Add generalized shader code

This commit is contained in:
Magnus Norddahl 2025-04-03 01:23:06 +02:00
commit bb4d4f1bc0
6 changed files with 103 additions and 71 deletions

View file

@ -264,8 +264,8 @@ void VkRenderState::ApplyRenderPass(int dt)
{
pipelineKey.ShaderKey.SpecialEffect = mSpecialEffect;
pipelineKey.ShaderKey.EffectState = 0;
pipelineKey.ShaderKey.Simple = (mSpecialEffect == EFF_BURN || mSpecialEffect == EFF_STENCIL || mSpecialEffect == EFF_PORTAL);
pipelineKey.ShaderKey.AlphaTest = false;
pipelineKey.ShaderKey.Layout.Simple = (mSpecialEffect == EFF_BURN || mSpecialEffect == EFF_STENCIL || mSpecialEffect == EFF_PORTAL);
pipelineKey.ShaderKey.Layout.AlphaTest = false;
}
else
{
@ -274,10 +274,10 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.ShaderKey.EffectState = (mTextureEnabled && !mWireframe) ? effectState : SHADER_NoTexture;
if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
pipelineKey.ShaderKey.EffectState = 0;
pipelineKey.ShaderKey.AlphaTest = mSurfaceUniforms.uAlphaThreshold >= 0.f;
pipelineKey.ShaderKey.Layout.AlphaTest = mSurfaceUniforms.uAlphaThreshold >= 0.f;
pipelineKey.ShaderKey.Simple = mWireframe;
pipelineKey.ShaderKey.Simple3D = mWireframe; // simple notexture drawing for wireframe
pipelineKey.ShaderKey.Layout.Simple = mWireframe;
pipelineKey.ShaderKey.Layout.Simple3D = mWireframe; // simple notexture drawing for wireframe
}
int uTextureMode = GetTextureModeAndFlags((mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) ? TM_OPAQUE : TM_NORMAL);
@ -329,7 +329,7 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.ShaderKey.LightMode = 1; // Software
}
pipelineKey.ShaderKey.ShadeVertex = mShadeVertex;
pipelineKey.ShaderKey.Layout.ShadeVertex = mShadeVertex;
pipelineKey.ShaderKey.LightNoNormals = mLightNoNormals;
pipelineKey.ShaderKey.UseSpriteCenter = mUseSpriteCenter;
@ -339,7 +339,7 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.ShaderKey.PreciseMidtextureTrace = gl_precise_midtextures_trace;
pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
pipelineKey.ShaderKey.Layout.GBufferPass = mRenderTarget.DrawBuffers > 1;
pipelineKey.ShaderKey.LightBlendMode = (level.info ? static_cast<int>(level.info->lightblendmode) : 0);
pipelineKey.ShaderKey.LightAttenuationMode = (level.info ? static_cast<int>(level.info->lightattenuationmode) : 0);
@ -492,11 +492,11 @@ void VkRenderState::ApplyPushConstants()
memcpy(buffer.Data(), &mPushConstants, sizeof(PushConstants));
memcpy(buffer.Data() + sizeof(PushConstants), mUniforms.addr, mUniforms.sz);
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sz, buffer.Data());
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sz, buffer.Data());
}
else
{
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
}
@ -563,7 +563,7 @@ void VkRenderState::ApplyBufferSets()
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || surfaceUniformsOffset != mLastSurfaceUniformsOffset || lightsOffset != mLastLightsOffset || fogballsOffset != mLastFogballsOffset)
{
auto descriptors = fb->GetDescriptorSetManager();
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz);
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz);
uint32_t offsets[5] = { mViewpointOffset, matrixOffset, surfaceUniformsOffset, lightsOffset, fogballsOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
@ -1099,7 +1099,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
pipelineKey.ShaderKey.AlphaTestOnly = true;
}
pipelineKey.ShaderKey.ShadeVertex = mShadeVertex;
pipelineKey.ShaderKey.Layout.ShadeVertex = mShadeVertex;
pipelineKey.ShaderKey.LightNoNormals = mLightNoNormals;
pipelineKey.ShaderKey.UseSpriteCenter = mUseSpriteCenter;
@ -1111,7 +1111,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
pipelineKey.ShaderKey.PreciseMidtextureTrace = gl_precise_midtextures_trace;
pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
pipelineKey.ShaderKey.Layout.GBufferPass = mRenderTarget.DrawBuffers > 1;
// State overridden by the renderstate drawing the mesh
pipelineKey.DrawLine = mDrawLine || mWireframe;
@ -1126,7 +1126,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
if (!mTextureEnabled || mWireframe)
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
pipelineKey.ShaderKey.Simple3D = mWireframe; // simple notexture drawing for wireframe
pipelineKey.ShaderKey.Layout.Simple3D = mWireframe; // simple notexture drawing for wireframe
mPipelineKey = pipelineKey;
@ -1134,7 +1134,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
pushConstants.uBoneIndexBase = -1;
pushConstants.uFogballIndex = -1;
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz);
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz);
uint32_t viewpointOffset = mViewpointOffset;
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
uint32_t fogballsOffset = 0;