Update shader builder code and add initial work on a shader caching class
This commit is contained in:
parent
7ba1f35142
commit
41a345d399
10 changed files with 561 additions and 118 deletions
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@ -752,6 +752,7 @@ set (VULKAN_SOURCES
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common/rendering/vulkan/pipelines/vk_pprenderpass.cpp
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common/rendering/vulkan/shaders/vk_shader.cpp
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common/rendering/vulkan/shaders/vk_ppshader.cpp
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common/rendering/vulkan/shaders/vk_shadercache.cpp
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common/rendering/vulkan/textures/vk_hwtexture.cpp
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common/rendering/vulkan/textures/vk_pptexture.cpp
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common/rendering/vulkan/textures/vk_imagetransition.cpp
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308
src/common/rendering/vulkan/shaders/sha1.h
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308
src/common/rendering/vulkan/shaders/sha1.h
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@ -0,0 +1,308 @@
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#pragma once
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/*
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sha1.hpp - source code of
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============
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SHA-1 in C++
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============
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100% Public Domain.
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Original C Code
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-- Steve Reid <steve@edmweb.com>
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Small changes to fit into bglibs
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-- Bruce Guenter <bruce@untroubled.org>
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Translation to simpler C++ Code
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-- Volker Diels-Grabsch <v@njh.eu>
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Safety fixes
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-- Eugene Hopkinson <slowriot at voxelstorm dot com>
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Header-only library
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-- Zlatko Michailov <zlatko@michailov.org>
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*/
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#include <cstdint>
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#include <iomanip>
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#include <string>
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#include <sstream>
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class SHA1
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{
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public:
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SHA1();
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void update(const std::string& s);
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void update(std::istream& is);
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std::string final();
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private:
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uint32_t digest[5];
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std::string buffer;
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uint64_t transforms;
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enum { BLOCK_INTS = 16 }; /* number of 32bit integers per SHA1 block */
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enum { BLOCK_BYTES = BLOCK_INTS * 4 };
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inline static void reset(uint32_t digest[], std::string& buffer, uint64_t& transforms)
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{
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/* SHA1 initialization constants */
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digest[0] = 0x67452301;
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digest[1] = 0xefcdab89;
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digest[2] = 0x98badcfe;
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digest[3] = 0x10325476;
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digest[4] = 0xc3d2e1f0;
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/* Reset counters */
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buffer = "";
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transforms = 0;
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}
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inline static uint32_t rol(const uint32_t value, const size_t bits)
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{
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return (value << bits) | (value >> (32 - bits));
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}
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inline static uint32_t blk(const uint32_t block[BLOCK_INTS], const size_t i)
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{
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return rol(block[(i + 13) & 15] ^ block[(i + 8) & 15] ^ block[(i + 2) & 15] ^ block[i], 1);
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}
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/*
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* (R0+R1), R2, R3, R4 are the different operations used in SHA1
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*/
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inline static void R0(const uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t& w, const uint32_t x, const uint32_t y, uint32_t& z, const size_t i)
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{
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z += ((w & (x ^ y)) ^ y) + block[i] + 0x5a827999 + rol(v, 5);
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w = rol(w, 30);
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}
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inline static void R1(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t& w, const uint32_t x, const uint32_t y, uint32_t& z, const size_t i)
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{
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block[i] = blk(block, i);
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z += ((w & (x ^ y)) ^ y) + block[i] + 0x5a827999 + rol(v, 5);
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w = rol(w, 30);
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}
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inline static void R2(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t& w, const uint32_t x, const uint32_t y, uint32_t& z, const size_t i)
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{
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block[i] = blk(block, i);
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z += (w ^ x ^ y) + block[i] + 0x6ed9eba1 + rol(v, 5);
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w = rol(w, 30);
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}
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inline static void R3(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t& w, const uint32_t x, const uint32_t y, uint32_t& z, const size_t i)
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{
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block[i] = blk(block, i);
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z += (((w | x) & y) | (w & x)) + block[i] + 0x8f1bbcdc + rol(v, 5);
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w = rol(w, 30);
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}
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inline static void R4(uint32_t block[BLOCK_INTS], const uint32_t v, uint32_t& w, const uint32_t x, const uint32_t y, uint32_t& z, const size_t i)
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{
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block[i] = blk(block, i);
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z += (w ^ x ^ y) + block[i] + 0xca62c1d6 + rol(v, 5);
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w = rol(w, 30);
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}
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/*
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* Hash a single 512-bit block. This is the core of the algorithm.
