mirror of
https://github.com/love2d/love.git
synced 2026-08-14 01:20:56 +02:00
84df8fee03
When rewriting the shader part rendering videos was broken. This commit fixes that again.
722 lines
23 KiB
C++
722 lines
23 KiB
C++
#include "Shader.h"
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#include "Graphics.h"
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#include "libraries/glslang/glslang/Public/ShaderLang.h"
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#include "libraries/glslang/SPIRV/GlslangToSpv.h"
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#include <vector>
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namespace love {
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namespace graphics {
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namespace vulkan {
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static const TBuiltInResource defaultTBuiltInResource = {
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/* .MaxLights = */ 32,
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/* .MaxClipPlanes = */ 6,
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/* .MaxTextureUnits = */ 32,
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/* .MaxTextureCoords = */ 32,
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/* .MaxVertexAttribs = */ 64,
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/* .MaxVertexUniformComponents = */ 16384,
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/* .MaxVaryingFloats = */ 128,
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/* .MaxVertexTextureImageUnits = */ 32,
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/* .MaxCombinedTextureImageUnits = */ 80,
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/* .MaxTextureImageUnits = */ 32,
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/* .MaxFragmentUniformComponents = */ 16384,
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/* .MaxDrawBuffers = */ 8,
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/* .MaxVertexUniformVectors = */ 4096,
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/* .MaxVaryingVectors = */ 32,
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/* .MaxFragmentUniformVectors = */ 4096,
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/* .MaxVertexOutputVectors = */ 32,
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/* .MaxFragmentInputVectors = */ 31,
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/* .MinProgramTexelOffset = */ -8,
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/* .MaxProgramTexelOffset = */ 7,
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/* .MaxClipDistances = */ 8,
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/* .MaxComputeWorkGroupCountX = */ 65535,
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/* .MaxComputeWorkGroupCountY = */ 65535,
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/* .MaxComputeWorkGroupCountZ = */ 65535,
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/* .MaxComputeWorkGroupSizeX = */ 1024,
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/* .MaxComputeWorkGroupSizeY = */ 1024,
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/* .MaxComputeWorkGroupSizeZ = */ 64,
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/* .MaxComputeUniformComponents = */ 1024,
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/* .MaxComputeTextureImageUnits = */ 32,
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/* .MaxComputeImageUniforms = */ 16,
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/* .MaxComputeAtomicCounters = */ 4096,
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/* .MaxComputeAtomicCounterBuffers = */ 8,
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/* .MaxVaryingComponents = */ 128,
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/* .MaxVertexOutputComponents = */ 128,
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/* .MaxGeometryInputComponents = */ 128,
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/* .MaxGeometryOutputComponents = */ 128,
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/* .MaxFragmentInputComponents = */ 128,
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/* .MaxImageUnits = */ 192,
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/* .MaxCombinedImageUnitsAndFragmentOutputs = */ 144,
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/* .MaxCombinedShaderOutputResources = */ 144,
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/* .MaxImageSamples = */ 32,
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/* .MaxVertexImageUniforms = */ 16,
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/* .MaxTessControlImageUniforms = */ 16,
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/* .MaxTessEvaluationImageUniforms = */ 16,
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/* .MaxGeometryImageUniforms = */ 16,
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/* .MaxFragmentImageUniforms = */ 16,
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/* .MaxCombinedImageUniforms = */ 80,
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/* .MaxGeometryTextureImageUnits = */ 16,
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/* .MaxGeometryOutputVertices = */ 256,
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/* .MaxGeometryTotalOutputComponents = */ 1024,
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/* .MaxGeometryUniformComponents = */ 1024,
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/* .MaxGeometryVaryingComponents = */ 64,
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/* .MaxTessControlInputComponents = */ 128,
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/* .MaxTessControlOutputComponents = */ 128,
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/* .MaxTessControlTextureImageUnits = */ 16,
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/* .MaxTessControlUniformComponents = */ 1024,
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/* .MaxTessControlTotalOutputComponents = */ 4096,
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/* .MaxTessEvaluationInputComponents = */ 128,
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/* .MaxTessEvaluationOutputComponents = */ 128,
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/* .MaxTessEvaluationTextureImageUnits = */ 16,
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/* .MaxTessEvaluationUniformComponents = */ 1024,
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/* .MaxTessPatchComponents = */ 120,
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/* .MaxPatchVertices = */ 32,
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/* .MaxTessGenLevel = */ 64,
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/* .MaxViewports = */ 16,
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/* .MaxVertexAtomicCounters = */ 4096,
