doom3-bfg/neo/renderer/RenderProgs.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2018 Robert Beckebans
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Copyright (C) 2022 Stephen Pridham
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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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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
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#include "RenderCommon.h"
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#if defined( USE_NVRHI )
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#include <sys/DeviceManager.h>
#include <nvrhi/utils.h>
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#elif 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] );
#endif
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idRenderProgManager renderProgManager;
/*
================================================================================================
idRenderProgManager::idRenderProgManager()
================================================================================================
*/
idRenderProgManager::idRenderProgManager()
{
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}
/*
================================================================================================
idRenderProgManager::~idRenderProgManager()
================================================================================================
*/
idRenderProgManager::~idRenderProgManager()
{
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}
/*
================================================================================================
R_ReloadShaders
================================================================================================
*/
static void R_ReloadShaders( const idCmdArgs& args )
{
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renderProgManager.KillAllShaders();
renderProgManager.LoadAllShaders();
}
/*
================================================================================================
idRenderProgManager::Init()
================================================================================================
*/
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void idRenderProgManager::Init( nvrhi::IDevice* _device )
{
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common->Printf( "----- Initializing Render Shaders -----\n" );
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for( int i = 0; i < MAX_BUILTINS; i++ )
{
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builtinShaders[i] = -1;
}
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#if defined( USE_NVRHI )
device = _device;
uniforms.SetNum( RENDERPARM_TOTAL, vec4_zero );
constantBuffer = device->createBuffer(
nvrhi::utils::CreateVolatileConstantBufferDesc( uniforms.Allocated(),
"RenderParams",
c_MaxRenderPassConstantBufferVersions ) );
// === Main draw vertex layout ===
vertexLayoutDescs.SetNum( NUM_VERTEX_LAYOUTS, idList<nvrhi::VertexAttributeDesc>() );
vertexLayoutDescs[LAYOUT_DRAW_VERT].Append(
nvrhi::VertexAttributeDesc()
.setName( "POSITION" )
.setFormat( nvrhi::Format::RGB32_FLOAT )
.setOffset( offsetof( idDrawVert, xyz ) )
.setElementStride( sizeof( idDrawVert ) ) );
vertexLayoutDescs[LAYOUT_DRAW_VERT].Append(
nvrhi::VertexAttributeDesc()
.setName( "TEXCOORD" )
.setFormat( nvrhi::Format::RG16_FLOAT )
.setOffset( offsetof( idDrawVert, st ) )
.setElementStride( sizeof( idDrawVert ) ) );
vertexLayoutDescs[LAYOUT_DRAW_VERT].Append(
nvrhi::VertexAttributeDesc()
.setName( "NORMAL" )
.setFormat( nvrhi::Format::RGBA8_UNORM )
.setOffset( offsetof( idDrawVert, normal ) )
.setElementStride( sizeof( idDrawVert ) ) );
vertexLayoutDescs[LAYOUT_DRAW_VERT].Append(
nvrhi::VertexAttributeDesc()
.setName( "TANGENT" )
.setFormat( nvrhi::Format::RGBA8_UNORM )
.setOffset( offsetof( idDrawVert, tangent ) )
.setElementStride( sizeof( idDrawVert ) ) );
vertexLayoutDescs[LAYOUT_DRAW_VERT].Append(
nvrhi::VertexAttributeDesc()
.setName( "COLOR" )
.setArraySize( 2 )
.setFormat( nvrhi::Format::RGBA8_UNORM )
.setOffset( offsetof( idDrawVert, color ) )
.setElementStride( sizeof( idDrawVert ) ) );
// === Shadow vertex ===
vertexLayoutDescs[LAYOUT_DRAW_SHADOW_VERT].Append(
nvrhi::VertexAttributeDesc()
.setName( "POSITION" )
.setFormat( nvrhi::Format::RGBA32_FLOAT )
.setOffset( offsetof( idShadowVert, xyzw ) )
.setElementStride( sizeof( idShadowVert ) ) );
// === Shadow vertex skinned ===
vertexLayoutDescs[LAYOUT_DRAW_SHADOW_VERT_SKINNED].Append(
nvrhi::VertexAttributeDesc()
.setName( "POSITION" )
.setFormat( nvrhi::Format::RGBA32_FLOAT )
.setOffset( offsetof( idShadowVertSkinned, xyzw ) )
.setElementStride( sizeof( idShadowVertSkinned ) ) );
vertexLayoutDescs[LAYOUT_DRAW_SHADOW_VERT_SKINNED].Append(
nvrhi::VertexAttributeDesc()
.setName( "COLOR" )
.setArraySize( 2 )
.setFormat( nvrhi::Format::RGBA8_UNORM )
.setOffset( offsetof( idShadowVertSkinned, color ) )
.setElementStride( sizeof( idShadowVertSkinned ) ) );
bindingLayouts.SetNum( NUM_BINDING_LAYOUTS );
auto defaultLayoutDesc = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) );
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auto samplerOneLayoutDesc = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::Pixel )
.addItem( nvrhi::BindingLayoutItem::Sampler( 0 ) );
auto samplerOneBindingLayout = device->createBindingLayout( samplerOneLayoutDesc );
bindingLayouts[BINDING_LAYOUT_DEFAULT] = { device->createBindingLayout( defaultLayoutDesc ), samplerOneBindingLayout };
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auto ambientIblLayoutDesc = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) ) // normal
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 1 ) ) // specular
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 2 ) ) // base color
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 3 ) ) // brdf lut
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 4 ) ) // ssao
