case spv::Dim2D:
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info.textureType = basetype.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
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info.textures = new love::graphics::Texture * [info.count];
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break;
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case spv::Dim3D:
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info.textureType = TEXTURE_VOLUME;
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info.textures = new love::graphics::Texture * [info.count];
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break;
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case spv::DimCube:
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if (basetype.image.arrayed) {
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throw love::Exception("cubemap arrays are not currently supported");
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}
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info.textureType = TEXTURE_CUBE;
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info.textures = new love::graphics::Texture * [info.count];
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break;
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case spv::DimBuffer:
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throw love::Exception("dim buffers not implemented yet");
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default:
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throw love::Exception("unknown dim");
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}
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switch (basetype.image.dim) {
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case spv::Dim2D:
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info.textureType = basetype.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
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info.textures = new love::graphics::Texture * [info.count];
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break;
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case spv::Dim3D:
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info.textureType = TEXTURE_VOLUME;
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info.textures = new love::graphics::Texture * [info.count];
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break;
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case spv::DimCube:
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if (basetype.image.arrayed) {
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throw love::Exception("cubemap arrays are not currently supported");
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}
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info.textureType = TEXTURE_CUBE;
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info.textures = new love::graphics::Texture * [info.count];
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break;
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case spv::DimBuffer:
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throw love::Exception("dim buffers not implemented yet");
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default:
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throw love::Exception("unknown dim");
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if (info.baseType == UNIFORM_SAMPLER) {
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auto tex = vgfx->getDefaultTexture();
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for (int i = 0; i < info.count; i++) {
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info.textures[i] = tex;
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}
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}
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// fixme
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else if (info.baseType == UNIFORM_TEXELBUFFER) {
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throw love::Exception("texel buffers not supported yet");
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}
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if (info.baseType == UNIFORM_SAMPLER) {
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auto tex = vgfx->getDefaultTexture();
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for (int i = 0; i < info.count; i++) {
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info.textures[i] = tex;
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}
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}
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// fixme
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else if (info.baseType == UNIFORM_TEXELBUFFER) {
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throw love::Exception("texel buffers not supported yet");
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}
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uniformInfos[r.name] = info;
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BuiltinUniform builtin;
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if (getConstant(r.name.c_str(), builtin)) {
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builtinUniformInfo[builtin] = &uniformInfos[info.name];
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}
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uniformInfos[r.name] = info;
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BuiltinUniform builtin;
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if (getConstant(r.name.c_str(), builtin)) {
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builtinUniformInfo[builtin] = &uniformInfos[info.name];
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}
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}
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}
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@@ -704,6 +674,10 @@ void Shader::setVideoTextures(graphics::Texture* ytexture, graphics::Texture* cb
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}
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}
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bool Shader::hasUniform(const std::string& name) const {
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return uniformInfos.find(name) != uniformInfos.end();
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}
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void Shader::setUniformData(BuiltinUniformData& data) {
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char* ptr = (char*) builtinUniformInfo[BUILTIN_UNIFORMS_PER_DRAW]->data + builtinUniformDataOffset;
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memcpy(ptr, &data, sizeof(BuiltinUniformData));
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@@ -39,18 +39,18 @@ public:
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int getVertexAttributeIndex(const std::string& name) override;
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const UniformInfo* getUniformInfo(const std::string& name) const override { return nullptr; }
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const UniformInfo* getUniformInfo(BuiltinUniform builtin) const override { return nullptr; }
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const UniformInfo* getUniformInfo(const std::string& name) const override;
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const UniformInfo* getUniformInfo(BuiltinUniform builtin) const override;
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// Not needed right now, since the logic that links the values of the uniforms to the shader is done in cmdPushDescriptorSets
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// which gets called from the vulkan::Graphics class whenever a draw call happens.
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// I'll have to reevaluate the use of this function in the future though.
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void updateUniform(const UniformInfo* info, int count) override {}
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void sendTextures(const UniformInfo* info, graphics::Texture** textures, int count) override {}
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void sendTextures(const UniformInfo* info, graphics::Texture** textures, int count) override;
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void sendBuffers(const UniformInfo* info, love::graphics::Buffer** buffers, int count) override {}
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bool hasUniform(const std::string& name) const override { return false; }
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bool hasUniform(const std::string& name) const override;
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void setVideoTextures(graphics::Texture* ytexture, graphics::Texture* cbtexture, graphics::Texture* crtexture) override;
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