mirror of
https://git.code.sf.net/p/quake/quakeforge
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Using the translucency pass made it easy to have depth-tested translucent "solid" light volumes instead of always visible lines (which are still an option as that's useful too). Most importantly, being able to see the surfaces helped no end in figuring out that my hulls were created with counter-clockwise windings instead of quake's usual clockwise windings and thus my hulls were being rendered inside-out in the occlusion pass.
292 lines
10 KiB
C
292 lines
10 KiB
C
/*
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shader.c
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Vulkan shader manager
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Copyright (C) 2020 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <string.h>
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#include "QF/dstring.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/Vulkan/debug.h"
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#include "QF/Vulkan/device.h"
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#include "QF/Vulkan/shader.h"
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static
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#include "libs/video/renderer/vulkan/shader/slice.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/line.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/line.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/particle.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/particle.geom.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/particle.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/partphysics.comp.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/partupdate.comp.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/sprite.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/sprite_gbuf.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/sprite_gbuf.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/sprite_depth.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/sprite_depth.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/twod_depth.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/twod.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/twod.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/quakebsp.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/quakebsp.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/bsp_depth.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/bsp_gbuf.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/bsp_gbuf.geom.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/bsp_gbuf.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/bsp_shadow.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/bsp_sky.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/bsp_turb.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/debug.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/entid.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/light_entid.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/light_flat.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/light_splat.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/light_splat.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/light_debug.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/light_oit.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/lighting_cascade.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/lighting_cube.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/lighting_none.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/lighting_plane.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/compose.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/alias.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/alias_depth.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/alias.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/alias_gbuf.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/alias_shadow.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/iqm.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/iqm.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/iqm_fwd.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/output.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/passthrough.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/fstriangle.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/fstrianglest.vert.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/gridplane.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/pushcolor.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/fisheye.frag.spvc"
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static
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#include "libs/video/renderer/vulkan/shader/waterwarp.frag.spvc"
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typedef struct shaderdata_s {
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const char *name;
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const uint32_t *data;
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size_t size;
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} shaderdata_t;
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static shaderdata_t builtin_shaders[] = {
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{ "slice.vert", slice_vert, sizeof (slice_vert) },
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{ "line.vert", line_vert, sizeof (line_vert) },
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{ "line.frag", line_frag, sizeof (line_frag) },
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{ "particle.vert", particle_vert, sizeof (particle_vert) },
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{ "particle.geom", particle_geom, sizeof (particle_geom) },
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{ "particle.frag", particle_frag, sizeof (particle_frag) },
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{ "partphysics.comp", partphysics_comp, sizeof (partphysics_comp) },
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{ "partupdate.comp", partupdate_comp, sizeof (partupdate_comp) },
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{ "sprite.frag", sprite_frag, sizeof (sprite_frag) },
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{ "sprite_gbuf.vert", sprite_gbuf_vert, sizeof (sprite_gbuf_vert) },
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{ "sprite_gbuf.frag", sprite_gbuf_frag, sizeof (sprite_gbuf_frag) },
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{ "sprite_depth.vert", sprite_depth_vert, sizeof (sprite_depth_vert) },
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{ "sprite_depth.frag", sprite_depth_frag, sizeof (sprite_depth_frag) },
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{ "twod_depth.frag", twod_depth_frag, sizeof (twod_depth_frag) },
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{ "twod.vert", twod_vert, sizeof (twod_vert) },
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{ "twod.frag", twod_frag, sizeof (twod_frag) },
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{ "quakebsp.vert", quakebsp_vert, sizeof (quakebsp_vert) },
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{ "quakebsp.frag", quakebsp_frag, sizeof (quakebsp_frag) },
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{ "bsp_depth.vert", bsp_depth_vert, sizeof (bsp_depth_vert) },
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{ "bsp_gbuf.vert", bsp_gbuf_vert, sizeof (bsp_gbuf_vert) },
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{ "bsp_gbuf.geom", bsp_gbuf_geom, sizeof (bsp_gbuf_geom) },
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{ "bsp_gbuf.frag", bsp_gbuf_frag, sizeof (bsp_gbuf_frag) },
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{ "bsp_shadow.vert", bsp_shadow_vert, sizeof (bsp_shadow_vert) },
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{ "bsp_sky.frag", bsp_sky_frag, sizeof (bsp_sky_frag) },
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{ "bsp_turb.frag", bsp_turb_frag, sizeof (bsp_turb_frag) },
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{ "debug.frag", debug_frag, sizeof (debug_frag) },
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{ "entid.frag", entid_frag, sizeof (entid_frag) },
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{ "light_entid.vert", light_entid_vert, sizeof (light_entid_vert) },
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{ "light_flat.vert", light_flat_vert, sizeof (light_flat_vert) },
