/* ** Vulkan backend ** Copyright (c) 2016-2020 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include "vk_shader.h" #include "vulkan/system/vk_builders.h" #include "hw_shaderpatcher.h" #include "filesystem.h" #include "engineerrors.h" #include "version.h" #include VkShaderManager::VkShaderManager(VulkanDevice *device) : device(device) { ShInitialize(); const char *mainvp = "shaders/glsl/main.vp"; const char *mainfp = "shaders/glsl/main.fp"; for (int j = 0; j < MAX_PASS_TYPES; j++) { bool gbufferpass = j; for (int i = 0; defaultshaders[i].ShaderName != nullptr; i++) { VkShaderProgram prog; prog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines); prog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, gbufferpass); mMaterialShaders[j].push_back(std::move(prog)); if (i < SHADER_NoTexture) { VkShaderProgram natprog; natprog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines); natprog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, gbufferpass); mMaterialShadersNAT[j].push_back(std::move(natprog)); } } for (unsigned i = 0; i < usershaders.Size(); i++) { FString name = ExtractFileBase(usershaders[i].shader); FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines; VkShaderProgram prog; prog.vert = LoadVertShader(name, mainvp, defines); prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, gbufferpass); mMaterialShaders[j].push_back(std::move(prog)); } for (int i = 0; i < MAX_EFFECTS; i++) { VkShaderProgram prog; prog.vert = LoadVertShader(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].defines); prog.frag = LoadFragShader(effectshaders[i].ShaderName, effectshaders[i].fp1, effectshaders[i].fp2, effectshaders[i].fp3, effectshaders[i].defines, true, gbufferpass); mEffectShaders[j].push_back(std::move(prog)); } } } VkShaderManager::~VkShaderManager() { ShFinalize(); } VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType) { if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[passType][effect].frag) { return &mEffectShaders[passType][effect]; } return nullptr; } VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType) { // indices 0-2 match the warping modes, 3 no texture, the following are custom if (!alphateston && eff <= 2) { return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2. The rest won't get used anyway } else if (eff < (unsigned int)mMaterialShaders[passType].size()) { return &mMaterialShaders[passType][eff]; } return nullptr; } static const char *shaderBindings = R"( // This must match the HWViewpointUniforms struct layout(set = 0, binding = 0, std140) uniform ViewpointUBO { mat4 ProjectionMatrix; mat4 ViewMatrix; mat4 NormalViewMatrix; vec4 uCameraPos; vec4 uClipLine; float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0 int uPalLightLevels; int uViewHeight; // Software fuzz scaling float uClipHeight; float uClipHeightDirection; int uShadowmapFilter; }; // light buffers layout(set = 0, binding = 1, std430) buffer LightBufferSSO { vec4 lights[]; }; layout(set = 0, binding = 2, std140) uniform MatricesUBO { mat4 ModelMatrix; mat4 NormalModelMatrix; mat4 TextureMatrix; }; struct StreamData { vec4 uObjectColor; vec4 uObjectColor2; vec4 uDynLightColor; vec4 uAddColor; vec4 uTextureAddColor; vec4 uTextureModulateColor; vec4 uTextureBlendColor; vec4 uFogColor; float uDesaturationFactor; float uInterpolationFactor; float timer; // timer data for material shaders int useVertexData; vec4 uVertexColor; vec4 uVertexNormal; vec4 uGlowTopPlane; vec4 uGlowTopColor; vec4 uGlowBottomPlane; vec4 uGlowBottomColor; vec4 uGradientTopPlane; vec4 uGradientBottomPlane; vec4 uSplitTopPlane; vec4 uSplitBottomPlane; vec4 uDetailParms; vec4 uNpotEmulation; vec4 padding1, padding2, padding3; }; layout(set = 0, binding = 3, std140) uniform StreamUBO { StreamData data[MAX_STREAM_DATA]; }; layout(set = 0, binding = 