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*/
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inline static void transform(uint32_t digest[], uint32_t block[BLOCK_INTS], uint64_t& transforms)
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{
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/* Copy digest[] to working vars */
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uint32_t a = digest[0];
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uint32_t b = digest[1];
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uint32_t c = digest[2];
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uint32_t d = digest[3];
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uint32_t e = digest[4];
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/* 4 rounds of 20 operations each. Loop unrolled. */
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R0(block, a, b, c, d, e, 0);
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R0(block, e, a, b, c, d, 1);
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R0(block, d, e, a, b, c, 2);
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R0(block, c, d, e, a, b, 3);
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R0(block, b, c, d, e, a, 4);
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R0(block, a, b, c, d, e, 5);
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R0(block, e, a, b, c, d, 6);
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R0(block, d, e, a, b, c, 7);
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R0(block, c, d, e, a, b, 8);
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R0(block, b, c, d, e, a, 9);
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R0(block, a, b, c, d, e, 10);
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R0(block, e, a, b, c, d, 11);
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R0(block, d, e, a, b, c, 12);
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R0(block, c, d, e, a, b, 13);
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R0(block, b, c, d, e, a, 14);
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R0(block, a, b, c, d, e, 15);
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R1(block, e, a, b, c, d, 0);
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R1(block, d, e, a, b, c, 1);
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R1(block, c, d, e, a, b, 2);
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R1(block, b, c, d, e, a, 3);
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R2(block, a, b, c, d, e, 4);
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R2(block, e, a, b, c, d, 5);
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R2(block, d, e, a, b, c, 6);
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R2(block, c, d, e, a, b, 7);
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R2(block, b, c, d, e, a, 8);
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R2(block, a, b, c, d, e, 9);
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R2(block, e, a, b, c, d, 10);
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R2(block, d, e, a, b, c, 11);
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R2(block, c, d, e, a, b, 12);
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R2(block, b, c, d, e, a, 13);
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R2(block, a, b, c, d, e, 14);
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R2(block, e, a, b, c, d, 15);
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R2(block, d, e, a, b, c, 0);
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R2(block, c, d, e, a, b, 1);
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R2(block, b, c, d, e, a, 2);
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R2(block, a, b, c, d, e, 3);
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R2(block, e, a, b, c, d, 4);
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R2(block, d, e, a, b, c, 5);
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R2(block, c, d, e, a, b, 6);
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R2(block, b, c, d, e, a, 7);
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R3(block, a, b, c, d, e, 8);
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R3(block, e, a, b, c, d, 9);
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R3(block, d, e, a, b, c, 10);
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R3(block, c, d, e, a, b, 11);
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R3(block, b, c, d, e, a, 12);
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R3(block, a, b, c, d, e, 13);
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R3(block, e, a, b, c, d, 14);
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R3(block, d, e, a, b, c, 15);
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R3(block, c, d, e, a, b, 0);
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R3(block, b, c, d, e, a, 1);
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R3(block, a, b, c, d, e, 2);
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R3(block, e, a, b, c, d, 3);
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R3(block, d, e, a, b, c, 4);
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R3(block, c, d, e, a, b, 5);
