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https://github.com/ZDoom/gzdoom.git
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- load all the shaders and use the right one for each renderpass
This commit is contained in:
parent
f1f8797d3c
commit
d4118a755c
11 changed files with 173 additions and 64 deletions
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@ -634,55 +634,6 @@ FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderP
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//
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//
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//==========================================================================
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struct FDefaultShader
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{
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const char * ShaderName;
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const char * gettexelfunc;
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const char * lightfunc;
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const char * Defines;
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};
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// Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
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static const FDefaultShader defaultshaders[]=
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{
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{"Default", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", ""},
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{"Warp 1", "shaders/glsl/func_warp1.fp", "shaders/glsl/material_normal.fp", ""},
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{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
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{"Brightmap","shaders/glsl/func_brightmap.fp", "shaders/glsl/material_normal.fp", "#define BRIGHTMAP\n"},
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{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
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{"SpecularBrightmap", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
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{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
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{"PBRBrightmap","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
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{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
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{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp", "shaders/glsl/material_normal.fp", ""},
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{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp", "shaders/glsl/material_normal.fp", ""},
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{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp", "shaders/glsl/material_normal.fp", ""},
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{"Software Fuzz", "shaders/glsl/fuzz_software.fp", "shaders/glsl/material_normal.fp", ""},
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{nullptr,nullptr,nullptr,nullptr}
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};
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struct FEffectShader
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{
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const char *ShaderName;
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const char *vp;
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const char *fp1;
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const char *fp2;
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const char *fp3;
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const char *defines;
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};
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static const FEffectShader effectshaders[]=
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{
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{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", nullptr, nullptr, "#define NO_ALPHATEST\n" },
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{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
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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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FShaderManager::FShaderManager()
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{
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@ -185,3 +185,36 @@ FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &sam
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return code;
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}
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/////////////////////////////////////////////////////////////////////////////
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// Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
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const FDefaultShader defaultshaders[] =
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{
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{"Default", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", ""},
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{"Warp 1", "shaders/glsl/func_warp1.fp", "shaders/glsl/material_normal.fp", ""},
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{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
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{"Brightmap","shaders/glsl/func_brightmap.fp", "shaders/glsl/material_normal.fp", "#define BRIGHTMAP\n"},
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{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
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{"SpecularBrightmap", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
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{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
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{"PBRBrightmap","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
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{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
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{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp", "shaders/glsl/material_normal.fp", ""},
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{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp", "shaders/glsl/material_normal.fp", ""},
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{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp", "shaders/glsl/material_normal.fp", ""},
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{"Software Fuzz", "shaders/glsl/fuzz_software.fp", "shaders/glsl/material_normal.fp", ""},
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{nullptr,nullptr,nullptr,nullptr}
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};
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const FEffectShader effectshaders[] =
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{
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{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", nullptr, nullptr, "#define NO_ALPHATEST\n" },
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{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
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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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@ -7,3 +7,23 @@
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FString RemoveLegacyUserUniforms(FString code);
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FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &samplerstobind); // For GL 3.3 compatibility which cannot declare sampler bindings in the sampler source.
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struct FDefaultShader
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{
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const char * ShaderName;
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const char * gettexelfunc;
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const char * lightfunc;
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const char * Defines;
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};
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struct FEffectShader
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{
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const char *ShaderName;
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const char *vp;
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const char *fp1;
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const char *fp2;
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const char *fp3;
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const char *defines;
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};
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extern const FDefaultShader defaultshaders[];
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extern const FEffectShader effectshaders[];
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@ -138,8 +138,18 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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{
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auto fb = GetVulkanFrameBuffer();
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GraphicsPipelineBuilder builder;
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builder.addVertexShader(fb->GetShaderManager()->vert.get());
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builder.addFragmentShader(fb->GetShaderManager()->frag.get());
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VkShaderProgram *program;
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if (key.SpecialEffect != EFF_NONE)
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{
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program = fb->GetShaderManager()->GetEffect(key.SpecialEffect);
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}
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else
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{
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program = fb->GetShaderManager()->Get(key.EffectState, key.AlphaTest);
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}
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builder.addVertexShader(program->vert.get());
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builder.addFragmentShader(program->frag.get());
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builder.addVertexBufferBinding(0, sizeof(F2DDrawer::TwoDVertex));
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builder.addVertexAttribute(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(F2DDrawer::TwoDVertex, x));
