mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-02-01 22:30:48 +00:00
Avoid stepping further into VkShaderManager::Get unless the shader has not been compiled
This commit is contained in:
parent
f11318ff99
commit
162ebe0f18
1 changed files with 68 additions and 68 deletions
|
@ -50,82 +50,82 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& k, EPassType passType)
|
|||
VkShaderKey key = k;
|
||||
key.GBufferPass = passType;
|
||||
auto& program = programs[key];
|
||||
if (!program.frag)
|
||||
if (program.frag)
|
||||
return &program;
|
||||
|
||||
const char* mainvp = "shaders/scene/vert_main.glsl";
|
||||
const char* mainfp = "shaders/scene/frag_main.glsl";
|
||||
|
||||
if (key.SpecialEffect != EFF_NONE)
|
||||
{
|
||||
const char* mainvp = "shaders/scene/vert_main.glsl";
|
||||
const char* mainfp = "shaders/scene/frag_main.glsl";
|
||||
|
||||
if (key.SpecialEffect != EFF_NONE)
|
||||
struct FEffectShader
|
||||
{
|
||||
struct FEffectShader
|
||||
{
|
||||
const char* ShaderName;
|
||||
const char* fp1;
|
||||
const char* fp2;
|
||||
const char* fp3;
|
||||
const char* fp4;
|
||||
const char* defines;
|
||||
};
|
||||
const char* ShaderName;
|
||||
const char* fp1;
|
||||
const char* fp2;
|
||||
const char* fp3;
|
||||
const char* fp4;
|
||||
const char* defines;
|
||||
};
|
||||
|
||||
static const FEffectShader effectshaders[] =
|
||||
{
|
||||
{ "fogboundary", "shaders/scene/frag_fogboundary.glsl", nullptr, nullptr, nullptr, "#define NO_ALPHATEST\n" },
|
||||
{ "spheremap", "shaders/scene/frag_main.glsl", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
|
||||
{ "burn", "shaders/scene/frag_burn.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||
{ "stencil", "shaders/scene/frag_stencil.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||
};
|
||||
static const FEffectShader effectshaders[] =
|
||||
{
|
||||
{ "fogboundary", "shaders/scene/frag_fogboundary.glsl", nullptr, nullptr, nullptr, "#define NO_ALPHATEST\n" },
|
||||
{ "spheremap", "shaders/scene/frag_main.glsl", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
|
||||
{ "burn", "shaders/scene/frag_burn.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||
{ "stencil", "shaders/scene/frag_stencil.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||
};
|
||||
|
||||
const auto& desc = effectshaders[key.SpecialEffect];
|
||||
program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.defines);
|
||||
program.frag = LoadFragShader(desc.ShaderName, desc.fp1, desc.fp2, desc.fp3, desc.fp4, desc.defines, key);
|
||||
const auto& desc = effectshaders[key.SpecialEffect];
|
||||
program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.defines);
|
||||
program.frag = LoadFragShader(desc.ShaderName, desc.fp1, desc.fp2, desc.fp3, desc.fp4, desc.defines, key);
|
||||
}
|
||||
else
|
||||
{
|
||||
struct FDefaultShader
|
||||
{
|
||||
const char* ShaderName;
|
||||
const char* material_lump;
|
||||
const char* mateffect_lump;
|
||||
const char* lightmodel_lump;
|
||||
const char* Defines;
|
||||
};
|
||||
|
||||
// Note: the MaterialShaderIndex enum needs to be updated whenever this array is modified.
