implement per-map shaders

per-class shaders TODO
This commit is contained in:
Ricardo Luís Vaz Silva 2025-01-09 23:43:42 -03:00 committed by Magnus Norddahl
commit e246639085
12 changed files with 322 additions and 40 deletions

View file

@ -8,10 +8,11 @@ class FMaterial;
struct FMaterialState
{
FMaterial* mMaterial = nullptr;
int mClampMode;
int mTranslation;
int mOverrideShader;
bool mChanged;
int mClampMode = 0;
int mTranslation = CLAMP_NONE;
int mOverrideShader = -1;
bool mChanged = false;
GlobalShaderAddr globalShaderAddr = {0, 3, 0}; // null global shader entry, TODO
void Reset()
{
@ -20,5 +21,6 @@ struct FMaterialState
mClampMode = CLAMP_NONE;
mOverrideShader = -1;
mChanged = false;
globalShaderAddr = {0, 3, 0};
}
};

View file

@ -541,17 +541,7 @@ public:
}
private:
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
{
mMaterial.mMaterial = mat;
mMaterial.mClampMode = clampmode;
mMaterial.mTranslation = translation;
mMaterial.mOverrideShader = overrideshader;
mMaterial.mChanged = true;
mTextureModeFlags = mat->GetLayerFlags();
auto scale = mat->GetDetailScale();
mSurfaceUniforms.uDetailParms = { scale.X, scale.Y, 2, 0 };
}
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader);
public:
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)

View file

@ -328,16 +328,18 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
auto base = Source();
int clampmode = state.mClampMode;
int translation = state.mTranslation;
GlobalShaderAddr globalShaderAddr = state.globalShaderAddr;
auto translationp = IsLuminosityTranslation(translation)? translation : intptr_t(GPalette.GetTranslation(GetTranslationType(translation), GetTranslationIndex(translation)));
clampmode = base->GetClampMode(clampmode);
for (auto& set : mDescriptorSets)
{
if (set.clampmode == clampmode && set.remap == translationp) return set;
if (set.clampmode == clampmode && set.remap == translationp && set.globalShaderAddr == globalShaderAddr) return set;
}
int numLayers = NumLayers();
auto globalshader = GetGlobalShader(globalShaderAddr);
int numLayersMat = *globalshader ? NumNonMaterialLayers() : NumLayers();
auto descriptors = fb->GetDescriptorSetManager();
auto* sampler = fb->GetSamplerManager()->Get(clampmode);
@ -348,12 +350,27 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
if (!(layer->scaleFlags & CTF_Indexed))
{
for (int i = 1; i < numLayers; i++)
for (int i = 1; i < numLayersMat; i++)
{
auto syslayer = static_cast<VkHardwareTexture*>(GetLayer(i, 0, &layer));
auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
descriptors->AddBindlessTextureIndex(syslayerimage->View.get(), fb->GetSamplerManager()->Get(GetLayerFilter(i), clampmode));
}
if(*globalshader)
{
size_t i = 0;
for (auto& texture : globalshader->CustomShaderTextures)
{
if (texture != nullptr)
{
VkHardwareTexture *tex = static_cast<VkHardwareTexture*>(texture.get()->GetHardwareTexture(0, 0));
VkTextureImage *img = tex->GetImage(texture.get(), 0, 0);
descriptors->AddBindlessTextureIndex(img->View.get(), fb->GetSamplerManager()->Get(globalshader->CustomShaderTextureSampling[i], clampmode));
}
i++;
}
}
}
else
{
@ -363,9 +380,8 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
descriptors->AddBindlessTextureIndex(syslayerimage->View.get(), fb->GetSamplerManager()->Get(GetLayerFilter(i), clampmode));
}
numLayers = 3;
}
mDescriptorSets.emplace_back(clampmode, translationp, bindlessIndex);
mDescriptorSets.emplace_back(clampmode, translationp, bindlessIndex, globalShaderAddr);
return mDescriptorSets.back();
}

View file

@ -78,12 +78,14 @@ private:
int clampmode;
intptr_t remap;
int bindlessIndex;
GlobalShaderAddr globalShaderAddr;
DescriptorEntry(int cm, intptr_t f, int index)
DescriptorEntry(int cm, intptr_t f, int index, GlobalShaderAddr addr)
{
clampmode = cm;
remap = f;
bindlessIndex = index;
globalShaderAddr = addr;
}
};

View file

@ -656,10 +656,20 @@ void VulkanRenderDevice::DownloadLightmap(int arrayIndex, uint16_t* buffer)
int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation)
{
GlobalShaderAddr addr;
auto globalshader = GetGlobalShader(material->GetShaderIndex(), nullptr, addr);
FMaterialState materialState;
materialState.mMaterial = material;
materialState.mClampMode = clampmode;
materialState.mTranslation = translation;
if(addr.type == 1 && *globalshader)
{ // handle per-map global shaders
materialState.globalShaderAddr = addr;
materialState.mOverrideShader = globalshader->shaderindex;
}
return static_cast<VkMaterial*>(material)->GetBindlessIndex(materialState);
}