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Fix shader build errors and remove support for old deprecated shader types
This commit is contained in:
parent
a267cf737e
commit
e34ee1e462
15 changed files with 41 additions and 149 deletions
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@ -275,30 +275,30 @@ FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword)
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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/scene/material_default.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Warp 1", "shaders/scene/material_default.glsl", /*"shaders/scene/mateffect_warp1.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Warp 2", "shaders/scene/material_default.glsl", /*"shaders/scene/mateffect_warp2.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Specular", "shaders/scene/material_spec.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_specular.glsl", "#define SPECULAR\n#define NORMALMAP\n"},
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{"PBR", "shaders/scene/material_pbr.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_pbr.glsl", "#define PBR\n#define NORMALMAP\n"},
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{"Paletted", "shaders/scene/material_paletted.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_nolights.glsl", "#define PALETTE_EMULATION\n"},
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{"No Texture", "shaders/scene/material_notexture.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", "#define NO_LAYERS\n"},
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{"Basic Fuzz", "shaders/scene/material_fuzz_standard.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Smooth Fuzz", "shaders/scene/material_fuzz_smooth.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Swirly Fuzz", "shaders/scene/material_fuzz_swirly.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Translucent Fuzz", "shaders/scene/material_fuzz_smoothtranslucent.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Jagged Fuzz", "shaders/scene/material_fuzz_jagged.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Noise Fuzz", "shaders/scene/material_fuzz_noise.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Smooth Noise Fuzz", "shaders/scene/material_fuzz_smoothnoise.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Software Fuzz", "shaders/scene/material_fuzz_software.glsl", /*"shaders/scene/mateffect_default.glsl",*/ "shaders/scene/lightmodel_normal.glsl", ""},
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{"Default", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Warp 1", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_warp1.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Warp 2", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_warp2.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Specular", "shaders/scene/material_spec.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_specular.glsl", "#define SPECULAR\n#define NORMALMAP\n"},
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{"PBR", "shaders/scene/material_pbr.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_pbr.glsl", "#define PBR\n#define NORMALMAP\n"},
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{"Paletted", "shaders/scene/material_paletted.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_nolights.glsl", "#define PALETTE_EMULATION\n"},
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{"No Texture", "shaders/scene/material_notexture.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define NO_LAYERS\n"},
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{"Basic Fuzz", "shaders/scene/material_fuzz_standard.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Smooth Fuzz", "shaders/scene/material_fuzz_smooth.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Swirly Fuzz", "shaders/scene/material_fuzz_swirly.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Translucent Fuzz", "shaders/scene/material_fuzz_smoothtranslucent.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Jagged Fuzz", "shaders/scene/material_fuzz_jagged.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Noise Fuzz", "shaders/scene/material_fuzz_noise.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Smooth Noise Fuzz", "shaders/scene/material_fuzz_smoothnoise.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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{"Software Fuzz", "shaders/scene/material_fuzz_software.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", ""},
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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/scene/vert_main.glsl", "shaders/scene/frag_fogboundary.glsl", nullptr, nullptr, "#define NO_ALPHATEST\n" },
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{ "spheremap", "shaders/scene/vert_main.glsl", "shaders/scene/frag_surface.glsl", "shaders/scene/material_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
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{ "burn", "shaders/scene/vert_main.glsl", "shaders/scene/frag_burn.glsl", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "stencil", "shaders/scene/vert_main.glsl", "shaders/scene/frag_stencil.glsl", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "fogboundary", "shaders/scene/frag_fogboundary.glsl", nullptr, nullptr, nullptr, "#define NO_ALPHATEST\n" },
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{ "spheremap", "shaders/scene/frag_surface.glsl", "shaders/scene/material_default.glsl", "shaders/scene/mateffect_default.glsl", "shaders/scene/lightmodel_normal.glsl", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
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{ "burn", "shaders/scene/frag_burn.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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{ "stencil", "shaders/scene/frag_stencil.glsl", nullptr, nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
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};
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int DFrameBuffer::GetShaderCount()
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@ -11,18 +11,19 @@ FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword);
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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 * material_lump;
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const char * mateffect_lump;
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const char * lightmodel_lump;
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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 *fp4;
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const char *defines;
