mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-11-02 01:09:13 +01:00
feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
This commit is contained in:
@@ -1,19 +1,24 @@
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#include "stdafx.h"
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#include "glsl_common.h"
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#include "rendering/common/shadersource.h"
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std::string gl::glsl_common;
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void gl::glsl_common_setup()
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{
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// the values shaders/ogl46/common.glsl takes instead of its own (MASZYNA_CONSTANTS). the settings of the game aren't here,
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// they are specialization constants of the binaries (glsl_settings_defines(), glsl_settings_values())
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glsl_common =
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"#define SHADOWMAP_ENABLED " + std::to_string((int)Global.gfx_shadowmap_enabled) + "\n" +
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"#define ENVMAP_ENABLED " + std::to_string((int)Global.gfx_envmap_enabled) + "\n" +
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"#define MOTIONBLUR_ENABLED " + std::to_string((int)Global.gfx_postfx_motionblur_enabled) + "\n" +
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"#define POSTFX_ENABLED " + std::to_string((int)!Global.gfx_skippipeline) + "\n" +
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"#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" +
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"#define MASZYNA_CONSTANTS 1\n"
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"#define MAX_LIGHTS " + std::to_string(MAX_LIGHTS) + "U\n" +
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"#define MAX_CASCADES " + std::to_string(MAX_CASCADES) + "U\n" +
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"#define MAX_PARAMS " + std::to_string(MAX_PARAMS) + "U\n" +
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"#define SHADOW_TEX " + std::to_string(SHADOW_TEX) + "\n" +
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"#define ENV_TEX " + std::to_string(ENV_TEX) + "\n" +
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"#define HEADLIGHT_TEX " + std::to_string(HEADLIGHT_TEX) + "\n" +
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"#define ENV_GGX_TEX " + std::to_string(ENV_GGX_TEX) + "\n" +
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"#define SCENE_UBO_BINDING " + std::to_string(SCENE_UBO_BINDING) + "\n" +
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"#define MODEL_UBO_BINDING " + std::to_string(MODEL_UBO_BINDING) + "\n" +
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"#define INSTANCE_SSBO_BINDING " + std::to_string(INSTANCE_SSBO_BINDING) + "\n" +
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"#define INSTANCE_RECORD_SSBO_BINDING " + std::to_string(INSTANCE_RECORD_SSBO_BINDING) + "\n" +
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"#define INSTANCE_JOB_SSBO_BINDING " + std::to_string(INSTANCE_JOB_SSBO_BINDING) + "\n" +
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@@ -86,223 +91,34 @@ void gl::glsl_common_setup()
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"#define MAX_CLOUD_LAYERS " + std::to_string(MAX_CLOUD_LAYERS) + "\n" +
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"#define FOG_HORIZON_SAMPLES " + std::to_string(FOG_HORIZON_SAMPLES) + "\n" +
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"#define WEATHER_GROUP_SIZE " + std::to_string(WEATHER_GROUP_SIZE) + "\n" +
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"#define FOG_VOLUME_BIAS " + std::to_string(FOG_VOLUME_BIAS) + "\n" +
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R"STRING(
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const uint LIGHT_SPOT = 0U;
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const uint LIGHT_POINT = 1U;
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const uint LIGHT_DIR = 2U;
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const uint LIGHT_HEADLIGHTS = 3U;
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struct light_s
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{
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vec3 pos;
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uint type;
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vec3 dir;
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float in_cutoff;
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vec3 color;
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float out_cutoff;
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float linear;
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float quadratic;
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float intensity;
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float ambient;
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mat4 headlight_projection;
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vec4 headlight_weights;
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};
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// storage blocks are guaranteed only in fragment and compute shaders (GL 4.6 minimum for the other stages is 0)
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#if defined(STAGE_FRAGMENT) || defined(STAGE_COMPUTE)
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layout(std430, binding = LIGHT_SSBO_BINDING) readonly buffer light_ssbo
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{
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vec3 ambient;
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// lights stored in lights[], what the cluster culling goes through
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uint lights_total;
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vec3 fog_color;
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// lights the shading loop goes through when the lights are not clustered
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uint lights_count;
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// 1 if the shading takes the lights from the list of the cluster of a fragment, see cluster_ubo
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uint lights_clustered;
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// scale of the directional part of the sky ambient light, see sky_ssbo
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float sky_ambient_factor;
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// 1 if rough reflections come from the prefiltered environment map
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uint env_ggx;
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light_s lights[];
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};
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// directional part of the sky ambient light: real spherical harmonics (bands 1 and 2, band 0 is ambient) of the light
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// a surface facing a world space direction gets, in units of ambient. see gl::sky_data
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layout(std430, binding = SKY_SSBO_BINDING) readonly buffer sky_ssbo
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{
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vec4 sky_ambient_sh[9];
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};
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#endif
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// light clusters, see gl/cluster_grid.h
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struct cluster_aabb_s
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{
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vec4 lower;
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vec4 upper;
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};
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struct cluster_range_s
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{
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uint offset;
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uint count;
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};
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#if defined(STAGE_FRAGMENT) || defined(STAGE_COMPUTE)
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// parameters of the grid for the pass being drawn
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layout(std140, binding = CLUSTER_UBO_BINDING) uniform cluster_ubo
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{
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mat4 cluster_projection;
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float cluster_znear;
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float cluster_zfar;
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float cluster_slice_scale;
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float cluster_slice_bias;
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vec2 cluster_viewport_size;
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uint cluster_valid;
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};
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// the compute passes fill the cluster buffers, shading only reads them
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#ifdef STAGE_COMPUTE