|
||||
static const FDefaultShader defaultshaders[] =
|
||||
{
|
||||
{"Default", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Warp 1", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_warp1.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Warp 2", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_warp2.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Specular", "shaders/scene/material_spec.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_specular.glsl", "#define SPECULAR\n#define NORMALMAP\n"},
|
||||
{"PBR", "shaders/scene/material_pbr.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_pbr.glsl", "#define PBR\n#define NORMALMAP\n"},
|
||||
{"Paletted", "shaders/scene/material_paletted.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_nolights.glsl", "#define PALETTE_EMULATION\n"},
|
||||
{"No Texture", "shaders/scene/material_notexture.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define NO_LAYERS\n"},
|
||||
{"Basic Fuzz", "shaders/scene/material_fuzz_standard.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Smooth Fuzz", "shaders/scene/material_fuzz_smooth.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Swirly Fuzz", "shaders/scene/material_fuzz_swirly.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Translucent Fuzz", "shaders/scene/material_fuzz_smoothtranslucent.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Jagged Fuzz", "shaders/scene/material_fuzz_jagged.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Noise Fuzz", "shaders/scene/material_fuzz_noise.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Smooth Noise Fuzz", "shaders/scene/material_fuzz_smoothnoise.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Software Fuzz", "shaders/scene/material_fuzz_software.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{nullptr,nullptr,nullptr,nullptr}
|
||||
};
|
||||
|
||||
if (key.EffectState < FIRST_USER_SHADER)
|
||||
{
|
||||
const auto& desc = defaultshaders[key.EffectState];
|
||||
program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.Defines);
|
||||
program.frag = LoadFragShader(desc.ShaderName, mainfp, desc.material_lump, desc.mateffect_lump, desc.lightmodel_lump, desc.Defines, key);
|
||||
}
|
||||
else
|
||||
{
|
||||
struct FDefaultShader
|
||||
{
|
||||
const char* ShaderName;
|
||||
const char* material_lump;
|
||||
const char* mateffect_lump;
|
||||
const char* lightmodel_lump;
|
||||
const char* Defines;
|
||||
};
|
||||
const auto& desc = usershaders[key.EffectState - FIRST_USER_SHADER];
|
||||
const FString& name = ExtractFileBase(desc.shader);
|
||||
FString defines = defaultshaders[desc.shaderType].Defines + desc.defines;
|
||||
|
||||
// Note: the MaterialShaderIndex enum needs to be updated whenever this array is modified.
|
||||
static const FDefaultShader defaultshaders[] =
|
||||
{
|
||||
{"Default", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Warp 1", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_warp1.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Warp 2", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_warp2.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Specular", "shaders/scene/material_spec.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_specular.glsl", "#define SPECULAR\n#define NORMALMAP\n"},
|
||||
{"PBR", "shaders/scene/material_pbr.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_pbr.glsl", "#define PBR\n#define NORMALMAP\n"},
|
||||
{"Paletted", "shaders/scene/material_paletted.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_nolights.glsl", "#define PALETTE_EMULATION\n"},
|
||||
{"No Texture", "shaders/scene/material_notexture.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define NO_LAYERS\n"},
|
||||
{"Basic Fuzz", "shaders/scene/material_fuzz_standard.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Smooth Fuzz", "shaders/scene/material_fuzz_smooth.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Swirly Fuzz", "shaders/scene/material_fuzz_swirly.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Translucent Fuzz", "shaders/scene/material_fuzz_smoothtranslucent.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Jagged Fuzz", "shaders/scene/material_fuzz_jagged.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Noise Fuzz", "shaders/scene/material_fuzz_noise.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Smooth Noise Fuzz", "shaders/scene/material_fuzz_smoothnoise.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{"Software Fuzz", "shaders/scene/material_fuzz_software.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
|
||||
{nullptr,nullptr,nullptr,nullptr}
|
||||
};
|
||||
|
||||
if (key.EffectState < FIRST_USER_SHADER)
|
||||
{
|
||||
const auto& desc = defaultshaders[key.EffectState];
|
||||
program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.Defines);
|
||||
program.frag = LoadFragShader(desc.ShaderName, mainfp, desc.material_lump, desc.mateffect_lump, desc.lightmodel_lump, desc.Defines, key);
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto& desc = usershaders[key.EffectState];
|
||||
const FString& name = ExtractFileBase(desc.shader);
|
||||
FString defines = defaultshaders[desc.shaderType].Defines + desc.defines;
|
||||
|
||||
program.vert = LoadVertShader(name, mainvp, defines);
|
||||
program.frag = LoadFragShader(name, mainfp, desc.shader, defaultshaders[desc.shaderType].mateffect_lump, defaultshaders[desc.shaderType].lightmodel_lump, defines, key);
|
||||
}
|
||||
program.vert = LoadVertShader(name, mainvp, defines);
|
||||
program.frag = LoadFragShader(name, mainfp, desc.shader, defaultshaders[desc.shaderType].mateffect_lump, defaultshaders[desc.shaderType].lightmodel_lump, defines, key);
|
||||
}
|
||||
}
|
||||
return &program;
|
||||
|
|
Loading…
Reference in a new issue