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{ "light_splat.vert", light_splat_vert, sizeof (light_splat_vert) },
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{ "light_splat.frag", light_splat_frag, sizeof (light_splat_frag) },
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{ "light_debug.frag", light_debug_frag, sizeof (light_debug_frag) },
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{ "light_oit.frag", light_oit_frag, sizeof (light_oit_frag) },
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{ "lighting_cascade.frag", lighting_cascade_frag,
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sizeof (lighting_cascade_frag) },
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{ "lighting_cube.frag", lighting_cube_frag, sizeof (lighting_cube_frag) },
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{ "lighting_none.frag", lighting_none_frag, sizeof (lighting_none_frag) },
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{ "lighting_plane.frag", lighting_plane_frag,
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sizeof (lighting_plane_frag) },
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{ "compose.frag", compose_frag, sizeof (compose_frag) },
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{ "alias.vert", alias_vert, sizeof (alias_vert) },
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{ "alias_depth.vert", alias_depth_vert, sizeof (alias_depth_vert) },
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{ "alias.frag", alias_frag, sizeof (alias_frag) },
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{ "alias_gbuf.frag", alias_gbuf_frag, sizeof (alias_gbuf_frag) },
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{ "alias_shadow.vert", alias_shadow_vert, sizeof (alias_shadow_vert) },
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{ "iqm.vert", iqm_vert, sizeof (iqm_vert) },
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{ "iqm.frag", iqm_frag, sizeof (iqm_frag) },
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{ "iqm_fwd.frag", iqm_fwd_frag, sizeof (iqm_fwd_frag) },
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{ "output.frag", output_frag, sizeof (output_frag) },
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{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },
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{ "fstriangle.vert", fstriangle_vert, sizeof (fstriangle_vert) },
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{ "fstrianglest.vert", fstrianglest_vert, sizeof (fstrianglest_vert) },
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{ "gridplane.frag", gridplane_frag, sizeof (gridplane_frag) },
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{ "pushcolor.frag", pushcolor_frag, sizeof (pushcolor_frag) },
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{ "fisheye.frag", fisheye_frag, sizeof (fisheye_frag) },
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{ "waterwarp.frag", waterwarp_frag, sizeof (waterwarp_frag) },
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{}
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};
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#define BUILTIN "$builtin/"
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#define BUILTIN_SIZE (sizeof (BUILTIN) - 1)
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#define SHADER "$shader/"
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#define SHADER_SIZE (sizeof (SHADER) - 1)
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VkShaderModule
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QFV_CreateShaderModule (qfv_device_t *device, const char *shader_path)
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{
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VkDevice dev = device->dev;
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qfv_devfuncs_t *dfunc = device->funcs;
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shaderdata_t _data = {};
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shaderdata_t *data = 0;
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dstring_t *path = 0;
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QFile *file = 0;
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VkShaderModule shader = 0;
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if (strncmp (shader_path, BUILTIN, BUILTIN_SIZE) == 0) {
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const char *name = shader_path + BUILTIN_SIZE;
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for (int i = 0; builtin_shaders[i].name; i++) {
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if (strcmp (builtin_shaders[i].name, name) == 0) {
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data = &builtin_shaders[i];
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break;
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}
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}
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} else if (strncmp (shader_path, SHADER, SHADER_SIZE)) {
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path = dstring_new ();
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dsprintf (path, "%s/%s", FS_SHADERPATH, shader_path + SHADER_SIZE);
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file = Qopen (path->str, "rbz");
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} else {
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file = QFS_FOpenFile (shader_path);
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}
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if (file) {
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_data.size = Qfilesize (file);
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_data.data = malloc (_data.size);
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Qread (file, (void *) _data.data, _data.size);
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Qclose (file);
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data = &_data;
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}
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if (data) {
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Sys_MaskPrintf (SYS_vulkan,
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"QFV_CreateShaderModule: creating shader module %s\n",
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shader_path);
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VkShaderModuleCreateInfo createInfo = {
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VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, 0,
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0, data->size, data->data
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};
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dfunc->vkCreateShaderModule (dev, &createInfo, 0, &shader);
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QFV_duSetObjectName (device, VK_OBJECT_TYPE_SHADER_MODULE, shader,
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shader_path);
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} else {
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Sys_MaskPrintf (SYS_vulkan,
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"QFV_CreateShaderModule: could not find shader %s\n",
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shader_path);
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}
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if (path) {
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dstring_delete (path);
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}
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if (_data.data) {
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free ((void *) _data.data);
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}
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return shader;
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}
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void
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QFV_DestroyShaderModule (qfv_device_t *device, VkShaderModule module)
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{
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VkDevice dev = device->dev;
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qfv_devfuncs_t *dfunc = device->funcs;
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dfunc->vkDestroyShaderModule (dev, module, 0);
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}
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