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Add VkShaderKey and start preparing VkShaderManager to be able to handle a lot more shader permutations
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parent
e34ee1e462
commit
ff6d412237
5 changed files with 81 additions and 38 deletions
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@ -245,15 +245,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
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GraphicsPipelineBuilder builder;
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builder.Cache(fb->GetRenderPassManager()->GetCache());
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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, PassKey.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
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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, PassKey.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
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}
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VkShaderProgram *program = fb->GetShaderManager()->Get(key.ShaderKey, PassKey.DrawBuffers > 1 ? GBUFFER_PASS : NORMAL_PASS);
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builder.AddVertexShader(program->vert.get());
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builder.AddFragmentShader(program->frag.get());
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@ -6,6 +6,7 @@
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#include "hwrenderer/data/buffers.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hw_renderstate.h"
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#include "common/rendering/vulkan/shaders/vk_shader.h"
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#include <string.h>
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#include <map>
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@ -17,21 +18,29 @@ class VkPipelineKey
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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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int AlphaTest;
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int DepthWrite;
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int DepthTest;
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int DepthFunc;
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int DepthClamp;
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int DepthBias;
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int StencilTest;
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int StencilPassOp;
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int ColorMask;
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int CullMode;
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int VertexFormat;
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int DrawType;
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int NumTextureLayers;
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union
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{
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struct
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{
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uint32_t DrawType : 3;
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uint32_t CullMode : 2;
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uint32_t ColorMask : 4;
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uint32_t DepthWrite : 1;
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uint32_t DepthTest : 1;
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uint32_t DepthClamp : 1;
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uint32_t DepthBias : 1;
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uint32_t DepthFunc : 2;
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uint32_t StencilTest : 1;
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uint32_t StencilPassOp : 2;
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uint32_t Unused : 14;
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};
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uint32_t AsDWORD = 0;
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};
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VkShaderKey ShaderKey;
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int VertexFormat = 0;
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int NumTextureLayers = 0;
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bool operator<(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) < 0; }
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bool operator==(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) == 0; }
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@ -41,10 +50,10 @@ public:
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class VkRenderPassKey
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{
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public:
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int DepthStencil;
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int Samples;
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int DrawBuffers;
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VkFormat DrawBufferFormat;
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int DepthStencil = 0;
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int Samples = 0;
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int DrawBuffers = 0;
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VkFormat DrawBufferFormat = VK_FORMAT_UNDEFINED;
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bool operator<(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) < 0; }
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bool operator==(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) == 0; }
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@ -234,18 +234,18 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
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if (mSpecialEffect > EFF_NONE)
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{
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pipelineKey.SpecialEffect = mSpecialEffect;
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pipelineKey.EffectState = 0;
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pipelineKey.AlphaTest = false;
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pipelineKey.ShaderKey.SpecialEffect = mSpecialEffect;
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.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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pipelineKey.SpecialEffect = EFF_NONE;
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pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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if (r_skipmats && pipelineKey.EffectState >= 3 && pipelineKey.EffectState <= 4)
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pipelineKey.EffectState = 0;
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pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
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pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
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pipelineKey.ShaderKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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// Is this the one we already have?
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@ -128,6 +128,18 @@ void VkShaderManager::Deinit()
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RemoveVkPPShader(PPShaders.back());
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}
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VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key, EPassType passType)
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{
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if (key.SpecialEffect != EFF_NONE)
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{
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return GetEffect(key.SpecialEffect, passType);
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}
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else
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{
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return Get(key.EffectState, key.AlphaTest, passType);
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}
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}
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VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType)
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{
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if (compileIndex == -1 && effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[passType][effect].frag)
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@ -58,6 +58,33 @@ struct PushConstants
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int padding1, padding2, padding3;
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};
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class VkShaderKey
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{
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public:
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union
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{
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struct
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{
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uint32_t AlphaTest : 1;
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uint32_t Simple2D : 1; // uFogEnabled == -3
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uint32_t TextureMode : 3; // uTextureMode & 0xffff
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uint32_t ClampY : 1; // uTextureMode & TEXF_ClampY
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uint32_t Brightmap : 1; // uTextureMode & TEXF_Brightmap
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uint32_t Detailmap : 1; // uTextureMode & TEXF_Detailmap
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uint32_t Glowmap : 1; // uTextureMode & TEXF_Glowmap
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uint32_t Unused : 23;
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};
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uint32_t AsDWORD = 0;
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};
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int SpecialEffect = 0;
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int EffectState = 0;
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bool operator<(const VkShaderKey& other) const { return memcmp(this, &other, sizeof(VkShaderKey)) < 0; }
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bool operator==(const VkShaderKey& other) const { return memcmp(this, &other, sizeof(VkShaderKey)) == 0; }
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bool operator!=(const VkShaderKey& other) const { return memcmp(this, &other, sizeof(VkShaderKey)) != 0; }
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};
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class VkShaderProgram
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{
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public:
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@ -73,8 +100,8 @@ public:
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void Deinit();
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VkShaderProgram *GetEffect(int effect, EPassType passType);
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VkShaderProgram *Get(unsigned int eff, bool alphateston, EPassType passType);
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VkShaderProgram* Get(const VkShaderKey& key, EPassType passType);
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bool CompileNextShader();
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VkPPShader* GetVkShader(PPShader* shader);
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@ -83,6 +110,9 @@ public:
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void RemoveVkPPShader(VkPPShader* shader);
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private:
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VkShaderProgram* GetEffect(int effect, EPassType passType);
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VkShaderProgram* Get(unsigned int eff, bool alphateston, EPassType passType);
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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* mateffect_lump, const char *lightmodel_lump, const char *defines, bool alphatest, bool gbufferpass);
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