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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- compile main.vp and main.fp for vulkan
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a97d736bd9
commit
52460d53d9
5 changed files with 231 additions and 35 deletions
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@ -1,32 +1,209 @@
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#include "vk_shader.h"
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#include "vulkan/system/vk_builders.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "w_wad.h"
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#include "doomerrors.h"
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#include <ShaderLang.h>
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VkShaderManager::VkShaderManager()
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VkShaderManager::VkShaderManager(VulkanDevice *device) : device(device)
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{
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ShInitialize();
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#if 0
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{
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const char *lumpName = "shaders/glsl/screenquad.vp";
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int lump = Wads.CheckNumForFullName(lumpName, 0);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = Wads.ReadLump(lump).GetString().GetChars();
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FString patchedCode;
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patchedCode.AppendFormat("#version %d\n", 450);
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patchedCode << "#line 1\n";
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patchedCode << code;
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ShaderBuilder builder;
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builder.setVertexShader(patchedCode);
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auto shader = builder.create(dev);
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}
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#endif
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vert = LoadVertShader("shaders/glsl/main.vp", "");
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frag = LoadFragShader("shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", "");
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}
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VkShaderManager::~VkShaderManager()
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{
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ShFinalize();
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}
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static const char *shaderBindings = R"(
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// This must match the HWViewpointUniforms struct
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layout(set = 0, binding = 0, std140) uniform ViewpointUBO {
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mat4 ProjectionMatrix;
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mat4 ViewMatrix;
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mat4 NormalViewMatrix;
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vec4 uCameraPos;
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vec4 uClipLine;
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float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
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int uPalLightLevels;
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int uViewHeight; // Software fuzz scaling
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float uClipHeight;
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float uClipHeightDirection;
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int uShadowmapFilter;
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float timer; // timer data for material shaders
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};
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// light buffers
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layout(set = 0, binding = 1, std430) buffer LightBufferSSO
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{
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vec4 lights[];
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};
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// textures
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layout(set = 1, binding = 0) uniform sampler2D tex;
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layout(set = 1, binding = 1) uniform sampler2D texture2;
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layout(set = 1, binding = 2) uniform sampler2D texture3;
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layout(set = 1, binding = 3) uniform sampler2D texture4;
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layout(set = 1, binding = 4) uniform sampler2D texture5;
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layout(set = 1, binding = 5) uniform sampler2D texture6;
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layout(set = 1, binding = 16) uniform sampler2D ShadowMap;
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// This must match the PushConstants struct
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layout(push_constant, std140) uniform PushConstants
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{
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int uTextureMode;
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vec2 uClipSplit;
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float uAlphaThreshold;
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// colors
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vec4 uObjectColor;
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vec4 uObjectColor2;
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vec4 uDynLightColor;
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vec4 uAddColor;
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vec4 uFogColor;
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float uDesaturationFactor;
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float uInterpolationFactor;
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// Glowing walls stuff
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vec4 uGlowTopPlane;
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vec4 uGlowTopColor;
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vec4 uGlowBottomPlane;
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vec4 uGlowBottomColor;
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vec4 uGradientTopPlane;
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vec4 uGradientBottomPlane;
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vec4 uSplitTopPlane;
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vec4 uSplitBottomPlane;
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// Lighting + Fog
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float uLightLevel;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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int uFogEnabled;
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// dynamic lights
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int uLightIndex;
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// Blinn glossiness and specular level
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vec2 uSpecularMaterial;
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// matrices
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mat4 ModelMatrix;
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mat4 NormalModelMatrix;
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mat4 TextureMatrix;
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};
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// material types
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#if defined(SPECULAR)
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#define normaltexture texture2
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#define speculartexture texture3
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#define brighttexture texture4
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#elif defined(PBR)
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#define normaltexture texture2
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#define metallictexture texture3
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#define roughnesstexture texture4
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#define aotexture texture5
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#define brighttexture texture6
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#else
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#define brighttexture texture2
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#endif
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#define SUPPORTS_SHADOWMAPS
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)";
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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(const char *vert_lump, const char *defines)
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{
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FString code = GetTargetGlslVersion();
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code << defines << shaderBindings;
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code << "#line 1\n";
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code << LoadShaderLump(vert_lump).GetChars() << "\n";
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ShaderBuilder builder;
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builder.setVertexShader(code);
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return builder.create(device);
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}
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std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines)
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{
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FString code = GetTargetGlslVersion();
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code << defines << shaderBindings;
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code << "\n#line 1\n";
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code << LoadShaderLump(frag_lump).GetChars() << "\n";
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if (material_lump)
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{
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if (material_lump[0] != '#')
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{
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FString pp_code = LoadShaderLump(material_lump);
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if (pp_code.IndexOf("ProcessMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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// add ProcessMaterial function that calls the older ProcessTexel function
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code << "\n" << LoadShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
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if (pp_code.IndexOf("ProcessTexel") < 0)
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{
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// this looks like an even older custom hardware shader.