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/* .MaxTessControlAtomicCounters = */ 4096,
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/* .MaxTessEvaluationAtomicCounters = */ 4096,
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/* .MaxGeometryAtomicCounters = */ 4096,
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/* .MaxFragmentAtomicCounters = */ 4096,
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/* .MaxCombinedAtomicCounters = */ 4096,
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/* .MaxAtomicCounterBindings = */ 8,
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/* .MaxVertexAtomicCounterBuffers = */ 8,
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/* .MaxTessControlAtomicCounterBuffers = */ 8,
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/* .MaxTessEvaluationAtomicCounterBuffers = */ 8,
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/* .MaxGeometryAtomicCounterBuffers = */ 8,
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/* .MaxFragmentAtomicCounterBuffers = */ 8,
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/* .MaxCombinedAtomicCounterBuffers = */ 8,
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/* .MaxAtomicCounterBufferSize = */ 16384,
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/* .MaxTransformFeedbackBuffers = */ 4,
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/* .MaxTransformFeedbackInterleavedComponents = */ 64,
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/* .MaxCullDistances = */ 8,
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/* .MaxCombinedClipAndCullDistances = */ 8,
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/* .MaxSamples = */ 32,
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/* .maxMeshOutputVerticesNV = */ 256,
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/* .maxMeshOutputPrimitivesNV = */ 512,
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/* .maxMeshWorkGroupSizeX_NV = */ 32,
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/* .maxMeshWorkGroupSizeY_NV = */ 1,
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/* .maxMeshWorkGroupSizeZ_NV = */ 1,
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/* .maxTaskWorkGroupSizeX_NV = */ 32,
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/* .maxTaskWorkGroupSizeY_NV = */ 1,
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/* .maxTaskWorkGroupSizeZ_NV = */ 1,
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/* .maxMeshViewCountNV = */ 4,
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/* .maxDualSourceDrawBuffersEXT = */ 1,
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/* .limits = */ {
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/* .nonInductiveForLoops = */ 1,
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/* .whileLoops = */ 1,
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/* .doWhileLoops = */ 1,
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/* .generalUniformIndexing = */ 1,
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/* .generalAttributeMatrixVectorIndexing = */ 1,
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/* .generalVaryingIndexing = */ 1,
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/* .generalSamplerIndexing = */ 1,
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/* .generalVariableIndexing = */ 1,
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/* .generalConstantMatrixVectorIndexing = */ 1,
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}
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};
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static const uint32_t STREAMBUFFER_DEFAULT_SIZE = 16;
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static VkShaderStageFlagBits getStageBit(ShaderStageType type) {
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switch (type) {
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case SHADERSTAGE_VERTEX:
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return VK_SHADER_STAGE_VERTEX_BIT;
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case SHADERSTAGE_PIXEL:
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return VK_SHADER_STAGE_FRAGMENT_BIT;
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case SHADERSTAGE_COMPUTE:
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return VK_SHADER_STAGE_COMPUTE_BIT;
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}
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throw love::Exception("invalid type");
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}
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static EShLanguage getGlslShaderType(ShaderStageType stage) {
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switch (stage) {
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case SHADERSTAGE_VERTEX:
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return EShLangVertex;
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case SHADERSTAGE_PIXEL:
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return EShLangFragment;
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case SHADERSTAGE_COMPUTE:
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return EShLangCompute;
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default:
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throw love::Exception("unkonwn shader stage type");
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}
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}
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Shader::Shader(StrongRef<love::graphics::ShaderStage> stages[])
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: graphics::Shader(stages) {
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loadVolatile();
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}
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bool Shader::loadVolatile() {
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for (int i = 0; i < BUILTIN_MAX_ENUM; i++) {
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builtinUniformInfo[i] = nullptr;
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}
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compileShaders();
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calculateUniformBufferSizeAligned();
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createDescriptorSetLayout();
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createPipelineLayout();
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createStreamBuffers();
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currentFrame = 0;
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count = 0;
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return true;
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}
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void Shader::unloadVolatile() {