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#define CLUSTER_SSBO_ACCESS
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layout(std430, binding = CLUSTER_AABB_SSBO_BINDING) buffer cluster_aabb_ssbo
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{
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cluster_aabb_s cluster_aabbs[];
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};
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layout(std430, binding = CLUSTER_COUNTER_SSBO_BINDING) buffer cluster_counter_ssbo
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{
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uint cluster_index_count;
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uint cluster_overflow_count;
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};
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#else
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#define CLUSTER_SSBO_ACCESS readonly
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#endif
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layout(std430, binding = CLUSTER_RANGE_SSBO_BINDING) CLUSTER_SSBO_ACCESS buffer cluster_range_ssbo
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{
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cluster_range_s cluster_ranges[];
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};
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layout(std430, binding = CLUSTER_INDEX_SSBO_BINDING) CLUSTER_SSBO_ACCESS buffer cluster_index_ssbo
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{
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uint cluster_light_indices[];
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};
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#endif
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#ifdef MODEL_DRAWS
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// programs of the multi draws of the instances drawn from the gpu culling: the model block of every draw comes from a
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// storage buffer, picked by the number of the draw in the multi draw. the fragment stage gets the number from the vertex
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// stage (which writes f_model_draw), and the names of the uniform block below stand for the fields of the draw
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struct model_draw_s
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{
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mat4 modelview;
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mat3 modelviewnormal;
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vec4 param[MAX_PARAMS];
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mat4 future;
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float opacity;
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float emission;
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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};
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layout(std430, binding = MODEL_DRAW_SSBO_BINDING) readonly buffer model_draw_ssbo
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{
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model_draw_s model_draws[];
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};
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#if defined(STAGE_VERTEX)
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flat out uint f_model_draw;
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#define MODEL_DRAW gl_DrawID
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#elif defined(STAGE_FRAGMENT)
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flat in uint f_model_draw;
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#define MODEL_DRAW f_model_draw
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#else
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#define MODEL_DRAW 0
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#endif
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#define modelview model_draws[MODEL_DRAW].modelview
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#define modelviewnormal model_draws[MODEL_DRAW].modelviewnormal
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#define param model_draws[MODEL_DRAW].param
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#define future model_draws[MODEL_DRAW].future
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#define opacity model_draws[MODEL_DRAW].opacity
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#define emission model_draws[MODEL_DRAW].emission
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#define fog_density model_draws[MODEL_DRAW].fog_density
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#define alpha_mult model_draws[MODEL_DRAW].alpha_mult
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#define shadow_tone model_draws[MODEL_DRAW].shadow_tone
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#else
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layout (std140) uniform model_ubo
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{
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mat4 modelview;
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mat3 modelviewnormal;
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vec4 param[MAX_PARAMS];
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mat4 future;
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float opacity;
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float emission;
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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};
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#endif
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layout (std140) uniform scene_ubo
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{
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mat4 projection;
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mat4 inv_view;
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mat4 lightview[MAX_CASCADES];
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vec3 cascade_end;
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float time;
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vec4 rain_params;
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vec4 wiper_pos;
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vec4 wiper_timer_out;
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vec4 wiper_timer_return;
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// shadow maps of the headlights, see gl::scene_ubs
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mat4 headlight_shadow[MAX_HEADLIGHT_SHADOWS];
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vec4 headlight_shadow_params[MAX_HEADLIGHT_SHADOWS];
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// contact shadows, see gl::scene_ubs
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vec4 contact_shadow_params;
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vec4 contact_shadow_lamps;
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// cascades of the sun shadows fitted to the depth of the view, see gl::scene_ubs
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vec4 shadow_fit;
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};
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#ifdef STAGE_VERTEX
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// Per-instance modelview matrices for GPU-instanced draws, element 0 is identity.
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// Draws which aren't instanced have gl_BaseInstance == 0 and gl_InstanceID == 0,
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// so effective_modelview() reduces to model_ubo.modelview. For instanced draws
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// the C++ side uploads camera-space root transforms of the instances and draws
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// them from base instance onwards, with model_ubo.modelview set to the submodel-local
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// chain (computed from identity, NOT from the camera/instance), so the product
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// gives the correct final transform per instance per submodel.
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layout(std430, binding = INSTANCE_SSBO_BINDING) readonly buffer instance_ssbo
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{
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mat4 instance_modelview[];
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};
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mat4 effective_modelview() {
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return instance_modelview[gl_BaseInstance + gl_InstanceID] * modelview;
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}
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mat3 effective_modelviewnormal() {
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// instance_modelview can include per-instance scale (uniform or per-axis),
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// so its upper-3x3 is NOT its own inverse-transpose in the non-uniform
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// case. Compute the correct normal matrix via transpose(inverse(...)).
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// For pure rotation+translation this still produces the rotation matrix
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// (one extra mat3 inverse per vertex — modern GPUs handle it cheaply).
