2012-11-26 18:58:24 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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2012-11-28 15:47:07 +00:00
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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2018-10-28 14:46:14 +00:00
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Copyright (C) 2013-2018 Robert Beckebans
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2012-11-26 18:58:24 +00:00
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2012-11-28 15:47:07 +00:00
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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2012-11-26 18:58:24 +00:00
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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2012-12-22 15:18:19 +00:00
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#include "precompiled.h"
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2012-11-26 18:58:24 +00:00
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2017-09-03 08:22:36 +00:00
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#include "RenderCommon.h"
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2012-11-26 18:58:24 +00:00
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2018-10-28 12:22:36 +00:00
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#if defined(USE_VULKAN)
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extern idUniformBuffer emptyUBO;
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void CreateVertexDescriptions();
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void CreateDescriptorPools( VkDescriptorPool( &pools )[ NUM_FRAME_DATA ] );
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#endif
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2012-11-26 18:58:24 +00:00
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idRenderProgManager renderProgManager;
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/*
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================================================================================================
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idRenderProgManager::idRenderProgManager()
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================================================================================================
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*/
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2012-11-28 15:47:07 +00:00
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idRenderProgManager::idRenderProgManager()
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{
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2012-11-26 18:58:24 +00:00
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}
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/*
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================================================================================================
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idRenderProgManager::~idRenderProgManager()
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================================================================================================
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*/
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2012-11-28 15:47:07 +00:00
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idRenderProgManager::~idRenderProgManager()
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{
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2012-11-26 18:58:24 +00:00
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}
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/*
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================================================================================================
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R_ReloadShaders
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================================================================================================
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*/
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2012-11-28 15:47:07 +00:00
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static void R_ReloadShaders( const idCmdArgs& args )
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{
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2012-11-26 18:58:24 +00:00
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renderProgManager.KillAllShaders();
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renderProgManager.LoadAllShaders();
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}
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/*
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================================================================================================
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idRenderProgManager::Init()
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================================================================================================
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*/
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2012-11-28 15:47:07 +00:00
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void idRenderProgManager::Init()
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{
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2012-11-26 18:58:24 +00:00
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common->Printf( "----- Initializing Render Shaders -----\n" );
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2012-11-28 15:47:07 +00:00
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for( int i = 0; i < MAX_BUILTINS; i++ )
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{
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2012-11-26 18:58:24 +00:00
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builtinShaders[i] = -1;
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}
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2014-04-20 14:29:58 +00:00
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// RB: added checks for GPU skinning
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2012-11-28 15:47:07 +00:00
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struct builtinShaders_t
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{
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2018-10-13 16:34:29 +00:00
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int index;
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const char* name;
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const char* nameOutSuffix;