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 7 ) ) // irradiance cube map
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 8 ) ) // radiance cube map 1
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 9 ) ) // radiance cube map 2
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 10 ) ); // radiance cube map 3
auto samplerTwoBindingLayoutDesc = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::Pixel )
.addItem( nvrhi::BindingLayoutItem::Sampler( 0 ) ) // (Wrap) Anisotropic sampler: normal sampler & specular sampler
.addItem( nvrhi::BindingLayoutItem::Sampler( 1 ) ); // (Clamp) Linear sampler: brdf lut sampler & ssao sampler
auto samplerTwoBindingLayout = device->createBindingLayout( samplerTwoBindingLayoutDesc );
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bindingLayouts[BINDING_LAYOUT_AMBIENT_LIGHTING_IBL] = { device->createBindingLayout( ambientIblLayoutDesc ), samplerTwoBindingLayout };
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auto blitLayoutDesc = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) ); // blit constants
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bindingLayouts[BINDING_LAYOUT_BLIT] = { device->createBindingLayout( blitLayoutDesc ) };
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auto aoLayoutDesc = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) )
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 1 ) )
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 2 ) );
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bindingLayouts[BINDING_LAYOUT_DRAW_AO] = { device->createBindingLayout( aoLayoutDesc ), samplerOneBindingLayout };
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auto aoLayoutDesc2 = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) );
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bindingLayouts[BINDING_LAYOUT_DRAW_AO1] = { device->createBindingLayout( aoLayoutDesc2 ), samplerOneBindingLayout };
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auto interactionBindingLayout = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) ) // normal
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 1 ) ) // specular
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 2 ) ) // base color
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 3 ) ) // light falloff
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 4 ) ); // light projection
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bindingLayouts[BINDING_LAYOUT_DRAW_INTERACTION] = { device->createBindingLayout( interactionBindingLayout ), samplerTwoBindingLayout };
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auto interactionSmBindingLayout = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) ) // normal
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 1 ) ) // specular
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 2 ) ) // base color
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 3 ) ) // light falloff
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 4 ) ) // light projection
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 5 ) ) // shadow map array
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 6 ) ); // jitter
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auto samplerFourBindingLayoutDesc = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::Pixel )
.addItem( nvrhi::BindingLayoutItem::Sampler( 0 ) ) // material
.addItem( nvrhi::BindingLayoutItem::Sampler( 1 ) ) // lighting
.addItem( nvrhi::BindingLayoutItem::Sampler( 2 ) ) // shadow compare
.addItem( nvrhi::BindingLayoutItem::Sampler( 3 ) ); // blue noise for shadow jitter
auto samplerFourBindingLayout = device->createBindingLayout( samplerFourBindingLayoutDesc );
bindingLayouts[BINDING_LAYOUT_DRAW_INTERACTION_SM] = { device->createBindingLayout( interactionSmBindingLayout ), samplerFourBindingLayout };
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auto fogBindingLayout = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) )
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 1 ) );
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bindingLayouts[BINDING_LAYOUT_DRAW_FOG] = { device->createBindingLayout( fogBindingLayout ), samplerTwoBindingLayout };
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auto ppFxBindingLayout = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) ) // current render
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 1 ) ) // normal map
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 2 ) ); // mask
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bindingLayouts[BINDING_LAYOUT_POST_PROCESS_CNM] = { device->createBindingLayout( ppFxBindingLayout ), samplerOneBindingLayout };
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auto normalCubeBindingLayout = nvrhi::BindingLayoutDesc()
.setVisibility( nvrhi::ShaderType::All )
.addItem( nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ) )
.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 0 ) ) // cube map
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.addItem( nvrhi::BindingLayoutItem::Texture_SRV( 1 ) ); // normal map
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bindingLayouts[BINDING_LAYOUT_NORMAL_CUBE] = { device->createBindingLayout( normalCubeBindingLayout ), samplerOneBindingLayout };
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nvrhi::BindingLayoutDesc tonemapLayout;
tonemapLayout.visibility = nvrhi::ShaderType::Pixel;
tonemapLayout.bindings =
{
nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ),
nvrhi::BindingLayoutItem::Texture_SRV( 0 ),
nvrhi::BindingLayoutItem::TypedBuffer_SRV( 1 ),
nvrhi::BindingLayoutItem::Texture_SRV( 2 ),
nvrhi::BindingLayoutItem::Sampler( 0 )
};
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bindingLayouts[BINDING_LAYOUT_TONEMAP] = { device->createBindingLayout( tonemapLayout ) };
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nvrhi::BindingLayoutDesc histogramLayout;
histogramLayout.visibility = nvrhi::ShaderType::Compute;