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if (shaderModules.size() == 0) {
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return;
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}
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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gfx->queueCleanUp([shaderModules = std::move(shaderModules), device = device, descriptorSetLayout = descriptorSetLayout, pipelineLayout = pipelineLayout](){
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for (const auto shaderModule : shaderModules) {
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vkDestroyShaderModule(device, shaderModule, nullptr);
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}
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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});
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for (const auto &streamBufferVector : streamBuffers) {
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for (const auto streamBuffer : streamBufferVector) {
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delete streamBuffer;
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}
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}
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shaderModules.clear();
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shaderStages.clear();
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streamBuffers.clear();
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}
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const std::vector<VkPipelineShaderStageCreateInfo>& Shader::getShaderStages() const {
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return shaderStages;
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}
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const VkPipelineLayout Shader::getGraphicsPipelineLayout() const {
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return pipelineLayout;
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}
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static VkDescriptorImageInfo* createDescriptorImageInfo(graphics::Texture* texture) {
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Texture* vkTexture = (Texture*)texture;
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VkDescriptorImageInfo* imageInfo = new VkDescriptorImageInfo();
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imageInfo->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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imageInfo->imageView = (VkImageView)vkTexture->getRenderTargetHandle();
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imageInfo->sampler = (VkSampler)vkTexture->getSamplerHandle();
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return imageInfo;
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}
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void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, uint32_t frameIndex) {
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// detect wether a new frame has begun
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if (currentFrame != frameIndex) {
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currentFrame = frameIndex;
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count = 0;
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// we needed more memory last frame, let's collapse all buffers into a single one.
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if (streamBuffers.at(currentFrame).size() > 1) {
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size_t newSize = 0;
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for (auto streamBuffer : streamBuffers.at(currentFrame)) {
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newSize += streamBuffer->getSize();
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delete streamBuffer;
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}
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streamBuffers.at(currentFrame).clear();
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streamBuffers.at(currentFrame).push_back(new StreamBuffer(gfx, BUFFERUSAGE_UNIFORM, newSize));
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}
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// no collapse necessary, can just call nextFrame to reset the current (only) streambuffer
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else {
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streamBuffers.at(currentFrame).at(0)->nextFrame();
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}
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}
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// still the same frame
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else {
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auto usedStreamBufferMemory = count * uniformBufferSizeAligned;
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if (usedStreamBufferMemory >= streamBuffers.at(currentFrame).back()->getSize()) {
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// we ran out of memory in the current frame, need to allocate more.
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streamBuffers.at(currentFrame).push_back(new StreamBuffer(gfx, BUFFERUSAGE_UNIFORM, STREAMBUFFER_DEFAULT_SIZE * uniformBufferSizeAligned));
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count = 0;
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}
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}
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// additional data is always added onto the last stream buffer in the current frame
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auto currentStreamBuffer = streamBuffers.at(currentFrame).back();
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auto mapInfo = currentStreamBuffer->map(uniformBufferSizeAligned);
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memcpy(mapInfo.data, localUniformStagingData.data(), uniformBufferSizeAligned);
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currentStreamBuffer->unmap(uniformBufferSizeAligned);
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currentStreamBuffer->markUsed(uniformBufferSizeAligned);
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VkDescriptorBufferInfo bufferInfo{};
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bufferInfo.buffer = (VkBuffer)currentStreamBuffer->getHandle();
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bufferInfo.offset = count * uniformBufferSizeAligned;
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bufferInfo.range = sizeof(BuiltinUniformData);
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std::vector<VkWriteDescriptorSet> descriptorWrite{};
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// uniform buffer update always happens.