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mat3 instance_mv3 = mat3(instance_modelview[gl_BaseInstance + gl_InstanceID]);
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mat3 instance_normal = transpose(inverse(instance_mv3));
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return instance_normal * modelviewnormal;
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}
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#endif
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)STRING";
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"#define FOG_VOLUME_BIAS " + std::to_string(FOG_VOLUME_BIAS) + "\n";
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}
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std::string gl::glsl_settings_defines()
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{
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auto const value = [](bool const Value) { return std::string(Value ? "true" : "false"); };
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return
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"#define SHADOWMAP_ENABLED_VALUE " + value(Global.gfx_shadowmap_enabled) + "\n"
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"#define ENVMAP_ENABLED_VALUE " + value(Global.gfx_envmap_enabled) + "\n"
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"#define MOTIONBLUR_ENABLED_VALUE " + value(Global.gfx_postfx_motionblur_enabled) + "\n"
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"#define POSTFX_ENABLED_VALUE " + value(!Global.gfx_skippipeline) + "\n"
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"#define EXTRAEFFECTS_ENABLED_VALUE " + value(Global.gfx_extraeffects) + "\n"
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"#define OUTPUT_GAMMA_VALUE " + value(Global.gfx_shadergamma) + "\n";
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}
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std::array<GLuint, 6> gl::glsl_settings_values()
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{
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// in the order of gl::shader_setting
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return {
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static_cast<GLuint>(Global.gfx_shadowmap_enabled),
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static_cast<GLuint>(Global.gfx_envmap_enabled),
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static_cast<GLuint>(Global.gfx_postfx_motionblur_enabled),
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static_cast<GLuint>(!Global.gfx_skippipeline),
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static_cast<GLuint>(Global.gfx_extraeffects),
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static_cast<GLuint>(Global.gfx_shadergamma) };
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}
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bool gl::glsl_common_matches(std::string const &Basedir, std::vector<std::string> &Differences)
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{
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return gfx::shader_constants_match(gfx::shader_api::opengl46, "common.glsl", glsl_common, Basedir, Differences);
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}
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@@ -1,10 +1,22 @@
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#pragma once
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#include <array>
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#include <string>
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#include <vector>
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#include "ubo.h"
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#include "utilities/Globals.h"
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namespace gl
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{
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// the constants of the game the shaders take (shaders/ogl46/common.glsl), as #define lines put before the sources
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extern std::string glsl_common;
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void glsl_common_setup();
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// the settings of the game the shaders take (shaders/ogl46/settings.glsl): #define lines of their values for the sources,
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// and the values of the specialization constants of the binaries, in the order of gl::shader_setting
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std::string glsl_settings_defines();
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std::array<GLuint, 6> glsl_settings_values();
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// whether the constants written in common.glsl in Basedir (shaders/ogl46/ when empty) are those of the game: the SPIR-V
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// binaries are compiled with the ones of the file. Differences: what isn't the same
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bool glsl_common_matches(std::string const &Basedir, std::vector<std::string> &Differences);
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}
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474
gl/shader.cpp
474
gl/shader.cpp
@@ -1,292 +1,232 @@
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#include "stdafx.h"
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#include <fstream>
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#include <sstream>
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#include "shader.h"
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#include "glsl_common.h"
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#include "utilities/Logs.h"
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inline bool strcend(std::string_view value, std::string_view ending)
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#include <cstring>
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// the values of the components are those of opengl (material textures take them as the hint of their format)
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static_assert(static_cast<GLint>(gfx::shader_components::R) == GL_RED);
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static_assert(static_cast<GLint>(gfx::shader_components::RG) == GL_RG);
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static_assert(static_cast<GLint>(gfx::shader_components::RGB) == GL_RGB);
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static_assert(static_cast<GLint>(gfx::shader_components::RGBA) == GL_RGBA);
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static_assert(static_cast<GLint>(gfx::shader_components::sRGB) == GL_SRGB);
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static_assert(static_cast<GLint>(gfx::shader_components::sRGB_A) == GL_SRGB_ALPHA);
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static_assert(gfx::MAX_SHADER_TEXTURES == gl::MAX_TEXTURES);
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static_assert(gfx::MAX_SHADER_PARAMS == gl::MAX_PARAMS);
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namespace
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{
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if (ending.size() > value.size())
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GLenum shader_type(gfx::shader_stage const Stage)
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{
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switch (Stage)
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{
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case gfx::shader_stage::vertex:
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return GL_VERTEX_SHADER;
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case gfx::shader_stage::fragment:
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return GL_FRAGMENT_SHADER;
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case gfx::shader_stage::geometry:
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return GL_GEOMETRY_SHADER;
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case gfx::shader_stage::compute:
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return GL_COMPUTE_SHADER;
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}
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return GL_VERTEX_SHADER;
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}
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gfx::shader_source preprocess(std::string const &Name, std::string const &Defines, bool const Allowmissing)
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{
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return gfx::preprocess_shader(gfx::shader_api::opengl46, Name, Defines, gl::glsl_common + gl::glsl_settings_defines(), Allowmissing);
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}
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// the files of the sources named by their numbers, for the messages of the compiler (#line <line> <number>)
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std::string files_of(gfx::shader_source const &Source)
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{