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R3(block, b, c, d, e, a, 6);
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R3(block, a, b, c, d, e, 7);
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R3(block, e, a, b, c, d, 8);
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R3(block, d, e, a, b, c, 9);
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R3(block, c, d, e, a, b, 10);
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R3(block, b, c, d, e, a, 11);
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R4(block, a, b, c, d, e, 12);
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R4(block, e, a, b, c, d, 13);
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R4(block, d, e, a, b, c, 14);
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R4(block, c, d, e, a, b, 15);
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R4(block, b, c, d, e, a, 0);
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R4(block, a, b, c, d, e, 1);
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R4(block, e, a, b, c, d, 2);
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R4(block, d, e, a, b, c, 3);
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R4(block, c, d, e, a, b, 4);
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R4(block, b, c, d, e, a, 5);
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R4(block, a, b, c, d, e, 6);
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R4(block, e, a, b, c, d, 7);
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R4(block, d, e, a, b, c, 8);
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R4(block, c, d, e, a, b, 9);
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R4(block, b, c, d, e, a, 10);
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R4(block, a, b, c, d, e, 11);
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R4(block, e, a, b, c, d, 12);
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R4(block, d, e, a, b, c, 13);
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R4(block, c, d, e, a, b, 14);
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R4(block, b, c, d, e, a, 15);
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/* Add the working vars back into digest[] */
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digest[0] += a;
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digest[1] += b;
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digest[2] += c;
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digest[3] += d;
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digest[4] += e;
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/* Count the number of transformations */
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transforms++;
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}
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inline static void buffer_to_block(const std::string& buffer, uint32_t block[BLOCK_INTS])
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{
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/* Convert the std::string (byte buffer) to a uint32_t array (MSB) */
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for (size_t i = 0; i < BLOCK_INTS; i++)
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{
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block[i] = (buffer[4 * i + 3] & 0xff)
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| (buffer[4 * i + 2] & 0xff) << 8
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| (buffer[4 * i + 1] & 0xff) << 16
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| (buffer[4 * i + 0] & 0xff) << 24;
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}
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}
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};
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inline SHA1::SHA1()
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{
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reset(digest, buffer, transforms);
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}
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inline void SHA1::update(const std::string &s)
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{
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std::istringstream is(s);
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update(is);
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}
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inline void SHA1::update(std::istream &is)
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{
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while (true)
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{
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char sbuf[BLOCK_BYTES];
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is.read(sbuf, BLOCK_BYTES - buffer.size());
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buffer.append(sbuf, (std::size_t)is.gcount());
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if (buffer.size() != BLOCK_BYTES)
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{
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return;
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}