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uint32 shaderFeatures;
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bool requireGPUSkinningSupport;
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rpStage_t stages;
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vertexLayoutType_t layout;
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2012-11-28 15:47:07 +00:00
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} builtins[] =
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{
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_GUI, "gui.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_COLOR, "color.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2014-05-10 12:40:01 +00:00
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// RB begin
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_COLOR_SKINNED, "color", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_VERTEX_COLOR, "vertex_color.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING, "ambient_lighting", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_SKINNED, "ambient_lighting", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SMALL_GEOMETRY_BUFFER, "gbuffer", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED, "gbuffer", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2014-05-10 12:40:01 +00:00
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// RB end
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_TEXTURED, "texture.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_TEXTURE_VERTEXCOLOR, "texture_color.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_TEXTURE_VERTEXCOLOR_SRGB, "texture_color.vfp", "", BIT( USE_SRGB ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED, "texture_color_skinned.vfp", "", 0, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_TEXTURE_TEXGEN_VERTEXCOLOR, "texture_color_texgen.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2014-05-10 12:40:01 +00:00
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// RB begin
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_INTERACTION, "interaction.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_SKINNED, "interaction", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_AMBIENT, "interactionAmbient.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_AMBIENT_SKINNED, "interactionAmbient_skinned.vfp", "", 0, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT, "interactionSM", "_spot", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "interactionSM", "_spot_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT, "interactionSM", "_point", BIT( LIGHT_POINT ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "interactionSM", "_point_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_POINT ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL, "interactionSM", "_parallel", BIT( LIGHT_PARALLEL ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED, "interactionSM", "_parallel_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_PARALLEL ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2014-05-10 12:40:01 +00:00
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// RB end
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_ENVIRONMENT, "environment.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_ENVIRONMENT_SKINNED, "environment_skinned.vfp", "", 0, true , SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT},
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{ BUILTIN_BUMPY_ENVIRONMENT, "bumpyenvironment.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_BUMPY_ENVIRONMENT_SKINNED, "bumpyenvironment_skinned.vfp", "", 0, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2012-11-28 15:47:07 +00:00
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_DEPTH, "depth.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_DEPTH_SKINNED, "depth_skinned.vfp", "", 0, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2012-11-28 15:47:07 +00:00
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_SHADOW, "shadow.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT },
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{ BUILTIN_SHADOW_SKINNED, "shadow_skinned.vfp", "", 0, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT_SKINNED },
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2014-05-10 12:40:01 +00:00
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_SHADOW_DEBUG, "shadowDebug.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SHADOW_DEBUG_SKINNED, "shadowDebug_skinned.vfp", "", 0, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2014-05-10 12:40:01 +00:00
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_BLENDLIGHT, "blendlight.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_FOG, "fog.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_FOG_SKINNED, "fog_skinned.vfp", "", 0, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SKYBOX, "skybox.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_WOBBLESKY, "wobblesky.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_POSTPROCESS, "postprocess.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2015-12-20 11:28:46 +00:00
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// RB begin
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_SCREEN, "screen", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_TONEMAP, "tonemap", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_BRIGHTPASS, "tonemap", "_brightpass", BIT( BRIGHTPASS ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_HDR_GLARE_CHROMATIC, "hdr_glare_chromatic", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_HDR_DEBUG, "tonemap", "_debug", BIT( HDR_DEBUG ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2015-12-26 15:11:47 +00:00
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_SMAA_EDGE_DETECTION, "SMAA_edge_detection", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SMAA_BLENDING_WEIGHT_CALCULATION, "SMAA_blending_weight_calc", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SMAA_NEIGHBORHOOD_BLENDING, "SMAA_final", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2016-01-02 18:28:49 +00:00
