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78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
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/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "vk_ppshader.h"
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#include "vk_shader.h"
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#include "vulkan/system/vk_framebuffer.h"
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#include "vulkan/system/vk_builders.h"
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#include "vulkan/system/vk_commandbuffer.h"
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#include "filesystem.h"
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VkPPShader::VkPPShader(VulkanFrameBuffer* fb, PPShader *shader) : fb(fb)
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{
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FString prolog;
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if (!shader->Uniforms.empty())
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prolog = UniformBlockDecl::Create("Uniforms", shader->Uniforms, -1);
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prolog += shader->Defines;
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VertexShader = ShaderBuilder()
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.VertexShader(LoadShaderCode(shader->VertexShader, "", shader->Version))
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.DebugName(shader->VertexShader.GetChars())
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.Create(shader->VertexShader.GetChars(), fb->device);
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FragmentShader = ShaderBuilder()
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.FragmentShader(LoadShaderCode(shader->FragmentShader, prolog, shader->Version))
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.DebugName(shader->FragmentShader.GetChars())
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.Create(shader->FragmentShader.GetChars(), fb->device);
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fb->GetShaderManager()->AddVkPPShader(this);
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}
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VkPPShader::~VkPPShader()
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{
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if (fb)
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fb->GetShaderManager()->RemoveVkPPShader(this);
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}
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void VkPPShader::Reset()
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{
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if (fb)
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{
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fb->GetCommands()->DrawDeleteList->Add(std::move(VertexShader));
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fb->GetCommands()->DrawDeleteList->Add(std::move(FragmentShader));
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}
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}
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FString VkPPShader::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
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{
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int lump = fileSystem.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
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FString code = fileSystem.ReadFile(lump).GetString().GetChars();
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FString patchedCode;
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patchedCode.AppendFormat("#version %d\n", 450);
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patchedCode << defines;
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patchedCode << "#line 1\n";
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patchedCode << code;
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return patchedCode;
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}
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