histogramLayout.bindings =
{
nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ),
nvrhi::BindingLayoutItem::Texture_SRV( 0 ),
nvrhi::BindingLayoutItem::TypedBuffer_UAV( 0 )
};
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bindingLayouts[BINDING_LAYOUT_HISTOGRAM] = { device->createBindingLayout( histogramLayout ) };
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nvrhi::BindingLayoutDesc exposureLayout;
exposureLayout.visibility = nvrhi::ShaderType::Compute;
exposureLayout.bindings =
{
nvrhi::BindingLayoutItem::VolatileConstantBuffer( 0 ),
nvrhi::BindingLayoutItem::TypedBuffer_SRV( 0 ),
nvrhi::BindingLayoutItem::TypedBuffer_UAV( 0 )
};
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bindingLayouts[BINDING_LAYOUT_EXPOSURE] = { device->createBindingLayout( exposureLayout ) };
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// RB: added checks for GPU skinning
struct builtinShaders_t
{
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int index;
const char* name;
const char* nameOutSuffix;
idList<shaderMacro_t> macros;
bool requireGPUSkinningSupport;
rpStage_t stages;
vertexLayoutType_t layout;
bindingLayoutType_t bindingLayout;
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bindingLayoutType_t bindingLayout2;
} builtins[] =
{
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{ BUILTIN_GUI, "builtin/gui", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_COLOR, "builtin/color", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
// RB begin
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{ BUILTIN_COLOR_SKINNED, "builtin/color", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_VERTEX_COLOR, "builtin/vertex_color", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_AMBIENT_LIGHTING_IBL, "builtin/lighting/ambient_lighting_IBL", "", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "builtin/lighting/ambient_lighting_IBL", "_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR, "builtin/lighting/ambient_lighting_IBL", "_PBR", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED, "builtin/lighting/ambient_lighting_IBL", "_PBR_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTGRID_IBL, "builtin/lighting/ambient_lightgrid_IBL", "", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTGRID_IBL_SKINNED, "builtin/lighting/ambient_lightgrid_IBL", "_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR, "builtin/lighting/ambient_lightgrid_IBL", "_PBR", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR_SKINNED, "builtin/lighting/ambient_lightgrid_IBL", "_PBR_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
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{ BUILTIN_SMALL_GEOMETRY_BUFFER, "builtin/gbuffer", "", { {"USE_GPU_SKINNING", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED, "builtin/gbuffer", "_skinned", { {"USE_GPU_SKINNING", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
// RB end
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{ BUILTIN_TEXTURED, "builtin/texture", "", { }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_TEXTURE_VERTEXCOLOR, "builtin/texture_color", "", { {"USE_GPU_SKINNING", "0" }, {"USE_SRGB", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_TEXTURE_VERTEXCOLOR_SRGB, "builtin/texture_color", "_sRGB", { {"USE_GPU_SKINNING", "0" }, {"USE_SRGB", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED, "builtin/texture_color", "_skinned", { {"USE_GPU_SKINNING", "1" }, {"USE_SRGB", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_TEXTURE_TEXGEN_VERTEXCOLOR, "builtin/texture_color_texgen", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
// RB begin
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{ BUILTIN_INTERACTION, "builtin/lighting/interaction", "", { {"USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_INTERACTION_SKINNED, "builtin/lighting/interaction", "_skinned", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
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{ BUILTIN_INTERACTION_AMBIENT, "builtin/lighting/interactionAmbient", "", { {"USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_INTERACTION_AMBIENT_SKINNED, "builtin/lighting/interactionAmbient", "_skinned", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT, "builtin/lighting/interactionSM", "_spot", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "builtin/lighting/interactionSM", "_spot_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", 0 }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT, "builtin/lighting/interactionSM", "_point", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "1" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "builtin/lighting/interactionSM", "_point_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "1" }, { "LIGHT_PARALLEL", 0 }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
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{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL, "builtin/lighting/interactionSM", "_parallel", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "1" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED, "builtin/lighting/interactionSM", "_parallel_skinned", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "1" }, { "USE_PBR", "0" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
// PBR variants
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{ BUILTIN_PBR_INTERACTION, "builtin/lighting/interaction", "_PBR", { {"USE_GPU_SKINNING", "0" }, { "USE_PBR", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_PBR_INTERACTION_SKINNED, "builtin/lighting/interaction", "_skinned_PBR", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
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{ BUILTIN_PBR_INTERACTION_AMBIENT, "builtin/lighting/interactionAmbient", "_PBR", { {"USE_GPU_SKINNING", "0" }, { "USE_PBR", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
{ BUILTIN_PBR_INTERACTION_AMBIENT_SKINNED, "builtin/lighting/interactionAmbient_skinned", "_PBR", { {"USE_GPU_SKINNING", "1" }, { "USE_PBR", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION },