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std::string result;
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for (std::size_t i = 0; i < Source.files.size(); ++i)
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result += (i > 0 ? ", " : "") + std::to_string(i) + ": " + Source.files[i];
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return result;
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}
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std::string shader_log(GLuint const Shader)
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{
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GLint length{0};
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glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &length);
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std::string info(static_cast<std::size_t>(std::max(length, 1)), '\0');
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glGetShaderInfoLog(Shader, static_cast<GLsizei>(info.size()), nullptr, info.data());
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info.resize(std::strlen(info.c_str()));
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return info;
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}
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std::string program_log(GLuint const Program)
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{
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GLint length{0};
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glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &length);
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std::string info(static_cast<std::size_t>(std::max(length, 1)), '\0');
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glGetProgramInfoLog(Program, static_cast<GLsizei>(info.size()), nullptr, info.data());
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info.resize(std::strlen(info.c_str()));
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return info;
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}
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} // namespace
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bool gl::shader_binaries_enabled()
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{
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// decided once, at the first shader: the settings and the driver don't change while the renderer runs
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static bool const enabled{[]() {
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if (false == Global.gfx_shader_binaries)
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{
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WriteLog("shaders: compiled from the sources (gfx.shaders.binaries no)", logtype::shader);
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return false;
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}
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if ((false == GLAD_GL_VERSION_4_6) || (glSpecializeShader == nullptr))
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{
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WriteLog("shaders: the driver can't load SPIR-V, compiled from the sources", logtype::shader);
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return false;
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}
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std::vector<std::string> differences;
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if (false == glsl_common_matches({}, differences))
|
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{
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std::string text;
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for (auto const &difference : differences)
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text += "\n " + difference;
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ErrorLog("shaders: the constants in " + gfx::shader_source_dir(gfx::shader_api::opengl46) + "common.glsl aren't those of the game, so the SPIR-V binaries of " +
|
||||
gfx::shader_binary_dir(gfx::shader_api::opengl46) + " can't be used; the shaders are compiled from the sources:" + text,
|
||||
logtype::shader);
|
||||
return false;
|
||||
}
|
||||
WriteLog("shaders: the SPIR-V binaries of " + gfx::shader_binary_dir(gfx::shader_api::opengl46) + " are loaded where there are up to date ones", logtype::shader);
|
||||
return true;
|
||||
}()};
|
||||
return enabled;
|
||||
}
|
||||
|
||||
gl::shader::shader(const std::string &filename, const std::string &defines) : name(filename), m_defines(defines)
|
||||
{
|
||||
auto const source{preprocess(filename, defines, true)};
|
||||
texture_conf = source.texture_conf;
|
||||
param_conf = source.param_conf;
|
||||
m_type = shader_type(source.stage);
|
||||
|
||||
if (shader_binaries_enabled() && load_binary(source))
|
||||
{
|
||||
if (false == source.has_source)
|
||||
ErrorLog("shader " + filename + ": the SPIR-V binary is used without its source, so the textures and the parameters of the materials (#pragma texture, #pragma param) aren't known", logtype::shader);
|
||||
return;
|
||||
}
|
||||
|
||||
if (false == source.has_source)
|
||||
throw shader_exception("cannot read shader: " + gfx::shader_source_dir(gfx::shader_api::opengl46) + filename);
|
||||
**this = compile_source(source);
|
||||
}
|
||||
|
||||
bool gl::shader::load_binary(gfx::shader_source const &Source)
|
||||
{
|
||||
std::string reason;
|
||||
auto const words{gfx::load_shader_binary(Source, reason)};
|
||||
if (false == reason.empty())
|
||||
WriteLog("shader " + name + (Source.variant.empty() ? "" : " (" + Source.variant + ")") + ": " + reason + ", compiled from the source", logtype::shader);
|
||||
if (words.empty())
|
||||
return false;
|
||||
return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
|
||||
}
|
||||
|
||||
std::string gl::shader::read_file(const std::string &filename) const
|
||||
{
|
||||
std::stringstream stream;
|
||||
std::ifstream f;
|
||||
|
||||
f.open(filename);
|
||||
stream << f.rdbuf();
|
||||
f.close();
|
||||
|
||||
std::string str = stream.str();
|
||||
if (str.empty())
|
||||
throw shader_exception("cannot read shader: " + filename);
|
||||
|
||||
return str;
|
||||
}
|
||||
|
||||
void gl::shader::expand_includes(std::string &str, const std::string &basedir)
|
||||
{
|
||||
size_t start_pos = 0;
|
||||
|
||||
std::string magic = "#include";
|
||||
while ((start_pos = str.find(magic, start_pos)) != std::string::npos)
|
||||
auto const id{glCreateShader(m_type)};
|
||||
glShaderBinary(1, &id, GL_SHADER_BINARY_FORMAT_SPIR_V, words.data(), static_cast<GLsizei>(words.size() * sizeof(std::uint32_t)));
|
||||
// the settings the module has, the others aren't given
|
||||
auto const values{glsl_settings_values()};
|
||||
std::vector<GLuint> indices;
|
||||
std::vector<GLuint> settings;
|
||||
for (auto const id : gfx::spirv_specialization_ids(words))
|
||||
{
|
||||
size_t fp = str.find('<', start_pos);
|
||||
size_t fe = str.find('>', start_pos);
|
||||
if (fp == std::string::npos || fe == std::string::npos)
|
||||
return;
|
||||
|
||||
std::string filename = str.substr(fp + 1, fe - fp - 1);
|
||||
std::string content;
|
||||
if (filename != "common")
|
||||
content = read_file(basedir + filename);
|
||||
else
|
||||
content = glsl_common;
|
||||
|
||||
str.replace(start_pos, fe - start_pos + 1, content);
|
||||
if (id < values.size())
|
||||
{
|
||||
indices.push_back(id);
|
||||
settings.push_back(values[id]);
|
||||
}
|
||||
}
|
||||
}
|
||||
glSpecializeShader(id, "main", static_cast<GLuint>(indices.size()), indices.data(), settings.data());
|
||||
|
||||
std::unordered_map<std::string, gl::shader::components_e> gl::shader::components_mapping =
|
||||
{
|
||||
{ "R", components_e::R },
|
||||
{ "RG", components_e::RG },
|
||||
{ "RGB", components_e::RGB },
|
||||
{ "RGBA", components_e::RGBA },
|
||||
{ "sRGB", components_e::sRGB },
|
||||
{ "sRGB_A", components_e::sRGB_A }
|
||||
};
|
||||
|
||||
std::unordered_map<std::string, gl::shader::defaultparam_e> gl::shader::defaultparams_mapping =
|
||||
{
|
||||
{ "required", defaultparam_e::required },
|
||||
{ "nan", defaultparam_e::nan },
|
||||
{ "zero", defaultparam_e::zero },
|
||||
{ "one", defaultparam_e::one },
|
||||
{ "ambient", defaultparam_e::ambient },
|
||||
{ "diffuse", defaultparam_e::diffuse },
|
||||
{ "specular", defaultparam_e::specular },
|
||||
{ "glossiness", defaultparam_e::glossiness }
|
||||
};
|
||||
|
||||
std::pair<GLuint, std::string> gl::shader::process_source(const std::string &filename, const std::string &basedir, const std::string &defines)
|
||||
{
|
||||
std::string str;
|
||||
|
||||
GLuint type;
|
||||
if (strcend(filename, ".vert"))
|
||||
type = GL_VERTEX_SHADER;
|
||||
else if (strcend(filename, ".frag"))
|
||||
type = GL_FRAGMENT_SHADER;
|
||||
else if (strcend(filename, ".geom"))
|
||||
type = GL_GEOMETRY_SHADER;
|
||||
else if (strcend(filename, ".comp"))
|
||||
type = GL_COMPUTE_SHADER;
|
||||
else
|
||||
throw shader_exception("unknown shader " + filename);
|
||||
|
||||
str += "#version 460 core\n";
|
||||
// expose the shader stage to glsl_common so vertex-only built-ins
|
||||
// (gl_InstanceID, effective_modelview, etc.) can be guarded out of
|
||||
// fragment/geometry compilations.
