quakeforge/libs/video/renderer/vulkan/shader.c
Bill Currie 3da90b612f [vulkan] Remove superfluous glyph fragment shader
The main reason I had created in the first place was I hadn't thought of
using image view swizzles to handle coverage-alpha textures (for
monochrome glyphs), and for whatever reason also had the texture in a
different binding slot to the twod fragment shader. With both issues out
of the way, there's no reason to have an almost identical (just some
naming) shader just for glyphs.
2023-01-05 13:34:52 +09:00

248 lines
8.2 KiB
C

/*
shader.c
Vulkan shader manager
Copyright (C) 2020 Bill Currie <bill@taniwha.org>
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include "QF/dstring.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/Vulkan/debug.h"
#include "QF/Vulkan/device.h"
#include "QF/Vulkan/shader.h"
static
#include "libs/video/renderer/vulkan/shader/slice.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/glyph.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/line.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/line.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/particle.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/particle.geom.spvc"
static
#include "libs/video/renderer/vulkan/shader/particle.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/partphysics.comp.spvc"
static
#include "libs/video/renderer/vulkan/shader/partupdate.comp.spvc"
static
#include "libs/video/renderer/vulkan/shader/sprite_gbuf.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/sprite_gbuf.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/sprite_depth.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/sprite_depth.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/twod_depth.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/twod.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/twod.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/quakebsp.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/quakebsp.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_depth.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_gbuf.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_gbuf.geom.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_gbuf.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_shadow.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_sky.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_turb.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/lighting.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/compose.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/alias.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/alias_depth.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/alias.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/alias_gbuf.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/alias_shadow.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/iqm.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/iqm.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/output.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/passthrough.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/fstriangle.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/fstrianglest.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/pushcolor.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/waterwarp.frag.spvc"
typedef struct shaderdata_s {
const char *name;
const uint32_t *data;
size_t size;
} shaderdata_t;
static shaderdata_t builtin_shaders[] = {
{ "slice.vert", slice_vert, sizeof (slice_vert) },
{ "glyph.vert", glyph_vert, sizeof (glyph_vert) },
{ "line.vert", line_vert, sizeof (line_vert) },
{ "line.frag", line_frag, sizeof (line_frag) },
{ "particle.vert", particle_vert, sizeof (particle_vert) },
{ "particle.geom", particle_geom, sizeof (particle_geom) },
{ "particle.frag", particle_frag, sizeof (particle_frag) },