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uint32_t block[BLOCK_INTS];
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buffer_to_block(buffer, block);
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transform(digest, block, transforms);
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buffer.clear();
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}
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}
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// Add padding and return the message digest.
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inline std::string SHA1::final()
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{
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/* Total number of hashed bits */
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uint64_t total_bits = (transforms*BLOCK_BYTES + buffer.size()) * 8;
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/* Padding */
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buffer += (char)0x80;
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size_t orig_size = buffer.size();
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while (buffer.size() < BLOCK_BYTES)
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{
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buffer += (char)0x00;
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}
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uint32_t block[BLOCK_INTS];
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buffer_to_block(buffer, block);
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if (orig_size > BLOCK_BYTES - 8)
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{
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transform(digest, block, transforms);
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for (size_t i = 0; i < BLOCK_INTS - 2; i++)
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{
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block[i] = 0;
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}
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}
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/* Append total_bits, split this uint64_t into two uint32_t */
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block[BLOCK_INTS - 1] = (uint32_t)total_bits;
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block[BLOCK_INTS - 2] = (uint32_t)(total_bits >> 32);
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transform(digest, block, transforms);
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/* Hex std::string */
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std::ostringstream result;
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for (size_t i = 0; i < sizeof(digest) / sizeof(digest[0]); i++)
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{
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result << std::hex << std::setfill('0') << std::setw(8);
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result << digest[i];
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}
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/* Reset for next run */
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reset(digest, buffer, transforms);
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return result.str();
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}
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@ -36,18 +36,22 @@ VkPPShader::VkPPShader(VulkanRenderDevice* fb, PPShader *shader) : fb(fb)
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prolog += shader->Defines;
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VertexShader = ShaderBuilder()
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.Type(ShaderType::Vertex)
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.AddSource(shader->VertexShader.GetChars(), LoadShaderCode(shader->VertexShader, "", shader->Version).GetChars())
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.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
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.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
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.Code(GLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource(shader->VertexShader.GetChars(), LoadShaderCode(shader->VertexShader, "", shader->Version).GetChars())
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.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
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.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
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.Compile(fb->GetDevice()))
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.DebugName(shader->VertexShader.GetChars())
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.Create(shader->VertexShader.GetChars(), fb->GetDevice());
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FragmentShader = ShaderBuilder()
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.Type(ShaderType::Fragment)
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.AddSource(shader->FragmentShader.GetChars(), LoadShaderCode(shader->FragmentShader, prolog, shader->Version).GetChars())
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.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
