raze/source/common/rendering/vulkan/shaders/vk_ppshader.cpp
Christoph Oelckers 4a87003408 - backend update from GZDoom.
* Vulkan backend updated.
* zlib replaced with miniz.
* FileReader is now 64 bit capable.
* jpeg replaced with stb-image.
* CMake project warnings fixed.
2023-09-23 09:56:27 +02:00

81 lines
2.7 KiB
C++

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