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};
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@ -42,7 +42,7 @@ bool VkShaderManager::CompileNextShader()
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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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prog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].material_lump, defaultshaders[i].mateffect_lump, defaultshaders[i].lightmodel_lump, 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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@ -58,7 +58,7 @@ bool VkShaderManager::CompileNextShader()
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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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natprog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].material_lump, defaultshaders[i].mateffect_lump, defaultshaders[i].lightmodel_lump, 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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@ -78,7 +78,7 @@ bool VkShaderManager::CompileNextShader()
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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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prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].mateffect_lump, defaultshaders[usershaders[i].shaderType].lightmodel_lump, 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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@ -93,8 +93,8 @@ bool VkShaderManager::CompileNextShader()
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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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prog.vert = LoadVertShader(effectshaders[i].ShaderName, mainvp, effectshaders[i].defines);
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prog.frag = LoadFragShader(effectshaders[i].ShaderName, effectshaders[i].fp1, effectshaders[i].fp2, effectshaders[i].fp3, effectshaders[i].fp4, 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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@ -185,7 +185,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername
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.Create(shadername.GetChars(), fb->device.get());
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}
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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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std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char* mateffect_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass)
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{
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FString definesBlock;
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definesBlock << defines << "\n";
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@ -210,62 +210,8 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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FString materialBlock;
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if (material_lump)
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{
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if (material_lump[0] != '#')
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{
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materialname = material_lump;
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FString pp_code = LoadPublicShaderLump(material_lump);
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if (pp_code.IndexOf("ProcessMaterial") < 0 && pp_code.IndexOf("SetupMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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if (pp_code.IndexOf("GetTexCoord") >= 0)
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{
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materialBlock << LoadPrivateShaderLump("shaders/scene/material_default.glsl").GetChars() << "\n";
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}
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else
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{
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if (pp_code.IndexOf("ProcessTexel") < 0)
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{
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// this looks like an even older custom hardware shader.
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materialBlock << LoadPrivateShaderLump("shaders/scene/material_legacy_process.glsl").GetChars() << "\n";
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}
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else
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{
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materialBlock << LoadPrivateShaderLump("shaders/scene/material_legacy_ptexel.glsl").GetChars() << "\n";
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}
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}
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if (pp_code.IndexOf("ProcessLight") >= 0)
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{
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// The ProcessLight signatured changed. Forward to the old one.
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materialBlock << "\nvec4 ProcessLight(vec4 color);\n";
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materialBlock << "\nvec4 ProcessLight(Material material, vec4 color) { return ProcessLight(color); }\n";
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}
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}
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materialBlock << "\n#line 1\n";
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materialBlock << RemoveLegacyUserUniforms(pp_code).GetChars();
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materialBlock.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_code.IndexOf("ProcessLight") < 0)
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{
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materialBlock << "\n" << LoadPrivateShaderLump("shaders/scene/lighteffect_default.glsl").GetChars() << "\n";
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}
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// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
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if (pp_code.IndexOf("ProcessMaterial") >= 0 && pp_code.IndexOf("SetupMaterial") < 0)
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{
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// This reactivates the old logic and disables all features that cannot be supported with that method.