|
||||
if (type == GL_VERTEX_SHADER) str += "#define STAGE_VERTEX 1\n";
|
||||
else if (type == GL_FRAGMENT_SHADER) str += "#define STAGE_FRAGMENT 1\n";
|
||||
else if (type == GL_GEOMETRY_SHADER) str += "#define STAGE_GEOMETRY 1\n";
|
||||
else if (type == GL_COMPUTE_SHADER) str += "#define STAGE_COMPUTE 1\n";
|
||||
str += "vec4 FBOUT(vec4 x) { return " + (Global.gfx_shadergamma ? std::string("vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a)") : std::string("x")) + "; }\n";
|
||||
// whether the colour written to the window is encoded by the shader (FBOUT) or left to the sRGB framebuffer (dither.glsl)
|
||||
str += std::string("#define OUTPUT_GAMMA ") + (Global.gfx_shadergamma ? "1" : "0") + "\n";
|
||||
str += defines;
|
||||
|
||||
str += read_file(basedir + filename);
|
||||
|
||||
expand_includes(str, basedir);
|
||||
parse_texture_entries(str);
|
||||
parse_param_entries(str);
|
||||
|
||||
return std::make_pair(type, str);
|
||||
}
|
||||
|
||||
void gl::shader::parse_texture_entries(std::string &str)
|
||||
{
|
||||
size_t start_pos = 0;
|
||||
|
||||
std::string magic = "#texture";
|
||||
while ((start_pos = str.find(magic, start_pos)) != std::string::npos)
|
||||
GLint status{GL_FALSE};
|
||||
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
size_t fp = str.find('(', start_pos);
|
||||
size_t fe = str.find(')', start_pos);
|
||||
if (fp == std::string::npos || fe == std::string::npos)
|
||||
return;
|
||||
|
||||
std::istringstream ss(str.substr(fp + 1, fe - fp - 1));
|
||||
std::string token;
|
||||
|
||||
std::string uniformname;
|
||||
texture_entry conf;
|
||||
|
||||
size_t arg = 0;
|
||||
while (std::getline(ss, token, ','))
|
||||
{
|
||||
std::istringstream token_ss(token);
|
||||
if (arg == 0)
|
||||
token_ss >> uniformname;
|
||||
else if (arg == 1)
|
||||
token_ss >> conf.id;
|
||||
else if (arg == 2)
|
||||
{
|
||||
std::string comp;
|
||||
token_ss >> comp;
|
||||
if (!components_mapping.contains(comp))
|
||||
log_error("unknown components: " + comp);
|
||||
else
|
||||
conf.components = components_mapping[comp];
|
||||
}
|
||||
arg++;
|
||||
}
|
||||
|
||||
if (arg == 3)
|
||||
{
|
||||
if (uniformname.empty())
|
||||
log_error("empty name");
|
||||
else if (conf.id >= gl::MAX_TEXTURES)
|
||||
log_error("invalid texture binding: " + std::to_string(conf.id));
|
||||
else
|
||||
texture_conf.try_emplace(uniformname, conf);
|
||||
}
|
||||
else
|
||||
log_error("invalid argument count to #texture");
|
||||
|
||||
str.erase(start_pos, fe - start_pos + 1);
|
||||
WriteLog("shader " + name + ": the SPIR-V binary can't be loaded (" + shader_log(id) + "), compiled from the source", logtype::shader);
|
||||
glDeleteShader(id);
|
||||
return false;
|
||||
}
|
||||
**this = id;
|
||||
m_binary = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void gl::shader::parse_param_entries(std::string &str)
|
||||
GLuint gl::shader::compile_source(gfx::shader_source const &Source) const
|
||||
{
|
||||
size_t start_pos = 0;
|
||||
const GLchar *cstr = Source.text.c_str();
|
||||
|
||||
std::string magic = "#param";
|
||||
while ((start_pos = str.find(magic, start_pos)) != std::string::npos)
|
||||
{
|
||||
size_t fp = str.find('(', start_pos);
|
||||
size_t fe = str.find(')', start_pos);
|
||||
if (fp == std::string::npos || fe == std::string::npos)
|
||||
return;
|
||||
|
||||
std::istringstream ss(str.substr(fp + 1, fe - fp - 1));
|
||||
std::string token;
|
||||
|
||||
std::string uniformname;
|
||||
param_entry conf;
|
||||
|
||||
size_t arg = 0;
|
||||
while (std::getline(ss, token, ','))
|
||||
{
|
||||
std::istringstream token_ss(token);
|
||||
if (arg == 0)
|
||||
token_ss >> uniformname;
|
||||
else if (arg == 1)
|
||||
token_ss >> conf.location;
|
||||
else if (arg == 2)
|
||||
token_ss >> conf.offset;
|
||||
else if (arg == 3)
|
||||
token_ss >> conf.size;
|
||||
else if (arg == 4)
|
||||
{
|
||||
std::string tok;
|
||||
token_ss >> tok;
|
||||
if (!defaultparams_mapping.contains(tok))
|
||||
log_error("unknown param default: " + tok);
|
||||
conf.defaultparam = defaultparams_mapping[tok];
|
||||
}
|
||||
arg++;
|
||||
}
|
||||
|
||||
if (arg == 5)
|
||||
{
|
||||
if (uniformname.empty())
|
||||
log_error("empty name");
|
||||
else if (conf.location >= gl::MAX_PARAMS)
|
||||