4) uniform sampler2D ShadowMap; layout(set = 0, binding = 5) uniform sampler2DArray LightMap; // textures layout(set = 1, binding = 0) uniform sampler2D tex; layout(set = 1, binding = 1) uniform sampler2D texture2; layout(set = 1, binding = 2) uniform sampler2D texture3; layout(set = 1, binding = 3) uniform sampler2D texture4; layout(set = 1, binding = 4) uniform sampler2D texture5; layout(set = 1, binding = 5) uniform sampler2D texture6; layout(set = 1, binding = 6) uniform sampler2D texture7; layout(set = 1, binding = 7) uniform sampler2D texture8; layout(set = 1, binding = 8) uniform sampler2D texture9; layout(set = 1, binding = 9) uniform sampler2D texture10; layout(set = 1, binding = 10) uniform sampler2D texture11; // This must match the PushConstants struct layout(push_constant) uniform PushConstants { int uTextureMode; float uAlphaThreshold; vec2 uClipSplit; // Lighting + Fog float uLightLevel; float uFogDensity; float uLightFactor; float uLightDist; int uFogEnabled; // dynamic lights int uLightIndex; // Blinn glossiness and specular level vec2 uSpecularMaterial; int uDataIndex; int padding1, padding2, padding3; }; // material types #if defined(SPECULAR) #define normaltexture texture2 #define speculartexture texture3 #define brighttexture texture4 #define detailtexture texture5 #define glowtexture texture6 #elif defined(PBR) #define normaltexture texture2 #define metallictexture texture3 #define roughnesstexture texture4 #define aotexture texture5 #define brighttexture texture6 #define detailtexture texture7 #define glowtexture texture8 #else #define brighttexture texture2 #define detailtexture texture3 #define glowtexture texture4 #endif #define uObjectColor data[uDataIndex].uObjectColor #define uObjectColor2 data[uDataIndex].uObjectColor2 #define uDynLightColor data[uDataIndex].uDynLightColor #define uAddColor data[uDataIndex].uAddColor #define uTextureBlendColor data[uDataIndex].uTextureBlendColor #define uTextureModulateColor data[uDataIndex].uTextureModulateColor #define uTextureAddColor data[uDataIndex].uTextureAddColor #define uFogColor data[uDataIndex].uFogColor #define uDesaturationFactor data[uDataIndex].uDesaturationFactor #define uInterpolationFactor data[uDataIndex].uInterpolationFactor #define timer data[uDataIndex].timer #define useVertexData data[uDataIndex].useVertexData #define uVertexColor data[uDataIndex].uVertexColor #define uVertexNormal data[uDataIndex].uVertexNormal #define uGlowTopPlane data[uDataIndex].uGlowTopPlane #define uGlowTopColor data[uDataIndex].uGlowTopColor #define uGlowBottomPlane data[uDataIndex].uGlowBottomPlane #define uGlowBottomColor data[uDataIndex].uGlowBottomColor #define uGradientTopPlane data[uDataIndex].uGradientTopPlane #define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane #define uSplitTopPlane data[uDataIndex].uSplitTopPlane #define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane #define uDetailParms data[uDataIndex].uDetailParms #define uNpotEmulation data[uDataIndex].uNpotEmulation #define SUPPORTS_SHADOWMAPS #define VULKAN_COORDINATE_SYSTEM #define HAS_UNIFORM_VERTEX_DATA // GLSL spec 4.60, 8.15. Noise Functions // https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf // "The noise functions noise1, noise2, noise3, and noise4 have been deprecated starting with version 4.4 of GLSL. // When not generating SPIR-V they are defined to return the value 0.0 or a vector whose components are all 0.0. // When generating SPIR-V the noise functions are not declared and may not be used." // However, we need to support mods with custom shaders created for OpenGL renderer float noise1(float) { return 0; } vec2 noise2(vec2) { return vec2(0); } vec3 noise3(vec3) { return vec3(0); } vec4 noise4(vec4) { return vec4(0); } )"; std::unique_ptr VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines) { FString code = GetTargetGlslVersion(); code << defines; code << "\n#define MAX_STREAM_DATA " << std::to_string(MAX_STREAM_DATA).c_str() << "\n"; #ifdef NPOT_EMULATION code << "#define NPOT_EMULATION\n"; #endif code << shaderBindings; if (!device->UsedDeviceFeatures.