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VkWriteDescriptorSet uniformWrite{};
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uniformWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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uniformWrite.dstSet = 0;
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uniformWrite.dstBinding = builtinUniformInfo[BUILTIN_UNIFORMS_PER_DRAW]->location;
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uniformWrite.dstArrayElement = 0;
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uniformWrite.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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uniformWrite.descriptorCount = 1;
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uniformWrite.pBufferInfo = &bufferInfo;
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descriptorWrite.push_back(uniformWrite);
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// Vulkan needs the image infos as a pointer.
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// we collect them all here to properly free them up
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// after the vulkan call.
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std::vector<VkDescriptorImageInfo*> imageInfos;
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// update everything other than uniform buffers (since that's already taken care of.
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for (const auto& [key, val] : uniformInfos) {
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// fixme: other types.
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if (val.baseType == UNIFORM_SAMPLER) {
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VkWriteDescriptorSet write{};
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write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write.dstSet = 0;
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write.dstBinding = val.location;
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write.dstArrayElement = 0;
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write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write.descriptorCount = 1;
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uint32_t index = static_cast<uint32_t>(imageInfos.size());
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VkDescriptorImageInfo* imageInfo = createDescriptorImageInfo(val.textures[0]); // fixme: arrays
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imageInfos.push_back(imageInfo);
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write.pImageInfo = imageInfo;
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descriptorWrite.push_back(write);
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}
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}
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vkCmdPushDescriptorSet(
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commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
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pipelineLayout, 0,
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static_cast<uint32_t>(descriptorWrite.size()), descriptorWrite.data());
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for (const auto imageInfo : imageInfos) {
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delete imageInfo;
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}
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count++;
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}
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Shader::~Shader() {
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unloadVolatile();
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}
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void Shader::attach() {
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if (Shader::current != this) {
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Graphics::flushBatchedDrawsGlobal();
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Shader::current = this;
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Vulkan::shaderSwitch();
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}
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}
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int Shader::getVertexAttributeIndex(const std::string& name) {
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return 0;
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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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auto minAlignment = vgfx->getMinUniformBufferOffsetAlignment();
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size_t size = localUniformStagingData.size();
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uniformBufferSizeAligned =
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static_cast<VkDeviceSize>(
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std::ceil(
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static_cast<float>(size) / static_cast<float>(minAlignment)
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)
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)
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* minAlignment;
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}
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void Shader::buildLocalUniforms(spirv_cross::Compiler& comp, const spirv_cross::SPIRType& type, size_t baseoff, const std::string& basename) {
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using namespace 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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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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std::string name = basename + comp.get_member_name(type.self, uindex);
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switch (memberType.basetype) {
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case SPIRType::Struct:
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name += ".";
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buildLocalUniforms(comp, memberType, offset, name);
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continue;
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case SPIRType::Int:
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case SPIRType::UInt:
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case SPIRType::Float:
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break;
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default:
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continue;
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}
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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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u.components = 1;
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u.data = localUniformStagingData.data() + offset;
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if (memberType.columns == 1) {
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if (memberType.basetype == SPIRType::Int) {