log_error("invalid param binding: " + std::to_string(conf.location));
|
||||
else if (conf.offset > 3)
|
||||
log_error("invalid offset: " + std::to_string(conf.offset));
|
||||
else if (conf.offset + conf.size > 4)
|
||||
log_error("invalid size: " + std::to_string(conf.size));
|
||||
else
|
||||
param_conf.try_emplace(uniformname, conf);
|
||||
}
|
||||
else
|
||||
log_error("invalid argument count to #param");
|
||||
|
||||
str.erase(start_pos, fe - start_pos + 1);
|
||||
}
|
||||
}
|
||||
|
||||
void gl::shader::log_error(const std::string &str) const
|
||||
{
|
||||
ErrorLog("bad shader: " + name + ": " + str, logtype::shader);
|
||||
}
|
||||
|
||||
gl::shader::shader(const std::string &filename, const std::string &defines) : name(filename)
|
||||
{
|
||||
|
||||
auto [shadertype, shadersource] = process_source(filename, "shaders/", defines);
|
||||
|
||||
const GLchar *cstr = shadersource.c_str();
|
||||
|
||||
**this = glCreateShader(shadertype);
|
||||
glShaderSource(*this, 1, &cstr, nullptr);
|
||||
glCompileShader(*this);
|
||||
auto const id{glCreateShader(m_type)};
|
||||
glShaderSource(id, 1, &cstr, nullptr);
|
||||
glCompileShader(id);
|
||||
|
||||
GLint status;
|
||||
glGetShaderiv(*this, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
|
||||
if (!status)
|
||||
{
|
||||
std::array<GLchar, 512> info{};
|
||||
glGetShaderInfoLog(*this, static_cast<GLsizei>(info.size()), nullptr, info.data());
|
||||
log_error(std::string(info.data()));
|
||||
|
||||
throw shader_exception("failed to compile " + filename + ": " + std::string(info.data()));
|
||||
auto const info{shader_log(id)};
|
||||
glDeleteShader(id);
|
||||
ErrorLog("bad shader: " + name + ": " + info + "(source strings: " + files_of(Source) + ")", logtype::shader);
|
||||
throw shader_exception("failed to compile " + name + ": " + info);
|
||||
}
|
||||
return id;
|
||||
}
|
||||
|
||||
GLuint gl::shader::source_object() const
|
||||
{
|
||||
if (false == m_binary)
|
||||
return *this;
|
||||
if (m_source_object == 0)
|
||||
m_source_object = compile_source(preprocess(name, m_defines, false));
|
||||
return m_source_object;
|
||||
}
|
||||
|
||||
gl::shader::~shader()
|
||||
{
|
||||
#ifndef SHADERVALIDATOR_STANDALONE
|
||||
if (m_source_object != 0)
|
||||
glDeleteShader(m_source_object);
|
||||
glDeleteShader(*this);
|
||||
#endif
|
||||
}
|
||||
|
||||
void gl::program::init()
|
||||
{
|
||||
bind();
|
||||
|
||||
// the samplers and the blocks have their bindings in the shaders; the sources which don't say them (older ones) are given
|
||||
// them here. a program linked from SPIR-V doesn't know the names, nothing is found then
|
||||
for (auto const &[texturename, textureentry] : texture_conf)
|
||||
{
|
||||
shader::texture_entry const &e = textureentry;
|
||||
GLuint loc = glGetUniformLocation(*this, texturename.c_str());
|
||||
glUniform1i(loc, static_cast<GLint>(e.id));
|
||||
GLint loc = glGetUniformLocation(*this, texturename.c_str());
|
||||
if (loc >= 0)
|
||||
glUniform1i(loc, static_cast<GLint>(textureentry.id));
|
||||
}
|
||||
|
||||
glUniform1i(glGetUniformLocation(*this, "shadowmap"), gl::SHADOW_TEX);
|
||||
glUniform1i(glGetUniformLocation(*this, "envmap"), gl::ENV_TEX);
|
||||
glUniform1i(glGetUniformLocation(*this, "headlightmap"), gl::HEADLIGHT_TEX);
|
||||
auto const unit = [this](char const *Name, std::size_t const Unit) {
|
||||
GLint loc = glGetUniformLocation(*this, Name);
|
||||
if (loc >= 0)
|
||||
glUniform1i(loc, static_cast<GLint>(Unit));
|
||||
};
|
||||
unit("shadowmap", gl::SHADOW_TEX);
|
||||
unit("envmap", gl::ENV_TEX);
|
||||
unit("headlightmap", gl::HEADLIGHT_TEX);
|
||||
// the prefiltered environment map (envmapping.glsl); without a unit of its own the cube sampler would share unit 0 with
|
||||
// the 2d diffuse texture of the materials, which makes their draws fail (GL_INVALID_OPERATION)
|
||||
glUniform1i(glGetUniformLocation(*this, "envmap_ggx"), gl::ENV_GGX_TEX);
|
||||
unit("envmap_ggx", gl::ENV_GGX_TEX);
|
||||
|
||||
GLuint index;
|
||||
|
||||
if ((index = glGetUniformBlockIndex(*this, "scene_ubo")) != GL_INVALID_INDEX)
|
||||
glUniformBlockBinding(*this, index, 0);
|
||||
glUniformBlockBinding(*this, index, gl::SCENE_UBO_BINDING);
|
||||
|
||||
if ((index = glGetUniformBlockIndex(*this, "model_ubo")) != GL_INVALID_INDEX)
|
||||