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@ -11,10 +11,15 @@ class VkRenderPassKey
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{
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public:
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FRenderStyle RenderStyle;
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int SpecialEffect;
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int EffectState;
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bool AlphaTest;
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bool operator<(const VkRenderPassKey &other) const
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{
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return RenderStyle.AsDWORD < other.RenderStyle.AsDWORD;
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uint64_t a = RenderStyle.AsDWORD | (static_cast<uint64_t>(SpecialEffect) << 32) | (static_cast<uint64_t>(EffectState) << 40) | (static_cast<uint64_t>(AlphaTest) << 48);
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uint64_t b = other.RenderStyle.AsDWORD | (static_cast<uint64_t>(other.SpecialEffect) << 32) | (static_cast<uint64_t>(other.EffectState) << 40) | (static_cast<uint64_t>(other.AlphaTest) << 48);
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return a < b;
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}
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};
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@ -148,6 +148,19 @@ void VkRenderState::Apply(int dt)
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// Find a render pass that matches our state
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VkRenderPassKey passKey;
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passKey.RenderStyle = mRenderStyle;
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if (mSpecialEffect > EFF_NONE)
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{
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passKey.SpecialEffect = mSpecialEffect;
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passKey.EffectState = 0;
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passKey.AlphaTest = false;
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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passKey.SpecialEffect = EFF_NONE;
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passKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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passKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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VkRenderPassSetup *passSetup = passManager->GetRenderPass(passKey);
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// Is this the one we already have or do we need to change render pass?
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@ -10,8 +10,46 @@ VkShaderManager::VkShaderManager(VulkanDevice *device) : device(device)
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{
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ShInitialize();
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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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const char *mainvp = "shaders/glsl/main.vp";
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const char *mainfp = "shaders/glsl/main.fp";
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bool gbufferpass = false;
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for (int i = 0; defaultshaders[i].ShaderName != NULL; i++)
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{
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// To do: use defaultshaders[i].ShaderName for better debugging
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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.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.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, defaultshaders[i].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.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, defaultshaders[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, false);
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mEffectShaders[i] = std::move(prog);
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}
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}
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VkShaderManager::~VkShaderManager()
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ShFinalize();
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}
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VkShaderProgram *VkShaderManager::GetEffect(int effect)
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{
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if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[effect].frag)
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{
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return &mEffectShaders[effect];
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}
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return nullptr;
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}
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VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston)
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{
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// indices 0-2 match the warping modes, 3 is brightmap, 4 no texture, the following are custom
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if (!alphateston && eff <= 3)
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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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else if (eff < (unsigned int)mMaterialShaders.size())
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{
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return &mMaterialShaders[eff];
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}
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return nullptr;
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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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#define VULKAN_COORDINATE_SYSTEM
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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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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, 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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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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std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass)
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{
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FString code = GetTargetGlslVersion();
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code << defines << shaderBindings;
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if (!alphatest) code << "#define NO_ALPHATEST\n";
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if (gbufferpass) code << "#define GBUFFER_PASS\n";
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code << "\n#line 1\n";
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code << LoadShaderLump(frag_lump).GetChars() << "\n";
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@ -4,6 +4,7 @@
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#include "utility/vectors.h"
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#include "r_data/matrix.h"
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#include "name.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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class VulkanDevice;
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class VulkanShader;
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FVector2 uSpecularMaterial;
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};
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class VkShaderProgram
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{
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public:
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std::unique_ptr<VulkanShader> vert;
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std::unique_ptr<VulkanShader> frag;
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};
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class VkShaderManager
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{
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public:
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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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VkShaderProgram *GetEffect(int effect);
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VkShaderProgram *Get(unsigned int eff, bool alphateston);
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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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std::unique_ptr<VulkanShader> LoadVertShader(FString shadername, const char *vert_lump, const char *defines);
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std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass);
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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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std::vector<VkShaderProgram> mMaterialShaders;
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std::vector<VkShaderProgram> mMaterialShadersNAT;
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VkShaderProgram mEffectShaders[MAX_EFFECTS];
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};
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@ -1,6 +1,6 @@
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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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layout(location=0) out vec4 FragColor;
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void main()
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@ -1,4 +1,4 @@
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in vec4 pixelpos;
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layout(location=2) in vec4 pixelpos;
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layout(location=0) out vec4 FragColor;
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//===========================================================================
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@ -1,4 +1,4 @@
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in vec4 pixelpos;
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layout(location=2) in vec4 pixelpos;
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layout(location=0) out vec4 FragColor;
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void main()
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