- hook up the glsl compiler
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4 changed files with 224 additions and 0 deletions
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@ -33,6 +33,10 @@
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#include "vk_framebuffer.h"
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#include "vulkan/textures/vk_samplers.h"
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#include "vulkan/system/vk_builders.h"
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#include "doomerrors.h"
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#include <ShaderLang.h>
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Bool, r_drawvoxels)
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@ -41,8 +45,28 @@ EXTERN_CVAR(Int, gl_tonemap)
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VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) :
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Super(hMonitor, fullscreen)
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{
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ShInitialize();
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//screen = this; // temporary hack to make the tutorial code work.
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#if 0
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{
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const char *lumpName = "shaders/glsl/screenquad.vp";
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int lump = Wads.CheckNumForFullName(lumpName, 0);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = Wads.ReadLump(lump).GetString().GetChars();
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FString patchedCode;
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patchedCode.AppendFormat("#version %d\n", 450);
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patchedCode << "#line 1\n";
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patchedCode << code;
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ShaderBuilder builder;
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builder.setVertexShader(patchedCode);
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auto shader = builder.create(dev);
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}
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#endif
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device = dev;
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mSamplerManager = new VkSamplerManager(device);
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SetViewportRects(nullptr);
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@ -51,6 +75,7 @@ VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevi
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VulkanFrameBuffer::~VulkanFrameBuffer()
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{
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delete mSamplerManager;
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ShFinalize();
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}
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void VulkanFrameBuffer::InitializeState()
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