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.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
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.Code(GLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource(shader->FragmentShader.GetChars(), LoadShaderCode(shader->FragmentShader, prolog, shader->Version).GetChars())
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.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
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.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
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.Compile(fb->GetDevice()))
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.DebugName(shader->FragmentShader.GetChars())
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.Create(shader->FragmentShader.GetChars(), fb->GetDevice());
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@ -22,6 +22,7 @@
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#include "vk_shader.h"
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#include "vk_ppshader.h"
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#include "vk_shadercache.h"
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#include "vulkan/vk_renderdevice.h"
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#include "vulkan/pipelines/vk_renderpass.h"
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#include <zvulkan/vulkanbuilders.h>
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@ -33,40 +34,52 @@
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VkShaderManager::VkShaderManager(VulkanRenderDevice* fb) : fb(fb)
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{
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ShaderCache = std::make_unique<VkShaderCache>(fb);
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ZMinMax.vert = ShaderBuilder()
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.Type(ShaderType::Vertex)
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.Code(GLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource("VersionBlock", GetVersionBlock().GetChars())
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.AddSource("shaders/scene/vert_zminmax.glsl", LoadPrivateShaderLump("shaders/scene/vert_zminmax.glsl").GetChars())
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.Compile(fb->GetDevice()))
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.DebugName("ZMinMax.vert")
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.AddSource("VersionBlock", GetVersionBlock().GetChars())
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.AddSource("shaders/scene/vert_zminmax.glsl", LoadPrivateShaderLump("shaders/scene/vert_zminmax.glsl").GetChars())
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.Create("ZMinMax.vert", fb->GetDevice());
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ZMinMax.frag[0] = ShaderBuilder()
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.Type(ShaderType::Fragment)
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.Code(GLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", GetVersionBlock().GetChars())
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.AddSource("shaders/scene/frag_zminmax0.glsl", LoadPrivateShaderLump("shaders/scene/frag_zminmax0.glsl").GetChars())
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.Compile(fb->GetDevice()))
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.DebugName("ZMinMax0.frag")
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.AddSource("VersionBlock", GetVersionBlock().GetChars())
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.AddSource("shaders/scene/frag_zminmax0.glsl", LoadPrivateShaderLump("shaders/scene/frag_zminmax0.glsl").GetChars())
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.Create("ZMinMax0.frag", fb->GetDevice());
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ZMinMax.frag[1] = ShaderBuilder()
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.Type(ShaderType::Fragment)
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.Code(GLSLCompiler()
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.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("DefinesBlock", "#define MULTISAMPLE\n")
|
||||
.AddSource("shaders/scene/frag_zminmax0.glsl", LoadPrivateShaderLump("shaders/scene/frag_zminmax0.glsl").GetChars())
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("ZMinMax0.frag")
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("DefinesBlock", "#define MULTISAMPLE\n")
|
||||
.AddSource("shaders/scene/frag_zminmax0.glsl", LoadPrivateShaderLump("shaders/scene/frag_zminmax0.glsl").GetChars())
|
||||
.Create("ZMinMax0.frag", fb->GetDevice());
|
||||
|
||||
ZMinMax.frag[2] = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("shaders/scene/frag_zminmax1.glsl", LoadPrivateShaderLump("shaders/scene/frag_zminmax1.glsl").GetChars())
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("ZMinMax1.frag")
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("shaders/scene/frag_zminmax1.glsl", LoadPrivateShaderLump("shaders/scene/frag_zminmax1.glsl").GetChars())
|
||||
.Create("ZMinMax1.frag", fb->GetDevice());
|
||||
|
||||
LightTiles = ShaderBuilder()
|
||||