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{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_SPOT, "builtin/lighting/interactionSM", "_spot_PBR", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "builtin/lighting/interactionSM", "_spot_skinned_PBR", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
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{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_POINT, "builtin/lighting/interactionSM", "_point_PBR", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "1" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "builtin/lighting/interactionSM", "_point_skinned_PBR", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "1" }, { "LIGHT_PARALLEL", "0" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
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{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_PARALLEL, "builtin/lighting/interactionSM", "_parallel_PBR", { {"USE_GPU_SKINNING", "0" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "1" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
{ BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED, "builtin/lighting/interactionSM", "_parallel_skinned_PBR", { {"USE_GPU_SKINNING", "1" }, { "LIGHT_POINT", "0" }, { "LIGHT_PARALLEL", "1" }, { "USE_PBR", "1" }, { "USE_NORMAL_FMT_RGB8", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_INTERACTION_SM },
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// debug stuff
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{ BUILTIN_DEBUG_LIGHTGRID, "builtin/debug/lightgrid", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_DEBUG_LIGHTGRID_SKINNED, "builtin/debug/lightgrid", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
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{ BUILTIN_DEBUG_OCTAHEDRON, "builtin/debug/octahedron", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_DEBUG_OCTAHEDRON_SKINNED, "builtin/debug/octahedron", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
// RB end
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{ BUILTIN_ENVIRONMENT, "builtin/legacy/environment", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_ENVIRONMENT_SKINNED, "builtin/legacy/environment", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true , SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_BUMPY_ENVIRONMENT, "builtin/legacy/bumpyenvironment", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_NORMAL_CUBE },
{ BUILTIN_BUMPY_ENVIRONMENT_SKINNED, "builtin/legacy/bumpyenvironment", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_NORMAL_CUBE },
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{ BUILTIN_DEPTH, "builtin/depth", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_DEPTH_SKINNED, "builtin/depth", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
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{ BUILTIN_SHADOW, "builtin/lighting/shadow", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_SHADOW_SKINNED, "builtin/lighting/shadow", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_SHADOW_VERT_SKINNED, BINDING_LAYOUT_DEFAULT },
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{ BUILTIN_SHADOW_DEBUG, "builtin/debug/shadowDebug", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_SHADOW_DEBUG_SKINNED, "builtin/debug/shadowDebug", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
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{ BUILTIN_BLENDLIGHT, "builtin/fog/blendlight", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_FOG, "builtin/fog/fog", "", { {"USE_GPU_SKINNING", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_FOG },
{ BUILTIN_FOG_SKINNED, "builtin/fog/fog", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_FOG },
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{ BUILTIN_SKYBOX, "builtin/legacy/skybox", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_WOBBLESKY, "builtin/legacy/wobblesky", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_POSTPROCESS, "builtin/post/postprocess", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
// RB begin
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{ BUILTIN_SCREEN, "builtin/post/screen", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_TONEMAP, "builtin/post/tonemap", "", { { "BRIGHTPASS", "0" }, { "HDR_DEBUG", "0"} }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_BRIGHTPASS, "builtin/post/tonemap", "_brightpass", { { "BRIGHTPASS", "1" }, { "HDR_DEBUG", "0"} }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_HDR_GLARE_CHROMATIC, "builtin/post/hdr_glare_chromatic", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_HDR_DEBUG, "builtin/post/tonemap", "_debug", { { "BRIGHTPASS", "0" }, { "HDR_DEBUG", "1"} }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_SMAA_EDGE_DETECTION, "builtin/post/SMAA_edge_detection", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_SMAA_BLENDING_WEIGHT_CALCULATION, "builtin/post/SMAA_blending_weight_calc", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_SMAA_NEIGHBORHOOD_BLENDING, "builtin/post/SMAA_final", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_AMBIENT_OCCLUSION, "builtin/SSAO/AmbientOcclusion_AO", "", { { "BRIGHTPASS", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_AO },
{ BUILTIN_AMBIENT_OCCLUSION_AND_OUTPUT, "builtin/SSAO/AmbientOcclusion_AO", "_write", { { "BRIGHTPASS", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_AO },
{ BUILTIN_AMBIENT_OCCLUSION_BLUR, "builtin/SSAO/AmbientOcclusion_blur", "", { { "BRIGHTPASS", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_AO },
{ BUILTIN_AMBIENT_OCCLUSION_BLUR_AND_OUTPUT, "builtin/SSAO/AmbientOcclusion_blur", "_write", { { "BRIGHTPASS", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_AO },
{ BUILTIN_AMBIENT_OCCLUSION_MINIFY, "builtin/SSAO/AmbientOcclusion_minify", "", { { "BRIGHTPASS", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_AO1 },
