implement per-map shaders
per-class shaders TODO
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102a189525
commit
e246639085
12 changed files with 322 additions and 40 deletions
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@ -8,10 +8,11 @@ class FMaterial;
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struct FMaterialState
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{
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FMaterial* mMaterial = nullptr;
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int mClampMode;
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int mTranslation;
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int mOverrideShader;
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bool mChanged;
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int mClampMode = 0;
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int mTranslation = CLAMP_NONE;
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int mOverrideShader = -1;
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bool mChanged = false;
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GlobalShaderAddr globalShaderAddr = {0, 3, 0}; // null global shader entry, TODO
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void Reset()
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{
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@ -20,5 +21,6 @@ struct FMaterialState
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mClampMode = CLAMP_NONE;
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mOverrideShader = -1;
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mChanged = false;
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globalShaderAddr = {0, 3, 0};
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}
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};
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@ -541,17 +541,7 @@ public:
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}
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private:
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
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{
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mMaterial.mMaterial = mat;
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mMaterial.mClampMode = clampmode;
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mMaterial.mTranslation = translation;
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mMaterial.mOverrideShader = overrideshader;
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mMaterial.mChanged = true;
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mTextureModeFlags = mat->GetLayerFlags();
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auto scale = mat->GetDetailScale();
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mSurfaceUniforms.uDetailParms = { scale.X, scale.Y, 2, 0 };
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}
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader);
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public:
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void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
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@ -328,16 +328,18 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
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auto base = Source();
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int clampmode = state.mClampMode;
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int translation = state.mTranslation;
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GlobalShaderAddr globalShaderAddr = state.globalShaderAddr;
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auto translationp = IsLuminosityTranslation(translation)? translation : intptr_t(GPalette.GetTranslation(GetTranslationType(translation), GetTranslationIndex(translation)));
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clampmode = base->GetClampMode(clampmode);
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for (auto& set : mDescriptorSets)
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{
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if (set.clampmode == clampmode && set.remap == translationp) return set;
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if (set.clampmode == clampmode && set.remap == translationp && set.globalShaderAddr == globalShaderAddr) return set;
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}
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int numLayers = NumLayers();
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auto globalshader = GetGlobalShader(globalShaderAddr);
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int numLayersMat = *globalshader ? NumNonMaterialLayers() : NumLayers();
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auto descriptors = fb->GetDescriptorSetManager();
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auto* sampler = fb->GetSamplerManager()->Get(clampmode);
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@ -348,12 +350,27 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
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if (!(layer->scaleFlags & CTF_Indexed))
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{
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for (int i = 1; i < numLayers; i++)
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for (int i = 1; i < numLayersMat; i++)
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{
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auto syslayer = static_cast<VkHardwareTexture*>(GetLayer(i, 0, &layer));
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auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
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descriptors->AddBindlessTextureIndex(syslayerimage->View.get(), fb->GetSamplerManager()->Get(GetLayerFilter(i), clampmode));
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}
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if(*globalshader)
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{
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size_t i = 0;
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for (auto& texture : globalshader->CustomShaderTextures)
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{
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if (texture != nullptr)
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{
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VkHardwareTexture *tex = static_cast<VkHardwareTexture*>(texture.get()->GetHardwareTexture(0, 0));
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VkTextureImage *img = tex->GetImage(texture.get(), 0, 0);
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descriptors->AddBindlessTextureIndex(img->View.get(), fb->GetSamplerManager()->Get(globalshader->CustomShaderTextureSampling[i], clampmode));
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}
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i++;
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}
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}
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}
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else
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{
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@ -363,9 +380,8 @@ VkMaterial::DescriptorEntry& VkMaterial::GetDescriptorEntry(const FMaterialState
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auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
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descriptors->AddBindlessTextureIndex(syslayerimage->View.get(), fb->GetSamplerManager()->Get(GetLayerFilter(i), clampmode));
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}
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numLayers = 3;
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}
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mDescriptorSets.emplace_back(clampmode, translationp, bindlessIndex);
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mDescriptorSets.emplace_back(clampmode, translationp, bindlessIndex, globalShaderAddr);
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return mDescriptorSets.back();
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}
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@ -78,12 +78,14 @@ private:
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int clampmode;
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intptr_t remap;
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int bindlessIndex;
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GlobalShaderAddr globalShaderAddr;
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DescriptorEntry(int cm, intptr_t f, int index)
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DescriptorEntry(int cm, intptr_t f, int index, GlobalShaderAddr addr)
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{
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clampmode = cm;
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remap = f;
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bindlessIndex = index;
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globalShaderAddr = addr;
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}
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};
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@ -656,10 +656,20 @@ void VulkanRenderDevice::DownloadLightmap(int arrayIndex, uint16_t* buffer)
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int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation)
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{
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GlobalShaderAddr addr;
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auto globalshader = GetGlobalShader(material->GetShaderIndex(), nullptr, addr);
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FMaterialState materialState;
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materialState.mMaterial = material;
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materialState.mClampMode = clampmode;
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materialState.mTranslation = translation;
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if(addr.type == 1 && *globalshader)
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{ // handle per-map global shaders
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materialState.globalShaderAddr = addr;
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materialState.mOverrideShader = globalshader->shaderindex;
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}
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return static_cast<VkMaterial*>(material)->GetBindlessIndex(materialState);
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}
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