.Type(ShaderType::Compute)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Compute)
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("shaders/scene/comp_lighttiles.glsl", LoadPrivateShaderLump("shaders/scene/comp_lighttiles.glsl").GetChars())
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("LightTiles.comp")
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("shaders/scene/comp_lighttiles.glsl", LoadPrivateShaderLump("shaders/scene/comp_lighttiles.glsl").GetChars())
|
||||
.Create("LightTiles.comp", fb->GetDevice());
|
||||
}
|
||||
|
||||
|
|
@ -569,15 +582,17 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername
|
|||
}
|
||||
|
||||
return ShaderBuilder()
|
||||
.Type(ShaderType::Vertex)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("DefinesBlock", definesBlock.GetChars())
|
||||
.AddSource("LayoutBlock", layoutBlock.GetChars())
|
||||
.AddSource("shaders/scene/layout_shared.glsl", LoadPrivateShaderLump("shaders/scene/layout_shared.glsl").GetChars())
|
||||
.AddSource(vert_lump_custom ? vert_lump_custom : vert_lump, codeBlock.GetChars())
|
||||
.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
|
||||
.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName(shadername.GetChars())
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("DefinesBlock", definesBlock.GetChars())
|
||||
.AddSource("LayoutBlock", layoutBlock.GetChars())
|
||||
.AddSource("shaders/scene/layout_shared.glsl", LoadPrivateShaderLump("shaders/scene/layout_shared.glsl").GetChars())
|
||||
.AddSource(vert_lump_custom ? vert_lump_custom : vert_lump, codeBlock.GetChars())
|
||||
.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
|
||||
.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
|
||||
.Create(shadername.GetChars(), fb->GetDevice());
|
||||
}
|
||||
|
||||
|
|
@ -668,19 +683,21 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
|
|||
}
|
||||
|
||||
return ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("DefinesBlock", definesBlock.GetChars())
|
||||
.AddSource("LayoutBlock", layoutBlock.GetChars())
|
||||
.AddSource("shaders/scene/layout_shared.glsl", LoadPrivateShaderLump("shaders/scene/layout_shared.glsl").GetChars())
|
||||
.AddSource("shaders/scene/includes.glsl", LoadPrivateShaderLump("shaders/scene/includes.glsl").GetChars())
|
||||
.AddSource(mateffectname.GetChars(), mateffectBlock.GetChars())
|
||||
.AddSource(materialname.GetChars(), materialBlock.GetChars())
|
||||
.AddSource(lightname.GetChars(), lightBlock.GetChars())
|
||||
.AddSource(frag_lump, codeBlock.GetChars())
|
||||
.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
|
||||
.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName(shadername.GetChars())
|
||||
.AddSource("VersionBlock", GetVersionBlock().GetChars())
|
||||
.AddSource("DefinesBlock", definesBlock.GetChars())
|
||||
.AddSource("LayoutBlock", layoutBlock.GetChars())
|
||||
.AddSource("shaders/scene/layout_shared.glsl", LoadPrivateShaderLump("shaders/scene/layout_shared.glsl").GetChars())
|
||||
.AddSource("shaders/scene/includes.glsl", LoadPrivateShaderLump("shaders/scene/includes.glsl").GetChars())
|
||||
.AddSource(mateffectname.GetChars(), mateffectBlock.GetChars())
|
||||
.AddSource(materialname.GetChars(), materialBlock.GetChars())
|
||||
.AddSource(lightname.GetChars(), lightBlock.GetChars())
|
||||
.AddSource(frag_lump, codeBlock.GetChars())
|
||||
.OnIncludeLocal([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); })
|
||||
.OnIncludeSystem([=](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); })
|
||||
.Create(shadername.GetChars(), fb->GetDevice());
|
||||
}
|
||||
|
||||
|
|
@ -732,28 +749,24 @@ ShaderIncludeResult VkShaderManager::OnInclude(FString headerName, FString inclu
|
|||
return ShaderIncludeResult(headerName.GetChars(), code.GetChars());
|
||||
}
|
||||
|
||||
FString VkShaderManager::LoadPublicShaderLump(const char *lumpname, bool isUberShader)
|
||||
FString VkShaderManager::LoadPublicShaderLump(const char* lumpname)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
|
||||
if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||
|
||||
return LoadShaderLump(lump, isUberShader);
|
||||
return GetStringFromLump(lump);
|
||||
}
|
||||
|
||||
FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname, bool isUberShader)
|
||||
FString VkShaderManager::LoadPrivateShaderLump(const char* lumpname)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||
|
||||
return LoadShaderLump(lump, isUberShader);
|
||||
return GetStringFromLump(lump);
|
||||
}
|
||||
|
||||
FString VkShaderManager::LoadShaderLump(int lumpnum, bool isUberShader)
|
||||
FString VkShaderManager::SubstituteDefines(FString str, bool isUberShader)
|
||||
{
|
||||
FString str = GetStringFromLump(lumpnum);
|
||||
|
||||
if(isUberShader)
|
||||
if (isUberShader)
|
||||
{
|
||||
str.Substitute("#uifdef", "if");
|
||||
str.Substitute("#uelifdef", "else if");
|
||||
|
|
@ -771,7 +784,6 @@ FString VkShaderManager::LoadShaderLump(int lumpnum, bool isUberShader)
|
|||
str.Substitute("#uelse", "#else");
|
||||
str.Substitute("#uendif", "#endif");
|
||||
}
|
||||
|
||||
return str;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,22 +2,20 @@
|
|||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include <list>
|
||||
#include <map>
|
||||