glUniformBlockBinding(*this, index, 1);
|
||||
glUniformBlockBinding(*this, index, gl::MODEL_UBO_BINDING);
|
||||
}
|
||||
|
||||
gl::program::program()
|
||||
@@ -307,21 +247,51 @@ void gl::program::attach(const gl::shader &s)
|
||||
texture_conf.try_emplace(texturename, std::move(textureentry));
|
||||
for (auto [paramname, paramentry] : s.param_conf)
|
||||
param_conf.try_emplace(paramname, std::move(paramentry));
|
||||
glAttachShader(*this, *s);
|
||||
m_attached.push_back(&s);
|
||||
}
|
||||
|
||||
void gl::program::link()
|
||||
{
|
||||
glLinkProgram(*this);
|
||||
|
||||
GLint status;
|
||||
glGetProgramiv(*this, GL_LINK_STATUS, &status);
|
||||
if (!status)
|
||||
// a program is linked either from SPIR-V binaries or from sources only: when one of the shaders has no binary, the others are
|
||||
// compiled from the source too
|
||||
auto const allbinary{std::all_of(m_attached.begin(), m_attached.end(), [](shader const *Shader) { return Shader->is_binary(); })};
|
||||
GLint status{GL_FALSE};
|
||||
if (allbinary && (false == m_attached.empty()))
|
||||
{
|
||||
std::array<GLchar, 512> info{};
|
||||
glGetProgramInfoLog(*this, static_cast<GLsizei>(info.size()), nullptr, info.data());
|
||||
throw shader_exception("failed to link program: " + std::string(info.data()));
|
||||
for (auto const *s : m_attached)
|
||||
glAttachShader(*this, *s);
|
||||
glLinkProgram(*this);
|
||||
glGetProgramiv(*this, GL_LINK_STATUS, &status);
|
||||
for (auto const *s : m_attached)
|
||||
glDetachShader(*this, *s);
|
||||
if (status == GL_TRUE)
|
||||
{
|
||||
m_binary = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
std::string names;
|
||||
for (auto const *s : m_attached)
|
||||
names += (names.empty() ? "" : ", ") + s->name;
|
||||
WriteLog("program of " + names + ": the SPIR-V binaries can't be linked (" + program_log(*this) + "), compiled from the sources", logtype::shader);
|
||||
}
|
||||
}
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
std::vector<GLuint> objects;
|
||||
for (auto const *s : m_attached)
|
||||
objects.push_back(s->source_object());
|
||||
for (auto const object : objects)
|
||||
glAttachShader(*this, object);
|
||||
glLinkProgram(*this);
|
||||
glGetProgramiv(*this, GL_LINK_STATUS, &status);
|
||||
for (auto const object : objects)
|
||||
glDetachShader(*this, object);
|
||||
m_binary = false;
|
||||
}
|
||||
m_attached.clear();
|
||||
if (status == GL_FALSE)
|
||||
throw shader_exception("failed to link program: " + program_log(*this));
|
||||
|
||||
init();
|
||||
}
|
||||
|
||||
109
gl/shader.h
109
gl/shader.h
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <functional>
|
||||
@@ -7,82 +8,63 @@
|
||||
|
||||
#include "object.h"
|
||||
#include "bindable.h"
|
||||
#include "rendering/common/shadersource.h"
|
||||
|
||||
namespace gl
|
||||
{
|
||||
class shader_exception : public std::runtime_error
|
||||
using shader_exception = gfx::shader_exception;
|
||||
|
||||
// the settings of the game the shaders take (shaders/ogl46/settings.glsl): the ids of the specialization constants of the
|
||||
// SPIR-V binaries; compiled from the source, the shaders get them as constants (gl::glsl_settings_defines())
|
||||
enum class shader_setting : GLuint
|
||||
{
|
||||
using runtime_error::runtime_error;
|
||||
shadowmap = 0,
|
||||
envmap = 1,
|
||||
motionblur = 2,
|
||||
postfx = 3,
|
||||
extraeffects = 4,
|
||||
output_gamma = 5,
|
||||
count = 6
|
||||
};
|
||||
|
||||
// a shader of shaders/ogl46/: the SPIR-V binary of shaders/ogl46bin/ when there's an up to date one (gfx.shaders.binaries),
|
||||
// compiled from the source otherwise
|
||||
class shader : public object
|
||||
{
|
||||
public:
|
||||
#ifdef SHADERVALIDATOR_STANDALONE
|
||||
shader() = default;
|
||||
#endif
|
||||
// Defines: lines put before the source (after the version), e.g. "#define MODEL_DRAWS 1\n" for a variant of the shader
|
||||
explicit shader(const std::string &filename, const std::string &defines = {});
|
||||
~shader();
|
||||
|
||||
enum class components_e
|
||||
{
|
||||
R = GL_RED,
|
||||
RG = GL_RG,
|
||||
RGB = GL_RGB,
|
||||
RGBA = GL_RGBA,
|
||||
sRGB = GL_SRGB,
|
||||
sRGB_A = GL_SRGB_ALPHA
|
||||
};
|
||||
using components_e = gfx::shader_components;
|
||||
using texture_entry = gfx::shader_texture_entry;
|
||||
