raze/source/common/rendering/hwrenderer/data/shaderuniforms.h
Christoph Oelckers 5eb9af1e00 - Backend update from GZDoom
IQM model support and a few bugfixes.
2022-10-20 22:24:25 +02:00

155 lines
3 KiB
C++

#pragma once
#include <vector>
#include "hwrenderer/data/buffers.h"
#include "v_video.h"
enum
{
LIGHTBUF_BINDINGPOINT = 1,
POSTPROCESS_BINDINGPOINT = 2,
VIEWPOINT_BINDINGPOINT = 3,
LIGHTNODES_BINDINGPOINT = 4,
LIGHTLINES_BINDINGPOINT = 5,
LIGHTLIST_BINDINGPOINT = 6,
BONEBUF_BINDINGPOINT = 7
};
enum class UniformType
{
Int,
UInt,
Float,
Vec2,
Vec3,
Vec4,
IVec2,
IVec3,
IVec4,
UVec2,
UVec3,
UVec4,
Mat4
};
class UniformFieldDesc
{
public:
UniformFieldDesc() { }
UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
const char *Name;
UniformType Type;
std::size_t Offset;
};
class UniformBlockDecl
{
public:
static FString Create(const char *name, const std::vector<UniformFieldDesc> &fields, int bindingpoint)
{
FString decl;
FString layout;
if (bindingpoint == -1)
{
layout = "push_constant";
}
else if (screen->glslversion < 4.20)
{
layout = "std140";
}
else
{
layout.Format("std140, binding = %d", bindingpoint);
}
decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
for (size_t i = 0; i < fields.size(); i++)
{
decl.AppendFormat("\t%s %s;\n", GetTypeStr(fields[i].Type), fields[i].Name);
}
decl += "};\n";
return decl;
}
private:
static const char *GetTypeStr(UniformType type)
{
switch (type)
{
default:
case UniformType::Int: return "int";
case UniformType::UInt: return "uint";
case UniformType::Float: return "float";
case UniformType::Vec2: return "vec2";
case UniformType::Vec3: return "vec3";
case UniformType::Vec4: return "vec4";
case UniformType::IVec2: return "ivec2";
case UniformType::IVec3: return "ivec3";
case UniformType::IVec4: return "ivec4";
case UniformType::UVec2: return "uvec2";
case UniformType::UVec3: return "uvec3";
case UniformType::UVec4: return "uvec4";
case UniformType::Mat4: return "mat4";
}
}
};
template<typename T, int bindingpoint>
class ShaderUniforms
{
public:
ShaderUniforms()
{
memset(&Values, 0, sizeof(Values));
}
~ShaderUniforms()
{
if (mBuffer != nullptr)
delete mBuffer;
}
int BindingPoint() const
{
return bindingpoint;
}
FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
{
mFields = fields;
return UniformBlockDecl::Create(name, fields, bindingpoint);
}
void Init()
{
if (mBuffer == nullptr)
mBuffer = screen->CreateDataBuffer(bindingpoint, false, false);
}
void SetData()
{
if (mBuffer != nullptr)
mBuffer->SetData(sizeof(T), &Values, BufferUsageType::Static);
}
IDataBuffer* GetBuffer() const
{
// OpenGL needs to mess around with this in ways that should not be part of the interface.
return mBuffer;
}
T *operator->() { return &Values; }
const T *operator->() const { return &Values; }
T Values;
private:
ShaderUniforms(const ShaderUniforms &) = delete;
ShaderUniforms &operator=(const ShaderUniforms &) = delete;
IDataBuffer *mBuffer = nullptr;
std::vector<UniformFieldDesc> mFields;
};