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// We need to replace the ProcessTexel call to make it work.
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code.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
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}
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if (pp_code.IndexOf("ProcessLight") >= 0)
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{
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// The ProcessLight signatured changed. Forward to the old one.
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code << "\nvec4 ProcessLight(vec4 color);\n";
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code << "\nvec4 ProcessLight(Material material, vec4 color) { return ProcessLight(color); }\n";
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}
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}
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code << "\n#line 1\n";
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code << RemoveLegacyUserUniforms(pp_code).GetChars();
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code.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_code.IndexOf("ProcessLight") < 0)
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{
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code << "\n" << LoadShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
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}
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}
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else
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{
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// material_lump is not a lump name but the source itself (from generated shaders)
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code << (material_lump + 1) << "\n";
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}
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}
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if (light_lump)
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{
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code << "\n#line 1\n";
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code << LoadShaderLump(light_lump).GetChars();
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}
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ShaderBuilder builder;
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builder.setFragmentShader(code);
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return builder.create(device);
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}
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FString VkShaderManager::GetTargetGlslVersion()
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{
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return "#version 450 core\n";
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}
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FString VkShaderManager::LoadShaderLump(const char *lumpname)
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{
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int lump = Wads.CheckNumForFullName(lumpname, 0);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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FMemLump data = Wads.ReadLump(lump);
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return data.GetString();
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}
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@ -5,6 +5,9 @@
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#include "r_data/matrix.h"
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#include "name.h"
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class VulkanDevice;
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class VulkanShader;
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struct PushConstants
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{
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int uTextureMode;
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class VkShaderManager
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{
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public:
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VkShaderManager();
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VkShaderManager(VulkanDevice *device);
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~VkShaderManager();
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std::unique_ptr<VulkanShader> vert;
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std::unique_ptr<VulkanShader> frag;
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private:
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std::unique_ptr<VulkanShader> LoadVertShader(const char *vert_lump, const char *defines);
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std::unique_ptr<VulkanShader> LoadFragShader(const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines);
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FString GetTargetGlslVersion();
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FString LoadShaderLump(const char *lumpname);
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VulkanDevice *device;
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};
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@ -71,7 +71,7 @@ void VulkanFrameBuffer::InitializeState()
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mViewpoints = new GLViewpointBuffer;
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mLights = new FLightBuffer();
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mShaderManager.reset(new VkShaderManager());
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mShaderManager.reset(new VkShaderManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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mRenderState.reset(new VkRenderState());
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}
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@ -1,11 +1,14 @@
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in vec4 pixelpos;
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in vec3 glowdist;
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in vec3 gradientdist;
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in vec4 vWorldNormal;
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in vec4 vEyeNormal;
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in vec4 vTexCoord;
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in vec4 vColor;
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layout(location = 0) in vec4 vTexCoord;
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layout(location = 1) in vec4 vColor;
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#ifndef SIMPLE // we do not need these for simple shaders
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layout(location = 2) in vec4 pixelpos;
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layout(location = 3) in vec3 glowdist;
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layout(location = 4) in vec3 gradientdist;
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layout(location = 5) in vec4 vWorldNormal;
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layout(location = 6) in vec4 vEyeNormal;
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#endif
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layout(location=0) out vec4 FragColor;
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#ifdef GBUFFER_PASS
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layout(location = 0) in vec4 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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layout(location = 2) in vec4 aColor;
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layout(location = 0) out vec4 vTexCoord;
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layout(location = 1) out vec4 vColor;
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#ifndef SIMPLE // we do not need these for simple shaders
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layout(location = 3) in vec4 aVertex2;
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layout(location = 4) in vec4 aNormal;
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layout(location = 5) in vec4 aNormal2;
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out vec4 pixelpos;
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out vec3 glowdist;
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out vec3 gradientdist;
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out vec4 vWorldNormal;
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out vec4 vEyeNormal;
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layout(location = 2) out vec4 pixelpos;
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layout(location = 3) out vec3 glowdist;
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layout(location = 4) out vec3 gradientdist;
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layout(location = 5) out vec4 vWorldNormal;
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layout(location = 6) out vec4 vEyeNormal;
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#endif
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out vec4 vTexCoord;
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out vec4 vColor;
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void main()
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{
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vec2 parmTexCoord;
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