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u.baseType = UNIFORM_INT;
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}
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else if (memberType.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 = memberType.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 = memberType.vecsize;
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u.matrix.columns = memberType.columns;
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}
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// fixme: initializer values
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uniformInfos[u.name] = u;
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BuiltinUniform builtin = BUILTIN_MAX_ENUM;
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if (getConstant(u.name.c_str(), builtin)) {
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if (builtin == BUILTIN_UNIFORMS_PER_DRAW) {
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builtinUniformDataOffset = offset;
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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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void Shader::compileShaders() {
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using namespace glslang;
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using namespace spirv_cross;
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std::vector<TShader*> glslangShaders;
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TProgram* program = new TProgram();
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gfx = Module::getInstance<Graphics>(Module::ModuleType::M_GRAPHICS);
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auto vgfx = (Graphics*)gfx;
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device = vgfx->getDevice();
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for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++) {
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if (!stages[i])
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continue;
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auto stage = (ShaderStageType)i;
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auto glslangShaderStage = getGlslShaderType(stage);
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auto tshader = new TShader(glslangShaderStage);
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tshader->setEnvInput(EShSourceGlsl, glslangShaderStage, EShClientVulkan, 450);
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tshader->setEnvClient(EShClientVulkan, EShTargetVulkan_1_2);
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tshader->setEnvTarget(EshTargetSpv, EShTargetSpv_1_5);
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tshader->setAutoMapLocations(true);
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tshader->setAutoMapBindings(true);
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tshader->setEnvInputVulkanRulesRelaxed();
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tshader->setGlobalUniformBinding(0);
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tshader->setGlobalUniformSet(0);
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auto& glsl = stages[i]->getSource();
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const char* csrc = glsl.c_str();
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const int sourceLength = static_cast<int>(glsl.length());
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tshader->setStringsWithLengths(&csrc, &sourceLength, 1);
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int defaultVersio = 450;
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EProfile defaultProfile = ECoreProfile;
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bool forceDefault = false;
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bool forwardCompat = true;
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if (!tshader->parse(&defaultTBuiltInResource, defaultVersio, defaultProfile, forceDefault, forwardCompat, EShMsgSuppressWarnings)) {
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const char* msg1 = tshader->getInfoLog();
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const char* msg2 = tshader->getInfoDebugLog();
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throw love::Exception("error while parsing shader");
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}
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program->addShader(tshader);
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glslangShaders.push_back(tshader);
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}
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if (!program->link(EShMsgDefault)) {
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throw love::Exception("link failed! %s\n", program->getInfoLog());
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}
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if (!program->mapIO()) {
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throw love::Exception("mapIO failed");
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}
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uniformInfos.clear();
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for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++) {
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auto glslangStage = getGlslShaderType((ShaderStageType)i);
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auto intermediate = program->getIntermediate(glslangStage);
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if (intermediate == nullptr) {
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continue;
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}
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spv::SpvBuildLogger logger;
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glslang::SpvOptions opt;
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opt.validate = true;
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std::vector<uint32_t> spirv;
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GlslangToSpv(*intermediate, spirv, &logger, &opt);
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std::string msgs = logger.getAllMessages();
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VkShaderModuleCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = spirv.size() * sizeof(uint32_t);
|
|
createInfo.pCode = spirv.data();
|
|
|
|
Graphics* vkGfx = (Graphics*)gfx;
|
|
auto device = vkGfx->getDevice();
|
|
|
|
VkShaderModule shaderModule;
|
|
|
|
if (vkCreateShaderModule(device, &createInfo, nullptr, &shaderModule) != VK_SUCCESS) {
|
|
throw love::Exception("failed to create shader module");
|
|
}
|
|
|
|
shaderModules.push_back(shaderModule);
|
|
|
|
VkPipelineShaderStageCreateInfo shaderStageInfo{};
|
|
shaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
|
shaderStageInfo.stage = getStageBit((ShaderStageType)i);
|
|
shaderStageInfo.module = shaderModule;
|
|
shaderStageInfo.pName = "main";
|
|
|
|
shaderStages.push_back(shaderStageInfo);
|
|
|
|
spirv_cross::CompilerGLSL comp(spirv);
|
|
|
|
// we only care about variables that are actually getting used.