using defaultparam_e = gfx::shader_param_default;
|
||||
using param_entry = gfx::shader_param_entry;
|
||||
|
||||
struct texture_entry
|
||||
{
|
||||
size_t id;
|
||||
components_e components;
|
||||
};
|
||||
|
||||
enum class defaultparam_e
|
||||
{
|
||||
required,
|
||||
nan,
|
||||
zero,
|
||||
one,
|
||||
ambient,
|
||||
diffuse,
|
||||
specular,
|
||||
glossiness
|
||||
};
|
||||
|
||||
struct param_entry
|
||||
{
|
||||
size_t location;
|
||||
size_t offset;
|
||||
size_t size;
|
||||
defaultparam_e defaultparam;
|
||||
};
|
||||
|
||||
std::unordered_map<std::string, texture_entry> texture_conf;
|
||||
std::unordered_map<std::string, param_entry> param_conf;
|
||||
gfx::shader_texture_conf texture_conf;
|
||||
gfx::shader_param_conf param_conf;
|
||||
std::string name;
|
||||
|
||||
#ifndef SHADERVALIDATOR_STANDALONE
|
||||
// whether the shader was loaded from a SPIR-V binary
|
||||
bool is_binary() const
|
||||
{
|
||||
return m_binary;
|
||||
}
|
||||
// the shader compiled from the source: the shader itself, or for a binary one the same shader compiled from the source
|
||||
// (a program can't be linked from binaries and sources together). throws shader_exception
|
||||
GLuint source_object() const;
|
||||
|
||||
private:
|
||||
#endif
|
||||
std::pair<GLuint, std::string> process_source(const std::string &filename, const std::string &basedir, const std::string &defines = {});
|
||||
bool load_binary(gfx::shader_source const &Source);
|
||||
GLuint compile_source(gfx::shader_source const &Source) const;
|
||||
|
||||
void expand_includes(std::string &str, const std::string &basedir);
|
||||
void parse_texture_entries(std::string &str);
|
||||
void parse_param_entries(std::string &str);
|
||||
|
||||
std::string read_file(const std::string &filename) const;
|
||||
|
||||
static std::unordered_map<std::string, components_e> components_mapping;
|
||||
static std::unordered_map<std::string, defaultparam_e> defaultparams_mapping;
|
||||
|
||||
void log_error(const std::string &str) const;
|
||||
GLenum m_type{0};
|
||||
std::string m_defines;
|
||||
bool m_binary{false};
|
||||
mutable GLuint m_source_object{0};
|
||||
};
|
||||
|
||||
class program : public object, public bindable<program>
|
||||
class program : public gfx::shader_program, public object, public bindable<program>
|
||||
{
|
||||
public:
|
||||
program();
|
||||
@@ -92,16 +74,27 @@ namespace gl
|
||||
using bindable::bind;
|
||||
static void bind(GLuint i);
|
||||
|
||||
// the shaders are linked by link(), which has to come while they are there
|
||||
void attach(const shader &);
|
||||
void link();
|
||||
|
||||
// for a program linked from a compute shader only: binds it and runs the given number of work groups
|
||||
void dispatch(GLuint groups_x, GLuint groups_y = 1, GLuint groups_z = 1);
|
||||
|
||||
std::unordered_map<std::string, shader::texture_entry> texture_conf;
|
||||
std::unordered_map<std::string, shader::param_entry> param_conf;
|
||||
// whether the program was linked from SPIR-V binaries
|
||||
bool is_binary() const
|
||||
{
|
||||
return m_binary;
|
||||
}
|
||||
|
||||
private:
|
||||
void init();
|
||||
|
||||
std::vector<shader const *> m_attached;
|
||||
bool m_binary{false};
|
||||
};
|
||||
|
||||
// whether the shaders are loaded from the SPIR-V binaries where there are some: gfx.shaders.binaries, an opengl 4.6 driver,
|
||||
// and the constants of the game the same as those the binaries were compiled with (gl::glsl_common_matches())
|
||||
bool shader_binaries_enabled();
|
||||
}
|
||||
|
||||
6
gl/ubo.h
6
gl/ubo.h
@@ -247,7 +247,11 @@ namespace gl
|
||||
const GLuint CLUSTER_BUILD_GROUP_SIZE = 64;
|
||||
const GLuint CLUSTER_CULL_GROUP_SIZE = 64;
|
||||
|
||||
// binding points of the cluster buffers: layout(binding = ...) in glsl_common.
|
||||
// binding points of the blocks of the scene and of the model being drawn (common.glsl)
|
||||
const GLuint SCENE_UBO_BINDING = 0;
|
||||
const GLuint MODEL_UBO_BINDING = 1;
|
||||
|
||||
// binding points of the cluster buffers: layout(binding = ...) in common.glsl.
|
||||
// the uniform block numbers go together with scene (0), model (1) and instance (3) blocks
|
||||
const GLuint CLUSTER_UBO_BINDING = 2;
|
||||
const GLuint CLUSTER_AABB_SSBO_BINDING = 1;
|
||||
|
||||
Reference in New Issue
Block a user