Move static layout code back to wadsrc

This commit is contained in:
Magnus Norddahl 2023-03-21 20:24:08 +01:00
parent fabdc39ba7
commit 6878dc5580
3 changed files with 198 additions and 193 deletions

View file

@ -35,12 +35,14 @@ VkPPShader::VkPPShader(VulkanRenderDevice* fb, PPShader *shader) : fb(fb)
prolog += shader->Defines; prolog += shader->Defines;
VertexShader = ShaderBuilder() VertexShader = ShaderBuilder()
.VertexShader(LoadShaderCode(shader->VertexShader, "", shader->Version).GetChars()) .Type(ShaderType::Vertex)
.AddSource(shader->VertexShader.GetChars(), LoadShaderCode(shader->VertexShader, "", shader->Version).GetChars())
.DebugName(shader->VertexShader.GetChars()) .DebugName(shader->VertexShader.GetChars())
.Create(shader->VertexShader.GetChars(), fb->device.get()); .Create(shader->VertexShader.GetChars(), fb->device.get());
FragmentShader = ShaderBuilder() FragmentShader = ShaderBuilder()
.FragmentShader(LoadShaderCode(shader->FragmentShader, prolog, shader->Version).GetChars()) .Type(ShaderType::Fragment)
.AddSource(shader->FragmentShader.GetChars(), LoadShaderCode(shader->FragmentShader, prolog, shader->Version).GetChars())
.DebugName(shader->FragmentShader.GetChars()) .DebugName(shader->FragmentShader.GetChars())
.Create(shader->FragmentShader.GetChars(), fb->device.get()); .Create(shader->FragmentShader.GetChars(), fb->device.get());

View file

@ -31,8 +31,8 @@
bool VkShaderManager::CompileNextShader() bool VkShaderManager::CompileNextShader()
{ {
const char *mainvp = "shaders/glsl/main.vp"; const char *mainvp = "shaders/glsl/vert_scene.vp";
const char *mainfp = "shaders/glsl/main.fp"; const char *mainfp = "shaders/glsl/frag_surface.fp";
int i = compileIndex; int i = compileIndex;
if (compileState == 0) if (compileState == 0)
@ -152,191 +152,6 @@ VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston, EPassT
return nullptr; return nullptr;
} }
static const char *shaderBindings = R"(
layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
#ifdef SUPPORTS_RAYTRACING
layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
#endif
// This must match the HWViewpointUniforms struct
layout(set = 1, 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;
int uLightBlendMode;
};
layout(set = 1, binding = 1, 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 = 1, binding = 2, std140) uniform StreamUBO {
StreamData data[MAX_STREAM_DATA];
};
// light buffers
layout(set = 1, binding = 3, std430) buffer LightBufferSSO
{
vec4 lights[];
};
// bone matrix buffers
layout(set = 1, binding = 4, std430) buffer BoneBufferSSO
{
mat4 bones[];
};
// textures
layout(set = 2, binding = 0) uniform sampler2D tex;
layout(set = 2, binding = 1) uniform sampler2D texture2;
layout(set = 2, binding = 2) uniform sampler2D texture3;
layout(set = 2, binding = 3) uniform sampler2D texture4;
layout(set = 2, binding = 4) uniform sampler2D texture5;
layout(set = 2, binding = 5) uniform sampler2D texture6;
layout(set = 2, binding = 6) uniform sampler2D texture7;
layout(set = 2, binding = 7) uniform sampler2D texture8;
layout(set = 2, binding = 8) uniform sampler2D texture9;
layout(set = 2, binding = 9) uniform sampler2D texture10;
layout(set = 2, binding = 10) uniform sampler2D texture11;
layout(set = 2, binding = 11) uniform sampler2D texture12;
// 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;
// bone animation
int uBoneIndexBase;
int uDataIndex;
int 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<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines) std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines)
{ {
FString code = GetTargetGlslVersion(); FString code = GetTargetGlslVersion();
@ -345,13 +160,14 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername
#ifdef NPOT_EMULATION #ifdef NPOT_EMULATION
code << "#define NPOT_EMULATION\n"; code << "#define NPOT_EMULATION\n";
#endif #endif
code << shaderBindings; code << LoadPrivateShaderLump("shaders/scene/layout_shared.glsl");
if (!fb->device->EnabledFeatures.Features.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n"; if (!fb->device->EnabledFeatures.Features.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n";
code << "#line 1\n"; code << "#line 1\n";
code << LoadPrivateShaderLump(vert_lump).GetChars() << "\n"; code << LoadPrivateShaderLump(vert_lump).GetChars() << "\n";
return ShaderBuilder() return ShaderBuilder()
.VertexShader(code.GetChars()) .Type(ShaderType::Vertex)
.AddSource(shadername.GetChars(), code.GetChars())
.DebugName(shadername.GetChars()) .DebugName(shadername.GetChars())
.Create(shadername.GetChars(), fb->device.get()); .Create(shadername.GetChars(), fb->device.get());
} }
@ -367,7 +183,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
#ifdef NPOT_EMULATION #ifdef NPOT_EMULATION
code << "#define NPOT_EMULATION\n"; code << "#define NPOT_EMULATION\n";
#endif #endif
code << shaderBindings; code << LoadPrivateShaderLump("shaders/scene/layout_shared.glsl");
FString placeholder = "\n"; FString placeholder = "\n";
if (!fb->device->EnabledFeatures.Features.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n"; if (!fb->device->EnabledFeatures.Features.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n";
@ -443,7 +259,8 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
} }
return ShaderBuilder() return ShaderBuilder()
.FragmentShader(code.GetChars()) .Type(ShaderType::Fragment)
.AddSource(shadername.GetChars(), code.GetChars())
.DebugName(shadername.GetChars()) .DebugName(shadername.GetChars())
.Create(shadername.GetChars(), fb->device.get()); .Create(shadername.GetChars(), fb->device.get());
} }

View file

@ -0,0 +1,186 @@
layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
#ifdef SUPPORTS_RAYTRACING
layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
#endif
// This must match the HWViewpointUniforms struct
layout(set = 1, 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;
int uLightBlendMode;
};
layout(set = 1, binding = 1, std140) uniform MatricesUBO
{
mat4 ModelMatrix;
mat4 NormalModelMatrix;
mat4 TextureMatrix;
};
// This must match the StreamData struct
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 = 1, binding = 2, std140) uniform StreamUBO
{
StreamData data[MAX_STREAM_DATA];
};
// light buffers
layout(set = 1, binding = 3, std430) buffer LightBufferSSO
{
vec4 lights[];
};
// bone matrix buffers
layout(set = 1, binding = 4, std430) buffer BoneBufferSSO
{
mat4 bones[];
};
// textures
layout(set = 2, binding = 0) uniform sampler2D tex;
layout(set = 2, binding = 1) uniform sampler2D texture2;
layout(set = 2, binding = 2) uniform sampler2D texture3;
layout(set = 2, binding = 3) uniform sampler2D texture4;
layout(set = 2, binding = 4) uniform sampler2D texture5;
layout(set = 2, binding = 5) uniform sampler2D texture6;
layout(set = 2, binding = 6) uniform sampler2D texture7;
layout(set = 2, binding = 7) uniform sampler2D texture8;
layout(set = 2, binding = 8) uniform sampler2D texture9;
layout(set = 2, binding = 9) uniform sampler2D texture10;
layout(set = 2, binding = 10) uniform sampler2D texture11;
layout(set = 2, binding = 11) uniform sampler2D texture12;
// 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;
// bone animation
int uBoneIndexBase;
int uDataIndex;
int 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); }