{ BUILTIN_AMBIENT_OCCLUSION_RECONSTRUCT_CSZ, "builtin/SSAO/AmbientOcclusion_minify", "_mip0", { { "BRIGHTPASS", "1" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DRAW_AO1 },
{ BUILTIN_DEEP_GBUFFER_RADIOSITY_SSGI, "builtin/SSGI/DeepGBufferRadiosity_radiosity", "", { }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_DEEP_GBUFFER_RADIOSITY_BLUR, "builtin/SSGI/DeepGBufferRadiosity_blur", "", { }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_DEEP_GBUFFER_RADIOSITY_BLUR_AND_OUTPUT, "builtin/SSGI/DeepGBufferRadiosity_blur", "_write", { }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
// RB end
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{ BUILTIN_STEREO_DEGHOST, "builtin/VR/stereoDeGhost", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_STEREO_WARP, "builtin/VR/stereoWarp", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_BINK, "builtin/video/bink", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_BINK_GUI, "builtin/video/bink_gui", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_STEREO_INTERLACE, "builtin/VR/stereoInterlace", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_MOTION_BLUR, "builtin/post/motionBlur", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
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// RB begin
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{ BUILTIN_DEBUG_SHADOWMAP, "builtin/debug/debug_shadowmap", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
// RB end
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// SP begin
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{ BUILTIN_BLIT, "builtin/blit", "", { { "TEXTURE_ARRAY", "0" } }, false, SHADER_STAGE_FRAGMENT, LAYOUT_UNKNOWN, BINDING_LAYOUT_BLIT },
{ BUILTIN_RECT, "builtin/rect", "", { }, false, SHADER_STAGE_VERTEX, LAYOUT_DRAW_VERT, BINDING_LAYOUT_BLIT },
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{ BUILTIN_TONEMAPPING, "builtin/post/tonemapping", "", { { "HISTOGRAM_BINS", "256" }, { "SOURCE_ARRAY", "0" }, { "QUAD_Z", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_UNKNOWN, BINDING_LAYOUT_TONEMAP },
{ BUILTIN_TONEMAPPING_TEX_ARRAY, "builtin/post/tonemapping", "", { { "HISTOGRAM_BINS", "256" }, { "SOURCE_ARRAY", "1" }, { "QUAD_Z", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_UNKNOWN, BINDING_LAYOUT_TONEMAP },
{ BUILTIN_HISTOGRAM_CS, "builtin/post/histogram", "", { { "HISTOGRAM_BINS", "256" }, { "SOURCE_ARRAY", "0" } }, false, SHADER_STAGE_COMPUTE, LAYOUT_UNKNOWN, BINDING_LAYOUT_HISTOGRAM },
{ BUILTIN_HISTOGRAM_TEX_ARRAY_CS, "builtin/post/histogram", "", { { "HISTOGRAM_BINS", "256" }, { "SOURCE_ARRAY", "1" } }, false, SHADER_STAGE_COMPUTE, LAYOUT_UNKNOWN, BINDING_LAYOUT_HISTOGRAM },
{ BUILTIN_EXPOSURE_CS, "builtin/post/exposure", "", { { "HISTOGRAM_BINS", "256" } }, false, SHADER_STAGE_COMPUTE, LAYOUT_UNKNOWN, BINDING_LAYOUT_EXPOSURE },
// SP end
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};
int numBuiltins = sizeof( builtins ) / sizeof( builtins[0] );
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renderProgs.SetNum( numBuiltins );
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for( int i = 0; i < numBuiltins; i++ )
{
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renderProg_t& prog = renderProgs[i];
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prog.name = builtins[i].name;
prog.builtin = true;
prog.vertexLayout = builtins[i].layout;
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prog.bindingLayoutType = builtins[i].bindingLayout;
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builtinShaders[builtins[i].index] = i;
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if( builtins[i].requireGPUSkinningSupport && !glConfig.gpuSkinningAvailable )
{
// RB: don't try to load shaders that would break the GLSL compiler in the OpenGL driver
continue;
}
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int vIndex = -1;
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if( builtins[i].stages & SHADER_STAGE_VERTEX )
{
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vIndex = FindShader( builtins[i].name, SHADER_STAGE_VERTEX, builtins[i].nameOutSuffix, builtins[i].macros, true, builtins[i].layout );
}
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int fIndex = -1;
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if( builtins[i].stages & SHADER_STAGE_FRAGMENT )
{
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fIndex = FindShader( builtins[i].name, SHADER_STAGE_FRAGMENT, builtins[i].nameOutSuffix, builtins[i].macros, true, builtins[i].layout );
}
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int cIndex = -1;
if( builtins[i].stages & SHADER_STAGE_COMPUTE )
{
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cIndex = FindShader( builtins[i].name, SHADER_STAGE_COMPUTE, builtins[i].nameOutSuffix, builtins[i].macros, true, builtins[i].layout );
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}
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idLib::Printf( "Loading shader program %s\n", prog.name.c_str() );
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if( vIndex > -1 && fIndex > -1 )
{
LoadProgram( i, vIndex, fIndex );
}
if( cIndex > -1 )
{
LoadComputeProgram( i, cIndex );
}
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}
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#endif
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r_useHalfLambertLighting.ClearModified();
r_useHDR.ClearModified();
r_usePBR.ClearModified();
r_pbrDebug.ClearModified();
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uniforms.SetNum( RENDERPARM_TOTAL, vec4_zero );
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if( glConfig.gpuSkinningAvailable )
{
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;
// RB begin
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renderProgs[builtinShaders[BUILTIN_DEBUG_LIGHTGRID_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_DEBUG_OCTAHEDRON_SKINNED]].usesJoints = true;