{ "partphysics.comp", partphysics_comp, sizeof (partphysics_comp) },
{ "partupdate.comp", partupdate_comp, sizeof (partupdate_comp) },
{ "sprite_gbuf.vert", sprite_gbuf_vert, sizeof (sprite_gbuf_vert) },
{ "sprite_gbuf.frag", sprite_gbuf_frag, sizeof (sprite_gbuf_frag) },
{ "sprite_depth.vert", sprite_depth_vert, sizeof (sprite_depth_vert) },
{ "sprite_depth.frag", sprite_depth_frag, sizeof (sprite_depth_frag) },
{ "twod_depth.frag", twod_depth_frag, sizeof (twod_depth_frag) },
{ "twod.vert", twod_vert, sizeof (twod_vert) },
{ "twod.frag", twod_frag, sizeof (twod_frag) },
{ "quakebsp.vert", quakebsp_vert, sizeof (quakebsp_vert) },
{ "quakebsp.frag", quakebsp_frag, sizeof (quakebsp_frag) },
{ "bsp_depth.vert", bsp_depth_vert, sizeof (bsp_depth_vert) },
{ "bsp_gbuf.vert", bsp_gbuf_vert, sizeof (bsp_gbuf_vert) },
{ "bsp_gbuf.geom", bsp_gbuf_geom, sizeof (bsp_gbuf_geom) },
{ "bsp_gbuf.frag", bsp_gbuf_frag, sizeof (bsp_gbuf_frag) },
{ "bsp_shadow.vert", bsp_shadow_vert, sizeof (bsp_shadow_vert) },
{ "bsp_sky.frag", bsp_sky_frag, sizeof (bsp_sky_frag) },
{ "bsp_turb.frag", bsp_turb_frag, sizeof (bsp_turb_frag) },
{ "lighting.frag", lighting_frag, sizeof (lighting_frag) },
{ "compose.frag", compose_frag, sizeof (compose_frag) },
{ "alias.vert", alias_vert, sizeof (alias_vert) },
{ "alias_depth.vert", alias_depth_vert, sizeof (alias_depth_vert) },
{ "alias.frag", alias_frag, sizeof (alias_frag) },
{ "alias_gbuf.frag", alias_gbuf_frag, sizeof (alias_gbuf_frag) },
{ "alias_shadow.vert", alias_shadow_vert, sizeof (alias_shadow_vert) },
{ "iqm.vert", iqm_vert, sizeof (iqm_vert) },
{ "iqm.frag", iqm_frag, sizeof (iqm_frag) },
{ "output.frag", output_frag, sizeof (output_frag) },
{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },
{ "fstriangle.vert", fstriangle_vert, sizeof (fstriangle_vert) },
{ "fstrianglest.vert", fstrianglest_vert, sizeof (fstrianglest_vert) },
{ "pushcolor.frag", pushcolor_frag, sizeof (pushcolor_frag) },
{ "waterwarp.frag", waterwarp_frag, sizeof (waterwarp_frag) },
{}
};
#define BUILTIN "$builtin/"
#define BUILTIN_SIZE (sizeof (BUILTIN) - 1)
#define SHADER "$shader/"
#define SHADER_SIZE (sizeof (SHADER) - 1)
VkShaderModule
QFV_CreateShaderModule (qfv_device_t *device, const char *shader_path)
{
VkDevice dev = device->dev;
qfv_devfuncs_t *dfunc = device->funcs;
shaderdata_t _data = {};
shaderdata_t *data = 0;
dstring_t *path = 0;
QFile *file = 0;
VkShaderModule shader = 0;
if (strncmp (shader_path, BUILTIN, BUILTIN_SIZE) == 0) {
const char *name = shader_path + BUILTIN_SIZE;
for (int i = 0; builtin_shaders[i].name; i++) {
if (strcmp (builtin_shaders[i].name, name) == 0) {
data = &builtin_shaders[i];
break;
}
}
} else if (strncmp (shader_path, SHADER, SHADER_SIZE)) {
path = dstring_new ();
dsprintf (path, "%s/%s", FS_SHADERPATH, shader_path + SHADER_SIZE);
file = Qopen (path->str, "rbz");
} else {
file = QFS_FOpenFile (shader_path);
}
if (file) {
_data.size = Qfilesize (file);
_data.data = malloc (_data.size);
Qread (file, (void *) _data.data, _data.size);
Qclose (file);
data = &_data;
}
if (data) {
Sys_MaskPrintf (SYS_vulkan,
"QFV_CreateShaderModule: creating shader module %s\n",
shader_path);
VkShaderModuleCreateInfo createInfo = {
VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, 0,
0, data->size, data->data
};
dfunc->vkCreateShaderModule (dev, &createInfo, 0, &shader);
QFV_duSetObjectName (device, VK_OBJECT_TYPE_SHADER_MODULE, shader,
shader_path);
} else {
Sys_MaskPrintf (SYS_vulkan,
"QFV_CreateShaderModule: could not find shader %s\n",
shader_path);
}
if (path) {
dstring_delete (path);
}
if (_data.data) {
free ((void *) _data.data);
}
return shader;
}
void
QFV_DestroyShaderModule (qfv_device_t *device, VkShaderModule module)
{
VkDevice dev = device->dev;
qfv_devfuncs_t *dfunc = device->funcs;
dfunc->vkDestroyShaderModule (dev, module, 0);
}