quakeforge/libs/video/renderer/vulkan/shader.c
Bill Currie 11e30583cf [vulkan] Switch to full screen triangle instead of quad
While I have trouble imagining it making that much performance
difference going from 4 verts to 3 for a whopping 2 polygons, or even
from 2 triangles to 1 for each poly, using only indices for the vertices
does remove a lot of code, and better yet, some memory and buffer
allocations... always a good thing.

That said, I guess freeing up a GPU thread for something else could make
a difference.
2022-04-01 19:50:41 +09:00

221 lines
7.1 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/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.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/passthrough.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/fstriangle.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/pushcolor.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/shadow.geom.spvc"
typedef struct shaderdata_s {
const char *name;
const uint32_t *data;
size_t size;
} shaderdata_t;
static shaderdata_t builtin_shaders[] = {
{ "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.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) },
{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },
{ "fstriangle.vert", fstriangle_vert, sizeof (fstriangle_vert) },
{ "pushcolor.frag", pushcolor_frag, sizeof (pushcolor_frag) },
{ "shadow.geom", shadow_geom, sizeof (shadow_geom) },
{}
};
#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);
}