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renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTGRID_IBL_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTGRID_IBL_PBR_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;
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// PBR variants
renderProgs[builtinShaders[BUILTIN_PBR_INTERACTION_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_PBR_INTERACTION_AMBIENT_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_POINT_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_PBR_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED]].usesJoints = true;
// RB end
}
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cmdSystem->AddCommand( "reloadShaders", R_ReloadShaders, CMD_FL_RENDERER, "reloads shaders" );
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#if defined(USE_VULKAN)
counter = 0;
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// Create Vertex Descriptions
CreateVertexDescriptions();
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// Create Descriptor Pools
CreateDescriptorPools( descriptorPools );
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for( int i = 0; i < NUM_FRAME_DATA; ++i )
{
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parmBuffers[i] = new idUniformBuffer();
parmBuffers[i]->AllocBufferObject( NULL, MAX_DESC_SETS * MAX_DESC_SET_UNIFORMS * sizeof( idVec4 ), BU_DYNAMIC );
}
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// Placeholder: mainly for optionalSkinning
emptyUBO.AllocBufferObject( NULL, sizeof( idVec4 ), BU_DYNAMIC );
#endif
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}
/*
================================================================================================
idRenderProgManager::LoadAllShaders()
================================================================================================
*/
void idRenderProgManager::LoadAllShaders()
{
for( int i = 0; i < shaders.Num(); i++ )
{
LoadShader( i, shaders[i].stage );
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}
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for( int i = 0; i < renderProgs.Num(); ++i )
{
if( renderProgs[i].vertexShaderIndex == -1 || renderProgs[i].fragmentShaderIndex == -1 )
{
// RB: skip reloading because we didn't load it initially
continue;
}
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LoadProgram( i, renderProgs[i].vertexShaderIndex, renderProgs[i].fragmentShaderIndex );
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}
}
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/*
================================================================================================
idRenderProgManager::Shutdown()
================================================================================================
*/
void idRenderProgManager::Shutdown()
{
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KillAllShaders();
}
/*
================================================================================================
idRenderProgManager::FindVertexShader
================================================================================================
*/
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// TODO REMOVE
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int idRenderProgManager::FindShader( const char* name, rpStage_t stage )
{
idStr shaderName( name );
shaderName.StripFileExtension();
for( int i = 0; i < shaders.Num(); i++ )
{
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shader_t& shader = shaders[i];
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if( shader.name.Icmp( shaderName.c_str() ) == 0 && shader.stage == stage )
{
LoadShader( i, stage );
return i;
}
}
// Load it.
shader_t shader;
shader.name = shaderName;
shader.stage = stage;
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#if 0
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for( int i = 0; i < MAX_SHADER_MACRO_NAMES; i++ )
{
int feature = ( bool )( 0 & BIT( i ) );
idStr macroName( GetGLSLMacroName( ( shaderFeature_t )i ) );
idStr value( feature );
shader.macros.Append( shaderMacro_t( macroName, value ) );
}
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#endif
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int index = shaders.Append( shader );
LoadShader( index, stage );
return index;
}
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/*
int idRenderProgManager::FindShader( const char* name, rpStage_t stage, const char* nameOutSuffix, uint32 features, bool builtin, vertexLayoutType_t vertexLayout )
{
idStr shaderName( name );
shaderName.StripFileExtension();
//shaderName += nameOutSuffix;
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for( int i = 0; i < shaders.Num(); i++ )
{
shader_t& shader = shaders[ i ];
if( shader.name.Icmp( shaderName.c_str() ) == 0 && shader.stage == stage && shader.nameOutSuffix.Icmp( nameOutSuffix ) == 0 )
{
LoadShader( i, stage );
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return i;
}
}
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shader_t shader;
shader.name = shaderName;
shader.nameOutSuffix = nameOutSuffix;
shader.shaderFeatures = features;
shader.builtin = builtin;
shader.stage = stage;
shader.vertexLayout = vertexLayout;
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int index = shaders.Append( shader );
LoadShader( index, stage );
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return index;
}
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*/
int idRenderProgManager::FindShader( const char* name, rpStage_t stage, const char* nameOutSuffix, const idList<shaderMacro_t>& macros, bool builtin, vertexLayoutType_t vertexLayout )
{
idStr shaderName( name );
shaderName.StripFileExtension();
for( int i = 0; i < shaders.Num(); i++ )
{
shader_t& shader = shaders[i];
if( shader.name.Icmp( shaderName ) == 0 && shader.stage == stage && shader.nameOutSuffix.Icmp( nameOutSuffix ) == 0 )
{
LoadShader( i, stage );
return i;
}
}
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// Load it.