|
|
auto active = comp.get_active_interface_variables();
|
|
auto shaderResources = comp.get_shader_resources(active);
|
|
comp.set_enabled_interface_variables(std::move(active));
|
|
|
|
std::string builtinUniformName = "love_UniformsPerDraw";
|
|
|
|
for (const auto& resource : shaderResources.uniform_buffers) {
|
|
size_t uniformBufferObjectSize = comp.get_declared_struct_size(comp.get_type(resource.base_type_id));
|
|
|
|
const auto& resourceType = comp.get_type(resource.type_id);
|
|
unsigned memberCount = resourceType.member_types.size();
|
|
for (unsigned i = 0; i < memberCount; i++) {
|
|
auto& type = comp.get_type(resourceType.member_types[i]);
|
|
auto baseType = type.basetype;
|
|
const std::string& name = comp.get_member_name(resourceType.self, i);
|
|
|
|
if (name == "gl_DefaultUniformBlock") {
|
|
auto defaultUniformBlockSize = comp.get_declared_struct_size(type);
|
|
localUniformStagingData.resize(defaultUniformBlockSize);
|
|
|
|
std::string basename("");
|
|
buildLocalUniforms(comp, type, 0, basename);
|
|
}
|
|
else if (name == builtinUniformName) {
|
|
UniformInfo u{};
|
|
u.name = name;
|
|
u.dataSize = sizeof(BuiltinUniformData);
|
|
|
|
localUniformStagingData.resize(u.dataSize);
|
|
builtinUniformDataOffset = 0;
|
|
|
|
u.count = type.array.empty() ? 1 : type.array[0];
|
|
u.components = 1;
|
|
u.data = localUniformStagingData.data();
|
|
|
|
if (type.columns == 1) {
|
|
if (type.basetype == SPIRType::Int) {
|
|
u.baseType = UNIFORM_INT;
|
|
}
|
|
else if (type.basetype == SPIRType::UInt) {
|
|
u.baseType = UNIFORM_UINT;
|
|
}
|
|
else {
|
|
u.baseType = UNIFORM_FLOAT;
|
|
}
|
|
u.components = type.vecsize;
|
|
}
|
|
else {
|
|
u.baseType = UNIFORM_MATRIX;
|
|
u.matrix.rows = type.vecsize;
|
|
u.matrix.columns = type.columns;
|
|
}
|
|
|
|
uniformInfos[u.name] = u;
|
|
|
|
builtinUniformInfo[BUILTIN_UNIFORMS_PER_DRAW] = &uniformInfos[u.name];
|
|
}
|
|
else {
|
|
throw love::Exception("unimplemented: non default uniform blocks.");
|
|
}
|
|
}
|
|
|
|
for (const auto& r : shaderResources.sampled_images) {
|
|
const SPIRType& basetype = comp.get_type(r.base_type_id);
|
|
const SPIRType& type = comp.get_type(r.type_id);
|
|
const SPIRType& imagetype = comp.get_type(basetype.image.type);
|
|
|
|
graphics::Shader::UniformInfo info;
|
|
info.location = comp.get_decoration(r.id, spv::DecorationBinding);
|
|
info.baseType = UNIFORM_SAMPLER;
|
|
info.name = r.name;
|
|
info.count = type.array.empty() ? 1 : type.array[0];
|
|
info.isDepthSampler = type.image.depth;
|
|
info.components = 1;
|
|
|
|
switch (imagetype.basetype) {
|
|
case SPIRType::Float:
|
|
info.dataBaseType = DATA_BASETYPE_FLOAT;
|
|
break;
|
|
case SPIRType::Int:
|
|
info.dataBaseType = DATA_BASETYPE_INT;
|
|
break;
|
|
case SPIRType::UInt:
|
|
info.dataBaseType = DATA_BASETYPE_UINT;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (basetype.image.dim) {
|
|
case spv::Dim2D:
|
|
info.textureType = basetype.image.arrayed ? TEXTURE_2D_ARRAY : TEXTURE_2D;
|
|
info.textures = new love::graphics::Texture * [info.count];
|
|
break;
|
|
case spv::Dim3D:
|
|
info.textureType = TEXTURE_VOLUME;
|
|
info.textures = new love::graphics::Texture * [info.count];
|
|
break;
|
|
case spv::DimCube:
|
|
if (basetype.image.arrayed) {
|
|
throw love::Exception("cubemap arrays are not currently supported");
|
|
}
|
|
info.textureType = TEXTURE_CUBE;
|
|
info.textures = new love::graphics::Texture * [info.count];
|
|
break;
|
|
case spv::DimBuffer:
|
|
throw love::Exception("dim buffers not implemented yet");
|
|
default:
|
|
throw love::Exception("unknown dim");
|
|
}
|
|
|
|
if (info.baseType == UNIFORM_SAMPLER) {
|
|
auto tex = vgfx->getDefaultTexture();
|
|
for (int i = 0; i < info.count; i++) {
|
|
info.textures[i] = tex;
|
|
}
|
|
}
|
|
// fixme
|
|
else if (info.baseType == UNIFORM_TEXELBUFFER) {
|
|
throw love::Exception("texel buffers not supported yet");
|
|
}
|
|
|
|
uniformInfos[r.name] = info;
|
|
BuiltinUniform builtin;
|
|
if (getConstant(r.name.c_str(), builtin)) {
|
|
builtinUniformInfo[builtin] = &uniformInfos[info.name];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
delete program;
|
|
for (auto shader : glslangShaders) {
|
|
delete shader;
|
|
}
|
|
}
|
|
|
|
void Shader::createDescriptorSetLayout() {
|
|
auto vgfx = (Graphics*)gfx;
|
|
vkCmdPushDescriptorSet = vgfx->getVkCmdPushDescriptorSetKHRFunctionPointer();
|
|
|
|
std::vector<VkDescriptorSetLayoutBinding> bindings;
|
|
|
|
for (auto const& [key, val] : uniformInfos) {
|
|
VkDescriptorSetLayoutBinding layoutBinding{};
|
|
layoutBinding.binding = val.location;
|
|
layoutBinding.descriptorType = val.baseType == UNIFORM_SAMPLER ? VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER : VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
layoutBinding.descriptorCount = 1; // is this correct?