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_AMBIENT_OCCLUSION, "AmbientOcclusion_AO", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_OCCLUSION_AND_OUTPUT, "AmbientOcclusion_AO", "_write", BIT( BRIGHTPASS ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_OCCLUSION_BLUR, "AmbientOcclusion_blur", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_OCCLUSION_BLUR_AND_OUTPUT, "AmbientOcclusion_blur", "_write", BIT( BRIGHTPASS ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_OCCLUSION_MINIFY, "AmbientOcclusion_minify", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_OCCLUSION_RECONSTRUCT_CSZ, "AmbientOcclusion_minify", "_mip0", BIT( BRIGHTPASS ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_DEEP_GBUFFER_RADIOSITY_SSGI, "DeepGBufferRadiosity_radiosity", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_DEEP_GBUFFER_RADIOSITY_BLUR, "DeepGBufferRadiosity_blur", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_DEEP_GBUFFER_RADIOSITY_BLUR_AND_OUTPUT, "DeepGBufferRadiosity_blur", "_write", BIT( BRIGHTPASS ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2015-12-20 11:28:46 +00:00
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// RB end
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_STEREO_DEGHOST, "stereoDeGhost.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_STEREO_WARP, "stereoWarp.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_BINK, "bink.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_BINK_GUI, "bink_gui.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_STEREO_INTERLACE, "stereoInterlace.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_MOTION_BLUR, "motionBlur.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2014-05-10 12:40:01 +00:00
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// RB begin
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2018-10-13 16:34:29 +00:00
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{ BUILTIN_DEBUG_SHADOWMAP, "debug_shadowmap.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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2014-05-10 12:40:01 +00:00
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// RB end
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2012-11-26 18:58:24 +00:00
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};
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int numBuiltins = sizeof( builtins ) / sizeof( builtins[0] );
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2018-10-13 16:34:29 +00:00
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renderProgs.SetNum( numBuiltins );
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2012-11-28 15:47:07 +00:00
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for( int i = 0; i < numBuiltins; i++ )
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{
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2018-10-13 16:34:29 +00:00
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renderProg_t& prog = renderProgs[ i ];
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2014-05-10 12:40:01 +00:00
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2018-10-13 16:34:29 +00:00
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prog.name = builtins[i].name;
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prog.builtin = true;
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prog.layout = builtins[i].layout;
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2014-05-10 12:40:01 +00:00
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2012-11-26 18:58:24 +00:00
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builtinShaders[builtins[i].index] = i;
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2014-04-20 14:29:58 +00:00
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if( builtins[i].requireGPUSkinningSupport && !glConfig.gpuSkinningAvailable )
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{
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// RB: don't try to load shaders that would break the GLSL compiler in the OpenGL driver
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continue;
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}
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2018-10-13 16:34:29 +00:00
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int vIndex = -1;
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if( builtins[ i ].stages & SHADER_STAGE_VERTEX )
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{
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vIndex = FindShader( builtins[ i ].name, SHADER_STAGE_VERTEX, builtins[i].nameOutSuffix, builtins[i].shaderFeatures, true );
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}
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int fIndex = -1;
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if( builtins[ i ].stages & SHADER_STAGE_FRAGMENT )
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{
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fIndex = FindShader( builtins[ i ].name, SHADER_STAGE_FRAGMENT, builtins[i].nameOutSuffix, builtins[i].shaderFeatures, true );
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}
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2018-10-28 10:39:05 +00:00
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//idLib::Printf( "Loading GLSL program %i %i %i\n", i, vIndex, fIndex );
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2018-10-13 16:34:29 +00:00
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LoadGLSLProgram( i, vIndex, fIndex );
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2012-11-26 18:58:24 +00:00
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}
|
2017-09-03 07:45:03 +00:00
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|
|
|
2016-10-24 23:08:27 +00:00
|
|
|
r_useHalfLambertLighting.ClearModified();
|
|
|
|
r_useHDR.ClearModified();
|
2017-09-03 07:45:03 +00:00
|
|
|
|
2018-10-13 16:34:29 +00:00
|
|
|
uniforms.SetNum( RENDERPARM_TOTAL, vec4_zero );
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2014-04-20 14:29:58 +00:00
|
|
|
if( glConfig.gpuSkinningAvailable )
|
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
renderProgs[builtinShaders[BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_INTERACTION_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_INTERACTION_AMBIENT_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_ENVIRONMENT_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_BUMPY_ENVIRONMENT_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_DEPTH_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_SHADOW_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_SHADOW_DEBUG_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_FOG_SKINNED]].usesJoints = true;
|
2014-05-10 12:40:01 +00:00
|
|
|
// RB begin
|
2018-10-13 16:34:29 +00:00
|
|
|
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED]].usesJoints = true;
|
|
|
|
renderProgs[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED]].usesJoints = true;
|
2014-05-10 12:40:01 +00:00
|
|
|
// RB end
|
2014-04-20 14:29:58 +00:00
|
|
|
}
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