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definesBlock << "#define LEGACY_USER_SHADER\n";
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}
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}
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else
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{
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// material_lump is not a lump name but the source itself (from generated shaders)
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materialBlock << (material_lump + 1) << "\n";
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}
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materialname = material_lump;
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materialBlock = LoadPublicShaderLump(material_lump);
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}
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FString lightname = "LightBlock";
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@ -276,6 +222,14 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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lightBlock << LoadPrivateShaderLump(light_lump).GetChars();
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}
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FString mateffectname = "MaterialEffectBlock";
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FString mateffectBlock;
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if (mateffect_lump)
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{
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mateffectname = mateffect_lump;
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mateffectBlock << LoadPrivateShaderLump(mateffect_lump).GetChars();
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}
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return ShaderBuilder()
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.Type(ShaderType::Fragment)
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.DebugName(shadername.GetChars())
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@ -283,8 +237,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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.AddSource("DefinesBlock", definesBlock.GetChars())
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.AddSource("LayoutBlock", layoutBlock.GetChars())
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.AddSource("shaders/scene/includes.glsl", LoadPrivateShaderLump("shaders/scene/includes.glsl").GetChars())
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.AddSource("shaders/scene/mateffect_default.glsl", LoadPrivateShaderLump("shaders/scene/mateffect_default.glsl").GetChars())
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//.AddSource("shaders/scene/lighteffect_default.glsl", LoadPrivateShaderLump("shaders/scene/lighteffect_default.glsl").GetChars())
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.AddSource(mateffectname.GetChars(), mateffectBlock.GetChars())
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.AddSource(materialname.GetChars(), materialBlock.GetChars())
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.AddSource(lightname.GetChars(), lightBlock.GetChars())
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.AddSource(frag_lump, codeBlock.GetChars())
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@ -84,7 +84,7 @@ public:
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private:
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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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std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char* mateffect_lump, const char *lightmodel_lump, const char *defines, bool alphatest, bool gbufferpass);
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ShaderIncludeResult OnInclude(FString headerName, FString includerName, size_t depth, bool system);
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@ -1,6 +1,4 @@
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#include "shaders/scene/material.glsl"
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void main()
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{
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#ifdef NO_CLIPDISTANCE_SUPPORT
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@ -1,6 +1,4 @@
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#include "shaders/scene/material.glsl"
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void main()
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{
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#ifdef NO_CLIPDISTANCE_SUPPORT
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@ -1,8 +1,4 @@
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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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{
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vec4 frag = vColor;
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@ -1,11 +1,4 @@
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layout(location=2) in vec4 pixelpos;
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layout(location=0) out vec4 FragColor;
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#ifdef GBUFFER_PASS
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layout(location=1) out vec4 FragFog;
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layout(location=2) out vec4 FragNormal;
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#endif
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void main()
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{
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float fogdist;
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@ -1,10 +1,4 @@
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layout(location=0) out vec4 FragColor;
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#ifdef GBUFFER_PASS
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layout(location=1) out vec4 FragFog;
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layout(location=2) out vec4 FragNormal;
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#endif
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void main()
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{
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FragColor = vec4(1.0, 1.0, 1.0, 0.0);
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@ -1,6 +1,4 @@
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#include "shaders/scene/material.glsl"
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void main()
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{
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#ifdef NO_CLIPDISTANCE_SUPPORT
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@ -1,6 +1,4 @@
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#include "shaders/scene/material.glsl"
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void main()
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{
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#ifdef NO_CLIPDISTANCE_SUPPORT
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@ -1,5 +0,0 @@
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vec4 ProcessLight(Material material, vec4 color)
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{
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return color;
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}
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@ -2,8 +2,6 @@
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#include "shaders/scene/lightmodel_software.glsl"
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#include "shaders/scene/material.glsl"
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vec4 ProcessLight(Material mat, vec4 color);
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//===========================================================================
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//
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// Calculate light
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@ -83,11 +81,6 @@ vec4 getLightColor(Material material)
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color.rgb = min(color.rgb + material.Bright.rgb, 1.0);
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#endif
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//
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// apply other light manipulation by custom shaders, default is a NOP.
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//
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color = ProcessLight(material, color);
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//
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// apply lightmaps
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//
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@ -1,14 +0,0 @@
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vec2 GetTexCoord()
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{
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vec2 texCoord = vTexCoord.st;
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const float pi = 3.14159265358979323846;
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vec2 offset = vec2(0.0,0.0);
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float siny = sin(pi * 2.0 * (texCoord.y * 2.0 + timer * 0.75)) * 0.03;
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||||
offset.y = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.75)) * 0.03;
|
||||
offset.x = siny + sin(pi * 2.0 * (texCoord.x + timer * 0.45)) * 0.02;
|
||||
|
||||
return texCoord + offset;
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
|
||||
vec2 GetTexCoord()
|
||||
{
|
||||
vec2 texCoord = vTexCoord.st;
|
||||
|
||||
const float pi = 3.14159265358979323846;
|
||||
|
||||
texCoord.x += sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.1;
|
||||
|
||||
return texCoord;
|
||||
}
|
Loading…
Reference in a new issue