|
|
layoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT; // fixme: can we determine in what shader it got used?
|
|
|
|
bindings.push_back(layoutBinding);
|
|
}
|
|
|
|
VkDescriptorSetLayoutCreateInfo layoutInfo{};
|
|
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
|
layoutInfo.flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR;
|
|
layoutInfo.bindingCount = static_cast<uint32_t>(bindings.size());
|
|
layoutInfo.pBindings = bindings.data();
|
|
|
|
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
|
|
throw love::Exception("failed to create descriptor set layout");
|
|
}
|
|
}
|
|
|
|
void Shader::createPipelineLayout() {
|
|
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
|
|
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
|
pipelineLayoutInfo.setLayoutCount = 1;
|
|
pipelineLayoutInfo.pSetLayouts = &descriptorSetLayout;
|
|
pipelineLayoutInfo.pushConstantRangeCount = 0;
|
|
|
|
if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
|
|
throw love::Exception("failed to create pipeline layout");
|
|
}
|
|
}
|
|
|
|
void Shader::createStreamBuffers() {
|
|
auto vgfx = (Graphics*)gfx;
|
|
const auto numImagesInFlight = vgfx->getNumImagesInFlight();
|
|
streamBuffers.resize(numImagesInFlight);
|
|
for (uint32_t i = 0; i < numImagesInFlight; i++) {
|
|
streamBuffers[i].push_back(new StreamBuffer(gfx, BUFFERUSAGE_UNIFORM, STREAMBUFFER_DEFAULT_SIZE * uniformBufferSizeAligned));
|
|
}
|
|
}
|
|
|
|
void Shader::setVideoTextures(graphics::Texture* ytexture, graphics::Texture* cbtexture, graphics::Texture* crtexture) {
|
|
// if the shader doesn't actually use these textures they might get optimized out
|
|
// in that case this function becomes a noop.
|
|
if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y] != nullptr) {
|
|
builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y]->textures[0] = ytexture;
|
|
}
|
|
if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB] != nullptr) {
|
|
builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB]->textures[0] = cbtexture;
|
|
}
|
|
if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR] != nullptr) {
|
|
builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR]->textures[0] = crtexture;
|
|
}
|
|
}
|
|
|
|
void Shader::setUniformData(BuiltinUniformData& data) {
|
|
char* ptr = (char*) builtinUniformInfo[BUILTIN_UNIFORMS_PER_DRAW]->data + builtinUniformDataOffset;
|
|
memcpy(ptr, &data, sizeof(BuiltinUniformData));
|
|
}
|
|
|
|
void Shader::setMainTex(graphics::Texture* texture) {
|
|
// if the shader doesn't actually use the texture it might get optimized out
|
|
// in that case this function becomes a noop.
|
|
if (builtinUniformInfo[BUILTIN_TEXTURE_MAIN] != nullptr) {
|
|
builtinUniformInfo[BUILTIN_TEXTURE_MAIN]->textures[0] = texture;
|
|
}
|
|
}
|
|
} // vulkan
|
|
} // graphics
|
|
} // love
|