#include "vectors.h"
|
||||
#include "matrix.h"
|
||||
#include "name.h"
|
||||
#include "hw_renderstate.h"
|
||||
#include <list>
|
||||
#include <map>
|
||||
|
||||
#include "hw_dynlightdata.h"
|
||||
|
||||
#include "hwrenderer/postprocessing/hw_useruniforms.h"
|
||||
|
||||
class ShaderIncludeResult;
|
||||
class VulkanRenderDevice;
|
||||
class VulkanDevice;
|
||||
class VulkanShader;
|
||||
class VkShaderCache;
|
||||
class VkPPShader;
|
||||
class PPShader;
|
||||
|
||||
|
|
@ -167,16 +165,18 @@ private:
|
|||
ShaderIncludeResult OnInclude(FString headerName, FString includerName, size_t depth, bool system);
|
||||
|
||||
FString GetVersionBlock();
|
||||
FString LoadPublicShaderLump(const char *lumpname, bool isUberShader = false);
|
||||
FString LoadPrivateShaderLump(const char *lumpname, bool isUberShader = false);
|
||||
FString LoadPublicShaderLump(const char *lumpname);
|
||||
FString LoadPrivateShaderLump(const char *lumpname);
|
||||
|
||||
FString LoadShaderLump(int lumpnum, bool isUberShader);
|
||||
static FString SubstituteDefines(FString code, bool isUberShader);
|
||||
|
||||
void BuildLayoutBlock(FString &definesBlock, bool isFrag, const VkShaderKey& key, const UserShaderDesc *shader, bool isUberShader = false);
|
||||
void BuildDefinesBlock(FString &definesBlock, const char *defines, bool isFrag, const VkShaderKey& key, const UserShaderDesc *shader, bool isUberShader = false);
|
||||
|
||||
VulkanRenderDevice* fb = nullptr;
|
||||
|
||||
std::unique_ptr<VkShaderCache> ShaderCache;
|
||||
|
||||
std::map<VkShaderKey, VkShaderProgram> programs;
|
||||
|
||||
std::list<VkPPShader*> PPShaders;
|
||||
|
|
|
|||
63
src/common/rendering/vulkan/shaders/vk_shadercache.cpp
Normal file
63
src/common/rendering/vulkan/shaders/vk_shadercache.cpp
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
|
||||
#include "vk_shadercache.h"
|
||||
#include "sha1.h"
|
||||
#include "filesystem.h"
|
||||
#include "engineerrors.h"
|
||||
#include "cmdlib.h"
|
||||
#include <zvulkan/vulkanbuilders.h>
|
||||
|
||||
VkShaderCache::VkShaderCache(VulkanRenderDevice* fb) : fb(fb)
|
||||
{
|
||||
}
|
||||
|
||||
const VkShaderSourceFile& VkShaderCache::GetPublicFile(const FString& lumpname)
|
||||
{
|
||||
auto it = PublicFiles.find(lumpname);
|
||||
if (it != PublicFiles.end())
|
||||
return it->second;
|
||||
|
||||
FString code = LoadPublicShaderLump(lumpname.GetChars());
|
||||
FString sha1 = CalcSha1(code);
|
||||
|
||||
VkShaderSourceFile& file = PublicFiles[lumpname];
|
||||
file.Sourcecode = std::move(code);
|
||||
file.Sha1 = std::move(sha1);
|
||||
return file;
|
||||
}
|
||||
|
||||
const VkShaderSourceFile& VkShaderCache::GetPrivateFile(const FString& lumpname)
|
||||
{
|
||||
auto it = PrivateFiles.find(lumpname);
|
||||
if (it != PrivateFiles.end())
|
||||
return it->second;
|
||||
|
||||
FString code = LoadPrivateShaderLump(lumpname.GetChars());
|
||||
FString sha1 = CalcSha1(code);
|
||||
|
||||
VkShaderSourceFile& file = PrivateFiles[lumpname];
|
||||
file.Sourcecode = std::move(code);
|
||||
file.Sha1 = std::move(sha1);
|
||||
return file;
|
||||
}
|
||||
|
||||
FString VkShaderCache::LoadPublicShaderLump(const char* lumpname)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
|
||||
if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||
return GetStringFromLump(lump);
|
||||
}
|
||||
|
||||
FString VkShaderCache::LoadPrivateShaderLump(const char* lumpname)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||
return GetStringFromLump(lump);
|
||||
}
|
||||
|
||||
FString VkShaderCache::CalcSha1(const FString& str)
|
||||
{
|
||||
SHA1 sha1;
|
||||
sha1.update(str.GetChars());
|
||||
return sha1.final();
|
||||
}
|
||||
33
src/common/rendering/vulkan/shaders/vk_shadercache.h
Normal file
33
src/common/rendering/vulkan/shaders/vk_shadercache.h
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
#pragma once
|
||||
|
||||
#include "common/utility/zstring.h"
|
||||
#include <memory>
|
||||
#include <map>
|
||||
|
||||
class VulkanRenderDevice;
|
||||
|
||||
class VkShaderSourceFile
|
||||
{
|
||||
public:
|
||||
FString Sha1;
|
||||
FString Sourcecode;
|
||||
};
|
||||
|
||||
class VkShaderCache
|
||||
{
|
||||
public:
|
||||
VkShaderCache(VulkanRenderDevice* fb);
|
||||
|
||||
private:
|
||||
const VkShaderSourceFile& GetPublicFile(const FString& lumpname);
|
||||
const VkShaderSourceFile& GetPrivateFile(const FString& lumpname);
|
||||
|
||||
static FString LoadPublicShaderLump(const char* lumpname);
|
||||
static FString LoadPrivateShaderLump(const char* lumpname);
|
||||
static FString CalcSha1(const FString& str);
|
||||
|
||||
VulkanRenderDevice* fb;
|
||||
|
||||
std::map<FString, VkShaderSourceFile> PublicFiles;
|
||||
std::map<FString, VkShaderSourceFile> PrivateFiles;
|
||||
};
|
||||
|
|
@ -607,20 +607,24 @@ void VkLevelMesh::CreateViewerObjects()
|
|||
auto onIncludeSystem = [](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); };
|
||||
|
||||
Viewer.VertexShader = ShaderBuilder()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("versionblock", versionBlock)
|
||||
.AddSource("vert_viewer.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_viewer.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("versionblock", versionBlock)
|
||||