cmdSystem->AddCommand( "reloadShaders", R_ReloadShaders, CMD_FL_RENDERER, "reloads shaders" );
|
2018-10-28 10:39:05 +00:00
|
|
|
|
|
|
|
#if defined(USE_VULKAN)
|
2018-10-28 14:46:14 +00:00
|
|
|
counter = 0;
|
|
|
|
|
2018-10-28 10:39:05 +00:00
|
|
|
// Create Vertex Descriptions
|
|
|
|
CreateVertexDescriptions();
|
|
|
|
|
|
|
|
// Create Descriptor Pools
|
|
|
|
CreateDescriptorPools( descriptorPools );
|
|
|
|
|
|
|
|
for( int i = 0; i < NUM_FRAME_DATA; ++i )
|
|
|
|
{
|
|
|
|
parmBuffers[ i ] = new idUniformBuffer();
|
|
|
|
parmBuffers[ i ]->AllocBufferObject( NULL, MAX_DESC_SETS * MAX_DESC_SET_UNIFORMS * sizeof( idVec4 ), BU_DYNAMIC );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Placeholder: mainly for optionalSkinning
|
|
|
|
emptyUBO.AllocBufferObject( NULL, sizeof( idVec4 ), BU_DYNAMIC );
|
|
|
|
#endif
|
2012-11-26 18:58:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================================================================================================
|
|
|
|
idRenderProgManager::LoadAllShaders()
|
|
|
|
================================================================================================
|
|
|
|
*/
|
2012-11-28 15:47:07 +00:00
|
|
|
void idRenderProgManager::LoadAllShaders()
|
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
for( int i = 0; i < shaders.Num(); i++ )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
LoadShader( i, shaders[i].stage );
|
2012-11-26 18:58:24 +00:00
|
|
|
}
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2018-10-13 16:34:29 +00:00
|
|
|
for( int i = 0; i < renderProgs.Num(); ++i )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
if( renderProgs[i].vertexShaderIndex == -1 || renderProgs[i].fragmentShaderIndex == -1 )
|
2014-05-10 12:40:01 +00:00
|
|
|
{
|
|
|
|
// RB: skip reloading because we didn't load it initially
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2018-10-13 16:34:29 +00:00
|
|
|
LoadGLSLProgram( i, renderProgs[i].vertexShaderIndex, renderProgs[i].fragmentShaderIndex );
|
2012-11-26 18:58:24 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================================================================================================
|
|
|
|
idRenderProgManager::KillAllShaders()
|
|
|
|
================================================================================================
|
|
|
|
*/
|
2012-11-28 15:47:07 +00:00
|
|
|
void idRenderProgManager::KillAllShaders()
|
|
|
|
{
|
2012-11-26 18:58:24 +00:00
|
|
|
Unbind();
|
2018-10-01 17:07:12 +00:00
|
|
|
|
|
|
|
#if !defined(USE_VULKAN)
|
2018-10-13 16:34:29 +00:00
|
|
|
for( int i = 0; i < shaders.Num(); i++ )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
if( shaders[i].progId != INVALID_PROGID )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
glDeleteShader( shaders[i].progId );
|
|
|
|
shaders[i].progId = INVALID_PROGID;
|
2012-11-26 18:58:24 +00:00
|
|
|
}
|
|
|
|
}
|
2018-10-13 16:34:29 +00:00
|
|
|
|
|
|
|
for( int i = 0; i < renderProgs.Num(); ++i )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
if( renderProgs[i].progId != INVALID_PROGID )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
glDeleteProgram( renderProgs[i].progId );
|
|
|
|
renderProgs[i].progId = INVALID_PROGID;
|
2012-11-26 18:58:24 +00:00
|
|
|
}
|
|
|
|
}
|
2018-10-01 17:07:12 +00:00
|
|
|
#endif
|
2012-11-26 18:58:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================================================================================================
|
|
|
|
idRenderProgManager::Shutdown()
|
|
|
|
================================================================================================
|
|
|
|
*/
|
2012-11-28 15:47:07 +00:00
|
|
|
void idRenderProgManager::Shutdown()
|
|
|
|
{
|
2012-11-26 18:58:24 +00:00
|
|
|
KillAllShaders();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================================================================================================
|
|
|
|
idRenderProgManager::FindVertexShader
|
|
|
|
================================================================================================
|
|
|
|
*/
|
2018-10-13 16:34:29 +00:00
|
|
|
int idRenderProgManager::FindShader( const char* name, rpStage_t stage, const char* nameOutSuffix, uint32 features, bool builtin )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
idStr shaderName( name );
|
|
|
|
shaderName.StripFileExtension();
|
|
|
|
//shaderName += nameOutSuffix;
|
|
|
|
|
|
|
|
for( int i = 0; i < shaders.Num(); i++ )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
shader_t& shader = shaders[ i ];
|
|
|
|
if( shader.name.Icmp( shaderName.c_str() ) == 0 && shader.stage == stage && shader.nameOutSuffix.Icmp( nameOutSuffix ) == 0 )
|
2012-11-28 15:47:07 +00:00
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
LoadShader( i, stage );
|
2012-11-26 18:58:24 +00:00
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2018-10-13 16:34:29 +00:00
|
|
|
shader_t shader;
|
|
|
|
shader.name = shaderName;
|
|
|
|
shader.nameOutSuffix = nameOutSuffix;
|
|
|
|
shader.shaderFeatures = features;
|
|
|
|
shader.builtin = builtin;
|
|
|
|
shader.stage = stage;
|
|
|
|
|
|
|
|
int index = shaders.Append( shader );
|
|
|
|
LoadShader( index, stage );
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
return index;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2014-04-20 14:29:58 +00:00
|
|
|
// RB begin
|
|
|
|
bool idRenderProgManager::IsShaderBound() const
|
|
|
|
{
|
2018-10-13 16:34:29 +00:00
|
|
|
return ( current != -1 );
|
2014-04-20 14:29:58 +00:00
|
|
|
}
|
|
|
|
// RB end
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
/*
|
|
|
|
================================================================================================
|
|
|
|
idRenderProgManager::SetRenderParms
|
|
|
|
================================================================================================
|
|
|
|
*/
|
2012-11-28 15:47:07 +00:00
|
|
|
void idRenderProgManager::SetRenderParms( renderParm_t rp, const float* value, int num )
|
|
|
|
{
|
|
|
|
for( int i = 0; i < num; i++ )
|
|
|
|
{
|
|
|
|
SetRenderParm( ( renderParm_t )( rp + i ), value + ( i * 4 ) );
|
2012-11-26 18:58:24 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================================================================================================
|
|
|
|
idRenderProgManager::SetRenderParm
|
|
|
|
================================================================================================
|
|
|
|
*/
|
2012-11-28 15:47:07 +00:00
|
|
|
void idRenderProgManager::SetRenderParm( renderParm_t rp, const float* value )
|
|
|
|
{
|
2012-11-26 18:58:24 +00:00
|
|
|
SetUniformValue( rp, value );
|
|
|
|
}
|
|
|
|
|