shader_t shader;
shader.name = shaderName;
shader.nameOutSuffix = nameOutSuffix;
shader.shaderFeatures = 0;
shader.builtin = builtin;
shader.stage = stage;
shader.macros = macros;
int index = shaders.Append( shader );
LoadShader( index, stage );
return index;
}
#if defined( USE_NVRHI )
nvrhi::ShaderHandle idRenderProgManager::GetShader( int index )
{
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return shaders[index].handle;
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}
programInfo_t idRenderProgManager::GetProgramInfo( int index )
{
programInfo_t info;
renderProg_t& prog = renderProgs[index];
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info.bindingLayoutType = prog.bindingLayoutType;
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if( prog.vertexShaderIndex > -1 && prog.vertexShaderIndex < shaders.Num() )
{
info.vs = GetShader( prog.vertexShaderIndex );
}
if( prog.fragmentShaderIndex > -1 && prog.fragmentShaderIndex < shaders.Num() )
{
info.ps = GetShader( prog.fragmentShaderIndex );
}
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if( prog.computeShaderIndex > -1 && prog.computeShaderIndex < shaders.Num() )
{
info.cs = GetShader( prog.computeShaderIndex );
}
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info.inputLayout = prog.inputLayout;
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info.bindingLayouts = &prog.bindingLayouts;
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return info;
}
#endif
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bool idRenderProgManager::IsShaderBound() const
{
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return ( currentIndex != -1 );
}
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/*
================================================================================================
idRenderProgManager::SetRenderParms
================================================================================================
*/
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 ) );
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}
}
/*
================================================================================================
idRenderProgManager::SetRenderParm
================================================================================================
*/
void idRenderProgManager::SetRenderParm( renderParm_t rp, const float* value )
{
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SetUniformValue( rp, value );
}
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/*
========================
RpPrintState
========================
*/
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void RpPrintState( uint64 stateBits )
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{
// culling
idLib::Printf( "Culling: " );
switch( stateBits & GLS_CULL_BITS )
{
case GLS_CULL_FRONTSIDED:
idLib::Printf( "FRONTSIDED -> BACK" );
break;
case GLS_CULL_BACKSIDED:
idLib::Printf( "BACKSIDED -> FRONT" );
break;
case GLS_CULL_TWOSIDED:
idLib::Printf( "TWOSIDED" );
break;
default:
idLib::Printf( "NA" );
break;
}
idLib::Printf( "\n" );
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// polygon mode
idLib::Printf( "PolygonMode: %s\n", ( stateBits & GLS_POLYMODE_LINE ) ? "LINE" : "FILL" );
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// color mask
idLib::Printf( "ColorMask: " );
idLib::Printf( ( stateBits & GLS_REDMASK ) ? "_" : "R" );
idLib::Printf( ( stateBits & GLS_GREENMASK ) ? "_" : "G" );
idLib::Printf( ( stateBits & GLS_BLUEMASK ) ? "_" : "B" );
idLib::Printf( ( stateBits & GLS_ALPHAMASK ) ? "_" : "A" );
idLib::Printf( "\n" );
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// blend
idLib::Printf( "Blend: src=" );
switch( stateBits & GLS_SRCBLEND_BITS )
{
case GLS_SRCBLEND_ZERO:
idLib::Printf( "ZERO" );
break;
case GLS_SRCBLEND_ONE:
idLib::Printf( "ONE" );
break;
case GLS_SRCBLEND_DST_COLOR:
idLib::Printf( "DST_COLOR" );
break;
case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
idLib::Printf( "ONE_MINUS_DST_COLOR" );
break;
case GLS_SRCBLEND_SRC_ALPHA:
idLib::Printf( "SRC_ALPHA" );
break;
case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
idLib::Printf( "ONE_MINUS_SRC_ALPHA" );
break;
case GLS_SRCBLEND_DST_ALPHA:
idLib::Printf( "DST_ALPHA" );
break;
case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
idLib::Printf( "ONE_MINUS_DST_ALPHA" );
break;
default:
idLib::Printf( "NA" );
break;
}
idLib::Printf( ", dst=" );
switch( stateBits & GLS_DSTBLEND_BITS )
{
case GLS_DSTBLEND_ZERO:
idLib::Printf( "ZERO" );
break;
case GLS_DSTBLEND_ONE:
idLib::Printf( "ONE" );
break;
case GLS_DSTBLEND_SRC_COLOR:
idLib::Printf( "SRC_COLOR" );
break;
case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
idLib::Printf( "ONE_MINUS_SRC_COLOR" );
break;
case GLS_DSTBLEND_SRC_ALPHA:
idLib::Printf( "SRC_ALPHA" );
break;
case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
idLib::Printf( "ONE_MINUS_SRC_ALPHA" );
break;
