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https://gitea.wildfiregames.com/0ad/0ad
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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
187 lines
5.3 KiB
C++
187 lines
5.3 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_SHADERPROGRAM
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#define INCLUDED_RENDERER_BACKEND_VULKAN_SHADERPROGRAM
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#include "renderer/backend/IShaderProgram.h"
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#include "renderer/backend/vulkan/Texture.h"
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#include <array>
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#include <cstddef>
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#include <glad/vulkan.h>
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#include <memory>
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#include <unordered_map>
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#include <vector>
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class CShaderDefines;
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class CStr;
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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class CDevice;
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class CVertexInputLayout : public IVertexInputLayout
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{
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public:
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CVertexInputLayout(CDevice* device, const PS::span<const SVertexAttributeFormat> attributes)
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: m_Device(device), m_Attributes(attributes.begin(), attributes.end())
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{
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static uint32_t m_LastAvailableUID = 1;
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m_UID = m_LastAvailableUID++;
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for (const SVertexAttributeFormat& attribute : m_Attributes)
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{
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ENSURE(attribute.format != Format::UNDEFINED);
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ENSURE(attribute.stride > 0);
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}
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}
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~CVertexInputLayout() override = default;
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IDevice* GetDevice() override;
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const std::vector<SVertexAttributeFormat>& GetAttributes() const noexcept { return m_Attributes; }
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using UID = uint32_t;
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UID GetUID() const { return m_UID; }
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private:
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CDevice* m_Device = nullptr;
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UID m_UID = 0;
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std::vector<SVertexAttributeFormat> m_Attributes;
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};
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class CShaderProgram final : public IShaderProgram
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{
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public:
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~CShaderProgram() override;
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IDevice* GetDevice() override;
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int32_t GetBindingSlot(const CStrIntern name) const override;
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std::vector<VfsPath> GetFileDependencies() const override;
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uint32_t GetStreamLocation(const VertexAttributeStream stream) const;
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const std::vector<VkPipelineShaderStageCreateInfo>& GetStages() const { return m_Stages; }
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void Bind();
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void Unbind();
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void PreDraw(VkCommandBuffer commandBuffer);
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VkPipelineLayout GetPipelineLayout() const { return m_PipelineLayout; }
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VkPipelineBindPoint GetPipelineBindPoint() const { return VK_PIPELINE_BIND_POINT_GRAPHICS; }
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void SetUniform(
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const int32_t bindingSlot,
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const float value);
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY);
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ);
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ, const float valueW);
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void SetUniform(
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const int32_t bindingSlot, PS::span<const float> values);
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void SetTexture(const int32_t bindingSlot, CTexture* texture);
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// TODO: rename to something related to buffer.
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bool IsMaterialConstantsDataOutdated() const { return m_MaterialConstantsDataOutdated; }
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void UpdateMaterialConstantsData() { m_MaterialConstantsDataOutdated = false; }
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std::byte* GetMaterialConstantsData() const { return m_MaterialConstantsData.get(); }
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uint32_t GetMaterialConstantsDataSize() const { return m_MaterialConstantsDataSize; }
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private:
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friend class CDevice;
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CShaderProgram();
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std::pair<std::byte*, uint32_t> GetUniformData(
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const int32_t bindingSlot, const uint32_t dataSize);
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static std::unique_ptr<CShaderProgram> Create(
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CDevice* device, const CStr& name, const CShaderDefines& defines);
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void UpdateActiveDescriptorSet(
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VkCommandBuffer commandBuffer);
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CDevice* m_Device = nullptr;
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std::vector<VkShaderModule> m_ShaderModules;
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std::vector<VkPipelineShaderStageCreateInfo> m_Stages;
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VkPipelineLayout m_PipelineLayout = VK_NULL_HANDLE;
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std::vector<VfsPath> m_FileDependencies;
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struct PushConstant
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{
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CStrIntern name;
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uint32_t offset;
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uint32_t size;
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VkShaderStageFlags stageFlags;
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};
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struct Uniform
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{
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CStrIntern name;
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uint32_t offset;
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uint32_t size;
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};
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std::unique_ptr<std::byte[]> m_MaterialConstantsData;
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uint32_t m_MaterialConstantsDataSize = 0;
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bool m_MaterialConstantsDataOutdated = false;
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std::array<std::byte, 128> m_PushConstantData;
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uint32_t m_PushConstantDataMask = 0;
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std::array<VkShaderStageFlags, 32> m_PushConstantDataFlags;
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std::vector<PushConstant> m_PushConstants;
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std::vector<Uniform> m_Uniforms;
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std::unordered_map<CStrIntern, uint32_t> m_UniformMapping;
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std::unordered_map<CStrIntern, uint32_t> m_PushConstantMapping;
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uint32_t m_TexturesDescriptorSetSize = 0;
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bool m_BoundTexturesOutdated = false;
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VkDescriptorSetLayout m_TexturesDescriptorSetLayout = VK_NULL_HANDLE;
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std::vector<CTexture*> m_BoundTextures;
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std::vector<CTexture::UID> m_BoundTexturesUID;
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VkDescriptorSet m_ActiveTexturesDescriptorSet = VK_NULL_HANDLE;
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std::unordered_map<CStrIntern, uint32_t> m_TextureMapping;
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std::unordered_map<VertexAttributeStream, uint32_t> m_StreamLocations;
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};
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_VULKAN_SHADERPROGRAM
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