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n"; code << "#line 1\n"; code << LoadPrivateShaderLump(vert_lump).GetChars() << "\n"; ShaderBuilder builder; builder.setVertexShader(code); return builder.create(shadername.GetChars(), device); } std::unique_ptr VkShaderManager::LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass) { FString code = GetTargetGlslVersion(); code << defines; code << "\n$placeholder$"; // here the code can later add more needed #defines. code << "\n#define MAX_STREAM_DATA " << std::to_string(MAX_STREAM_DATA).c_str() << "\n"; #ifdef NPOT_EMULATION code << "#define NPOT_EMULATION\n"; #endif code << shaderBindings; FString placeholder = "\n"; if (!device->UsedDeviceFeatures.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n"; if (!alphatest) code << "#define NO_ALPHATEST\n"; if (gbufferpass) code << "#define GBUFFER_PASS\n"; code << "\n#line 1\n"; code << LoadPrivateShaderLump(frag_lump).GetChars() << "\n"; if (material_lump) { if (material_lump[0] != '#') { FString pp_code = LoadPublicShaderLump(material_lump); if (pp_code.IndexOf("ProcessMaterial") < 0 && pp_code.IndexOf("SetupMaterial") < 0) { // this looks like an old custom hardware shader. // add ProcessMaterial function that calls the older ProcessTexel function if (pp_code.IndexOf("GetTexCoord") >= 0) { code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat2.fp").GetChars() << "\n"; } else { code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n"; if (pp_code.IndexOf("ProcessTexel") < 0) { // this looks like an even older custom hardware shader. // We need to replace the ProcessTexel call to make it work. code.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));"); } } if (pp_code.IndexOf("ProcessLight") >= 0) { // The ProcessLight signatured changed. Forward to the old one. code << "\nvec4 ProcessLight(vec4 color);\n"; code << "\nvec4 ProcessLight(Material material, vec4 color) { return ProcessLight(color); }\n"; } } code << "\n#line 1\n"; code << RemoveLegacyUserUniforms(pp_code).GetChars(); code.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders. if (pp_code.IndexOf("ProcessLight") < 0) { code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n"; } // ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about. if (pp_code.IndexOf("ProcessMaterial") >= 0 && pp_code.IndexOf("SetupMaterial") < 0) { // This reactivates the old logic and disables all features that cannot be supported with that method. placeholder << "#define LEGACY_USER_SHADER\n"; } } else { // material_lump is not a lump name but the source itself (from generated shaders) code << (material_lump + 1) << "\n"; } } code.Substitute("$placeholder$", placeholder); if (light_lump) { code << "\n#line 1\n"; code << LoadPrivateShaderLump(light_lump).GetChars(); } ShaderBuilder builder; builder.setFragmentShader(code); return builder.create(shadername.GetChars(), device); } FString VkShaderManager::GetTargetGlslVersion() { return "#version 450 core\n"; } FString VkShaderManager::LoadPublicShaderLump(const char *lumpname) { int lump = fileSystem.CheckNumForFullName(lumpname, 0); if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname); if (lump == -1) I_Error("Unable to load '%s'", lumpname); FileData data = fileSystem.ReadFile(lump); return data.GetString(); } FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname) { int lump = fileSystem.CheckNumForFullName(lumpname, 0); if (lump == -1) I_Error("Unable to load '%s'", lumpname); FileData data = fileSystem.ReadFile(lump); return data.GetString(); }