case GLS_DSTBLEND_DST_ALPHA:
idLib::Printf( "DST_ALPHA" );
break;
case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
idLib::Printf( "ONE_MINUS_DST_ALPHA" );
break;
default:
idLib::Printf( "NA" );
}
idLib::Printf( "\n" );
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// depth func
idLib::Printf( "DepthFunc: " );
switch( stateBits & GLS_DEPTHFUNC_BITS )
{
case GLS_DEPTHFUNC_EQUAL:
idLib::Printf( "EQUAL" );
break;
case GLS_DEPTHFUNC_ALWAYS:
idLib::Printf( "ALWAYS" );
break;
case GLS_DEPTHFUNC_LESS:
idLib::Printf( "LEQUAL" );
break;
case GLS_DEPTHFUNC_GREATER:
idLib::Printf( "GEQUAL" );
break;
default:
idLib::Printf( "NA" );
break;
}
idLib::Printf( "\n" );
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// depth mask
idLib::Printf( "DepthWrite: %s\n", ( stateBits & GLS_DEPTHMASK ) ? "FALSE" : "TRUE" );
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// depth bounds
idLib::Printf( "DepthBounds: %s\n", ( stateBits & GLS_DEPTH_TEST_MASK ) ? "TRUE" : "FALSE" );
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// depth bias
idLib::Printf( "DepthBias: %s\n", ( stateBits & GLS_POLYGON_OFFSET ) ? "TRUE" : "FALSE" );
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// stencil
auto printStencil = [&]( stencilFace_t face, uint64 bits, uint64 mask, uint64 ref )
{
idLib::Printf( "Stencil: %s, ", ( bits & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_OP_BITS ) ) ? "ON" : "OFF" );
idLib::Printf( "Face=" );
switch( face )
{
case STENCIL_FACE_FRONT:
idLib::Printf( "FRONT" );
break;
case STENCIL_FACE_BACK:
idLib::Printf( "BACK" );
break;
default:
idLib::Printf( "BOTH" );
break;
}
idLib::Printf( ", Func=" );
switch( bits & GLS_STENCIL_FUNC_BITS )
{
case GLS_STENCIL_FUNC_NEVER:
idLib::Printf( "NEVER" );
break;
case GLS_STENCIL_FUNC_LESS:
idLib::Printf( "LESS" );
break;
case GLS_STENCIL_FUNC_EQUAL:
idLib::Printf( "EQUAL" );
break;
case GLS_STENCIL_FUNC_LEQUAL:
idLib::Printf( "LEQUAL" );
break;
case GLS_STENCIL_FUNC_GREATER:
idLib::Printf( "GREATER" );
break;
case GLS_STENCIL_FUNC_NOTEQUAL:
idLib::Printf( "NOTEQUAL" );
break;
case GLS_STENCIL_FUNC_GEQUAL:
idLib::Printf( "GEQUAL" );
break;
case GLS_STENCIL_FUNC_ALWAYS:
idLib::Printf( "ALWAYS" );
break;
default:
idLib::Printf( "NA" );
break;
}
idLib::Printf( ", OpFail=" );
switch( bits & GLS_STENCIL_OP_FAIL_BITS )
{
case GLS_STENCIL_OP_FAIL_KEEP:
idLib::Printf( "KEEP" );
break;
case GLS_STENCIL_OP_FAIL_ZERO:
idLib::Printf( "ZERO" );
break;
case GLS_STENCIL_OP_FAIL_REPLACE:
idLib::Printf( "REPLACE" );
break;
case GLS_STENCIL_OP_FAIL_INCR:
idLib::Printf( "INCR" );
break;
case GLS_STENCIL_OP_FAIL_DECR:
idLib::Printf( "DECR" );
break;
case GLS_STENCIL_OP_FAIL_INVERT:
idLib::Printf( "INVERT" );
break;
case GLS_STENCIL_OP_FAIL_INCR_WRAP:
idLib::Printf( "INCR_WRAP" );
break;
case GLS_STENCIL_OP_FAIL_DECR_WRAP:
idLib::Printf( "DECR_WRAP" );
break;
default:
idLib::Printf( "NA" );
break;
}
idLib::Printf( ", ZFail=" );
switch( bits & GLS_STENCIL_OP_ZFAIL_BITS )
{
case GLS_STENCIL_OP_ZFAIL_KEEP:
idLib::Printf( "KEEP" );
break;
case GLS_STENCIL_OP_ZFAIL_ZERO:
idLib::Printf( "ZERO" );
break;
case GLS_STENCIL_OP_ZFAIL_REPLACE:
idLib::Printf( "REPLACE" );
break;
case GLS_STENCIL_OP_ZFAIL_INCR:
idLib::Printf( "INCR" );
break;
case GLS_STENCIL_OP_ZFAIL_DECR:
idLib::Printf( "DECR" );
break;
case GLS_STENCIL_OP_ZFAIL_INVERT:
idLib::Printf( "INVERT" );
break;
case GLS_STENCIL_OP_ZFAIL_INCR_WRAP:
idLib::Printf( "INCR_WRAP" );
break;
case GLS_STENCIL_OP_ZFAIL_DECR_WRAP:
idLib::Printf( "DECR_WRAP" );
break;
default:
idLib::Printf( "NA" );
break;
}
idLib::Printf( ", OpPass=" );
switch( bits & GLS_STENCIL_OP_PASS_BITS )
{
case GLS_STENCIL_OP_PASS_KEEP:
idLib::Printf( "KEEP" );
break;
case GLS_STENCIL_OP_PASS_ZERO:
idLib::Printf( "ZERO" );
break;
case GLS_STENCIL_OP_PASS_REPLACE:
idLib::Printf( "REPLACE" );
break;
case GLS_STENCIL_OP_PASS_INCR:
idLib::Printf( "INCR" );
break;
case GLS_STENCIL_OP_PASS_DECR:
idLib::Printf( "DECR" );
break;
case GLS_STENCIL_OP_PASS_INVERT:
idLib::Printf( "INVERT" );
break;
case GLS_STENCIL_OP_PASS_INCR_WRAP:
idLib::Printf( "INCR_WRAP" );
break;
case GLS_STENCIL_OP_PASS_DECR_WRAP:
idLib::Printf( "DECR_WRAP" );
break;
default:
idLib::Printf( "NA" );
break;
}
idLib::Printf( ", mask=%llu, ref=%llu\n", mask, ref );
};
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uint32 mask = uint32( ( stateBits & GLS_STENCIL_FUNC_MASK_BITS ) >> GLS_STENCIL_FUNC_MASK_SHIFT );
uint32 ref = uint32( ( stateBits & GLS_STENCIL_FUNC_REF_BITS ) >> GLS_STENCIL_FUNC_REF_SHIFT );
if( stateBits & GLS_SEPARATE_STENCIL )
{
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printStencil( STENCIL_FACE_FRONT, ( stateBits & GLS_STENCIL_FRONT_OPS ), mask, ref );
printStencil( STENCIL_FACE_BACK, ( ( stateBits & GLS_STENCIL_BACK_OPS ) >> 12 ), mask, ref );
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}
else
{
printStencil( STENCIL_FACE_NUM, stateBits, mask, ref );
}
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}