mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
- changed shader loader to load only one shader at a time
This is merely preparation - the actual loading is still in one uninterrupted piece.
This commit is contained in:
parent
1452dd06a7
commit
2be13e1b9f
15 changed files with 197 additions and 86 deletions
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@ -561,6 +561,11 @@ void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash,
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GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
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}
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bool OpenGLFrameBuffer::CompileNextShader()
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{
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return GLRenderer->mShaderManager->CompileNextShader();
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}
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeStartScreen
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@ -23,7 +23,7 @@ public:
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explicit OpenGLFrameBuffer() {}
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OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
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~OpenGLFrameBuffer();
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bool CompileNextShader() override;
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void InitializeState() override;
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void Update() override;
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@ -672,7 +672,7 @@ bool FShader::Bind()
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FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType)
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{
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FString defines;
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defines += shaderdefines;
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if (shaderdefines) defines += shaderdefines;
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// this can't be in the shader code due to ATI strangeness.
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if (!usediscard) defines += "#define NO_ALPHATEST\n";
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if (passType == GBUFFER_PASS) defines += "#define GBUFFER_PASS\n";
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@ -707,6 +707,20 @@ FShaderManager::FShaderManager()
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mPassShaders.Push(new FShaderCollection((EPassType)passType));
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}
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bool FShaderManager::CompileNextShader()
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{
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if (mPassShaders[mCompilePass]->CompileNextShader())
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{
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mCompilePass++;
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if (mCompilePass >= MAX_PASS_TYPES)
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{
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mCompilePass = -1;
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return true;
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}
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}
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return false;
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}
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FShaderManager::~FShaderManager()
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{
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glUseProgram(0);
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@ -727,7 +741,7 @@ void FShaderManager::SetActiveShader(FShader *sh)
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FShader *FShaderManager::BindEffect(int effect, EPassType passType)
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{
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if (passType < mPassShaders.Size())
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if (passType < mPassShaders.Size() && mCompilePass > -1)
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return mPassShaders[passType]->BindEffect(effect);
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else
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return nullptr;
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@ -735,7 +749,11 @@ FShader *FShaderManager::BindEffect(int effect, EPassType passType)
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FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
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{
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if (r_skipmats && eff >= 3 && eff <= 4)
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if (mCompilePass > -1)
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{
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return mPassShaders[0]->Get(0, false);
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}
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if ((r_skipmats && eff >= 3 && eff <= 4))
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eff = 0;
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if (passType < mPassShaders.Size())
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@ -752,7 +770,14 @@ FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passT
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FShaderCollection::FShaderCollection(EPassType passType)
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{
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CompileShaders(passType);
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mPassType = passType;
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mMaterialShaders.Clear();
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mMaterialShadersNAT.Clear();
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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mEffectShaders[i] = NULL;
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}
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CompileNextShader();
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}
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//==========================================================================
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@ -772,35 +797,46 @@ FShaderCollection::~FShaderCollection()
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//
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//==========================================================================
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void FShaderCollection::CompileShaders(EPassType passType)
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bool FShaderCollection::CompileNextShader()
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{
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mMaterialShaders.Clear();
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mMaterialShadersNAT.Clear();
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for (int i = 0; i < MAX_EFFECTS; i++)
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int i = mCompileIndex;
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if (mCompileState == 0)
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{
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mEffectShaders[i] = NULL;
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}
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for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
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{
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, passType);
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FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, mPassType);
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mMaterialShaders.Push(shc);
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if (i < SHADER_NoTexture)
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mCompileIndex++;
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if (defaultshaders[mCompileIndex].ShaderName == nullptr)
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{
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FShader *shc1 = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, passType);
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mMaterialShadersNAT.Push(shc1);
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mCompileIndex = 0;
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mCompileState++;
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}
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}
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for(unsigned i = 0; i < usershaders.Size(); i++)
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else if (mCompileState == 1)
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{
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FShader *shc1 = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, mPassType);
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mMaterialShadersNAT.Push(shc1);
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mCompileIndex++;
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if (mCompileIndex >= SHADER_NoTexture)
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{
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mCompileIndex = 0;
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mCompileState++;
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if (usershaders.Size() == 0) mCompileState++;
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}
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}
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else if (mCompileState == 2)
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{
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FString name = ExtractFileBase(usershaders[i].shader);
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FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
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FShader *shc = Compile(name, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, passType);
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FShader *shc = Compile(name, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, mPassType);
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mMaterialShaders.Push(shc);
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if (mCompileIndex >= (int)usershaders.Size())
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{
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mCompileIndex = 0;
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mCompileState++;
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}
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}
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for(int i=0;i<MAX_EFFECTS;i++)
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else if (mCompileState == 3)
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{
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FShader *eff = new FShader(effectshaders[i].ShaderName);
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if (!eff->Load(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].fp1,
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@ -809,7 +845,13 @@ void FShaderCollection::CompileShaders(EPassType passType)
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delete eff;
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}
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else mEffectShaders[i] = eff;
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mCompileIndex++;
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if (mCompileIndex >= MAX_EFFECTS)
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{
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return true;
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}
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}
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return false;
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}
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//==========================================================================
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@ -309,10 +309,12 @@ public:
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FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
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void SetActiveShader(FShader *sh);
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bool CompileNextShader();
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private:
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FShader *mActiveShader = nullptr;
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TArray<FShaderCollection*> mPassShaders;
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int mCompilePass = 0;
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friend class FShader;
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};
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@ -322,21 +324,23 @@ class FShaderCollection
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TArray<FShader*> mMaterialShaders;
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TArray<FShader*> mMaterialShadersNAT;
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FShader *mEffectShaders[MAX_EFFECTS];
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int mCompileState = 0, mCompileIndex = 0;
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EPassType mPassType;
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void Clean();
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void CompileShaders(EPassType passType);
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public:
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FShaderCollection(EPassType passType);
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~FShaderCollection();
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FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType);
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int Find(const char *mame);
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bool CompileNextShader();
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FShader *BindEffect(int effect);
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FShader *Get(unsigned int eff, bool alphateston)
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{
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// indices 0-2 match the warping modes, 3 no texture, the following are custom
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if (!alphateston && eff <= 2)
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if (!alphateston && eff < SHADER_NoTexture)
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{
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return mMaterialShadersNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
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}
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@ -26,6 +26,7 @@ public:
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void InitializeState() override;
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void Update() override;
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int GetShaderCount() override { return 0; }
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void FirstEye() override;
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void NextEye(int eyecount) override;
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@ -733,7 +733,7 @@ bool FShader::Bind(ShaderFlavourData& flavour)
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//==========================================================================
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//
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// Since all shaders are REQUIRED, any error here needs to be fatal
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//
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//
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//==========================================================================
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@ -744,21 +744,8 @@ FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderP
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// this can't be in the shader code due to ATI strangeness.
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if (!usediscard) defines += "#define NO_ALPHATEST\n";
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FShader *shader = NULL;
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try
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{
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shader = new FShader(ShaderName);
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if (!shader->Configure(ShaderName, "shaders_gles/glsl/main.vp", "shaders_gles/glsl/main.fp", ShaderPath, LightModePath, defines.GetChars()))
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{
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I_FatalError("Unable to load shader %s\n", ShaderName);
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}
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}
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catch(CRecoverableError &err)
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{
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if (shader != NULL) delete shader;
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shader = NULL;
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I_FatalError("Unable to load shader %s:\n%s\n", ShaderName, err.GetMessage());
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}
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FShader *shader = new FShader(ShaderName);
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shader->Configure(ShaderName, "shaders_gles/glsl/main.vp", "shaders_gles/glsl/main.fp", ShaderPath, LightModePath, defines.GetChars());
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return shader;
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}
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@ -34,7 +34,11 @@
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*/
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#include "cmdlib.h"
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#include "hw_shaderpatcher.h"
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#include "textures.h"
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#include "hw_renderstate.h"
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#include "v_video.h"
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static bool IsGlslWhitespace(char c)
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@ -296,3 +300,12 @@ const FEffectShader effectshaders[] =
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{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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};
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int DFrameBuffer::GetShaderCount()
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{
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int i;
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for (i = 0; defaultshaders[i].ShaderName != nullptr; i++);
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return MAX_PASS_TYPES * (countof(defaultshaders) - 1 + usershaders.Size() + MAX_EFFECTS + SHADER_NoTexture);
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}
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@ -28,3 +28,4 @@ struct FEffectShader
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extern const FDefaultShader defaultshaders[];
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extern const FEffectShader effectshaders[];
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@ -26,6 +26,7 @@ public:
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PolyFrameBuffer(void *hMonitor, bool fullscreen);
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~PolyFrameBuffer();
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int GetShaderCount() override { return 0; }
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void Update() override;
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@ -158,6 +158,8 @@ public:
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virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
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virtual bool IsVulkan() { return false; }
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virtual bool IsPoly() { return false; }
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virtual int GetShaderCount();
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virtual bool CompileNextShader() { return true; }
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void SetAABBTree(hwrenderer::LevelAABBTree * tree)
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{
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mShadowMap.SetAABBTree(tree);
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@ -28,51 +28,93 @@
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#include "version.h"
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#include <ShaderLang.h>
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bool VkShaderManager::CompileNextShader()
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{
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const char *mainvp = "shaders/glsl/main.vp";
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const char *mainfp = "shaders/glsl/main.fp";
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int i = compileIndex;
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if (compileState == 0)
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{
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// regular material shaders
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VkShaderProgram prog;
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prog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
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prog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, compilePass == GBUFFER_PASS);
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mMaterialShaders[compilePass].push_back(std::move(prog));
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compileIndex++;
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if (defaultshaders[compileIndex].ShaderName == nullptr)
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{
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compileIndex = 0;
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compileState++;
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}
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}
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else if (compileState == 1)
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{
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// NAT material shaders
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VkShaderProgram natprog;
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natprog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
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natprog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, compilePass == GBUFFER_PASS);
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mMaterialShadersNAT[compilePass].push_back(std::move(natprog));
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compileIndex++;
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if (compileIndex == SHADER_NoTexture)
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{
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compileIndex = 0;
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compileState++;
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if (usershaders.Size() == 0) compileState++;
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}
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}
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else if (compileState == 2)
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{
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// user shaders
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const FString& name = ExtractFileBase(usershaders[i].shader);
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FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
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VkShaderProgram prog;
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prog.vert = LoadVertShader(name, mainvp, defines);
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prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, compilePass == GBUFFER_PASS);
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mMaterialShaders[compilePass].push_back(std::move(prog));
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compileIndex++;
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if (compileIndex >= (int)usershaders.Size())
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{
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compileIndex = 0;
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compileState++;
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}
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}
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else if (compileState == 3)
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{
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// Effect shaders
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VkShaderProgram prog;
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prog.vert = LoadVertShader(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].defines);
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prog.frag = LoadFragShader(effectshaders[i].ShaderName, effectshaders[i].fp1, effectshaders[i].fp2, effectshaders[i].fp3, effectshaders[i].defines, true, compilePass == GBUFFER_PASS);
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mEffectShaders[compilePass].push_back(std::move(prog));
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compileIndex++;
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if (compileIndex >= MAX_EFFECTS)
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{
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compileIndex = 0;
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if (compilePass == MAX_PASS_TYPES)
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{
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compileIndex = -1; // we're done.
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return true;
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}
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compileState = 0;
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compilePass++;
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}
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}
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return false;
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}
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VkShaderManager::VkShaderManager(VulkanDevice *device) : device(device)
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{
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ShInitialize();
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const char *mainvp = "shaders/glsl/main.vp";
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const char *mainfp = "shaders/glsl/main.fp";
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for (int j = 0; j < MAX_PASS_TYPES; j++)
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{
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bool gbufferpass = j;
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for (int i = 0; defaultshaders[i].ShaderName != nullptr; i++)
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{
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VkShaderProgram prog;
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prog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
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prog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, gbufferpass);
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mMaterialShaders[j].push_back(std::move(prog));
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if (i < SHADER_NoTexture)
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{
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VkShaderProgram natprog;
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natprog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
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natprog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, gbufferpass);
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mMaterialShadersNAT[j].push_back(std::move(natprog));
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}
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}
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for (unsigned i = 0; i < usershaders.Size(); i++)
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{
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FString name = ExtractFileBase(usershaders[i].shader);
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FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
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VkShaderProgram prog;
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prog.vert = LoadVertShader(name, mainvp, defines);
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prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, gbufferpass);
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mMaterialShaders[j].push_back(std::move(prog));
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}
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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VkShaderProgram prog;
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prog.vert = LoadVertShader(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].defines);
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prog.frag = LoadFragShader(effectshaders[i].ShaderName, effectshaders[i].fp1, effectshaders[i].fp2, effectshaders[i].fp3, effectshaders[i].defines, true, gbufferpass);
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mEffectShaders[j].push_back(std::move(prog));
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}
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}
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CompileNextShader();
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}
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VkShaderManager::~VkShaderManager()
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@ -82,7 +124,7 @@ VkShaderManager::~VkShaderManager()
|
|||
|
||||
VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType)
|
||||
{
|
||||
if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[passType][effect].frag)
|
||||
if (compileIndex > -1 && effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[passType][effect].frag)
|
||||
{
|
||||
return &mEffectShaders[passType][effect];
|
||||
}
|
||||
|
@ -91,8 +133,9 @@ VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType)
|
|||
|
||||
VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
|
||||
{
|
||||
if (compileIndex != -1) return &mMaterialShaders[0][0];
|
||||
// indices 0-2 match the warping modes, 3 no texture, the following are custom
|
||||
if (!alphateston && eff <= 2)
|
||||
if (!alphateston && eff <= SHADER_NoTexture)
|
||||
{
|
||||
return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2. The rest won't get used anyway
|
||||
}
|
||||
|
|
|
@ -65,6 +65,7 @@ public:
|
|||
|
||||
VkShaderProgram *GetEffect(int effect, EPassType passType);
|
||||
VkShaderProgram *Get(unsigned int eff, bool alphateston, EPassType passType);
|
||||
bool CompileNextShader();
|
||||
|
||||
private:
|
||||
std::unique_ptr<VulkanShader> LoadVertShader(FString shadername, const char *vert_lump, const char *defines);
|
||||
|
@ -79,4 +80,6 @@ private:
|
|||
std::vector<VkShaderProgram> mMaterialShaders[MAX_PASS_TYPES];
|
||||
std::vector<VkShaderProgram> mMaterialShadersNAT[MAX_PASS_TYPES];
|
||||
std::vector<VkShaderProgram> mEffectShaders[MAX_PASS_TYPES];
|
||||
uint8_t compilePass = 0, compileState = 0;
|
||||
int compileIndex = 0;
|
||||
};
|
||||
|
|
|
@ -207,6 +207,11 @@ void VulkanFrameBuffer::Update()
|
|||
Super::Update();
|
||||
}
|
||||
|
||||
bool VulkanFrameBuffer::CompileNextShader()
|
||||
{
|
||||
return mShaderManager->CompileNextShader();
|
||||
}
|
||||
|
||||
void VulkanFrameBuffer::DeleteFrameObjects(bool uploadOnly)
|
||||
{
|
||||
FrameTextureUpload.Buffers.clear();
|
||||
|
|
|
@ -77,7 +77,7 @@ public:
|
|||
void Update() override;
|
||||
|
||||
void InitializeState() override;
|
||||
|
||||
bool CompileNextShader() override;
|
||||
void PrecacheMaterial(FMaterial *mat, int translation) override;
|
||||
void UpdatePalette() override;
|
||||
const char* DeviceName() const override;
|
||||
|
|
|
@ -3356,6 +3356,10 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
|
|||
}
|
||||
|
||||
V_Init2();
|
||||
while(!screen->CompileNextShader())
|
||||
{
|
||||
// here we can do some visual updates later
|
||||
}
|
||||
twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect;
|
||||
// Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash.
|
||||
twod->Begin(screen->GetWidth(), screen->GetHeight());
|
||||
|
|
Loading…
Reference in a new issue