.AddSource("vert_viewer.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_viewer.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("Viewer.VertexShader")
|
||||
.Create("vertex", fb->GetDevice());
|
||||
|
||||
Viewer.FragmentShader = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("versionblock", versionBlock)
|
||||
.AddSource("frag_viewer.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_viewer.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("versionblock", versionBlock)
|
||||
.AddSource("frag_viewer.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_viewer.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("Viewer.FragmentShader")
|
||||
.Create("vertex", fb->GetDevice());
|
||||
|
||||
|
|
|
|||
|
|
@ -505,29 +505,35 @@ void VkLightmapper::CreateShaders()
|
|||
auto onIncludeSystem = [](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); };
|
||||
|
||||
shaders.vertRaytrace = ShaderBuilder()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("vert_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_raytrace.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("vert_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_raytrace.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.VertRaytrace")
|
||||
.Create("VkLightmapper.VertRaytrace", fb->GetDevice());
|
||||
|
||||
shaders.vertScreenquad = ShaderBuilder()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("vert_screenquad.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_screenquad.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("vert_screenquad.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_screenquad.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.VertScreenquad")
|
||||
.Create("VkLightmapper.VertScreenquad", fb->GetDevice());
|
||||
|
||||
shaders.vertCopy = ShaderBuilder()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("vert_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_copy.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Vertex)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("vert_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_copy.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.VertCopy")
|
||||
.Create("VkLightmapper.VertCopy", fb->GetDevice());
|
||||
|
||||
|
|
@ -544,48 +550,58 @@ void VkLightmapper::CreateShaders()
|
|||
defines += "#define USE_BOUNCE\n";
|
||||
|
||||
shaders.fragRaytrace[i] = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", defines)
|
||||
.AddSource("frag_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_raytrace.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", defines)
|
||||
.AddSource("frag_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_raytrace.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.FragRaytrace")
|
||||
.Create("VkLightmapper.FragRaytrace", fb->GetDevice());
|
||||
}
|
||||
|
||||
shaders.fragResolve = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("frag_resolve.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_resolve.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("frag_resolve.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_resolve.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.FragResolve")
|
||||
.Create("VkLightmapper.FragResolve", fb->GetDevice());
|
||||
|
||||
shaders.fragBlur[0] = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix + "#define BLUR_HORIZONTAL\r\n")
|
||||
.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix + "#define BLUR_HORIZONTAL\r\n")
|
||||
.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.FragBlur")
|
||||
.Create("VkLightmapper.FragBlur", fb->GetDevice());
|
||||
|
||||
shaders.fragBlur[1] = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix + "#define BLUR_VERTICAL\r\n")
|
||||
.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix + "#define BLUR_VERTICAL\r\n")
|
||||
.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.FragBlur")
|
||||
.Create("VkLightmapper.FragBlur", fb->GetDevice());
|
||||
|
||||
shaders.fragCopy = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("frag_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_copy.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Fragment)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource("frag_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_copy.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName("VkLightmapper.FragCopy")
|
||||
.Create("VkLightmapper.FragCopy", fb->GetDevice());
|
||||
}
|
||||
|
|
|
|||
|
|
@ -519,11 +519,13 @@ std::unique_ptr<VulkanShader> VkLightprober::CompileShader(const std::string& na
|
|||
auto onIncludeSystem = [](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); };
|
||||
|
||||
return ShaderBuilder()
|
||||
.Type(ShaderType::Compute)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource(name, LoadPrivateShaderLump(filename.c_str()).GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Code(GLSLCompiler()
|
||||
.Type(ShaderType::Compute)
|
||||
.AddSource("VersionBlock", prefix)
|
||||
.AddSource(name, LoadPrivateShaderLump(filename.c_str()).GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.Compile(fb->GetDevice()))
|
||||
.DebugName(debugName)
|
||||
.Create(debugName, fb->GetDevice());
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue