0ad/source/renderer/backend/vulkan/ShaderProgram.h
Vladislav Belov 9e371824c2
Adds storage buffer support to Vulkan and GL.
The idea is similar to the storage images but we need a separate
descriptor set in Vulkan and a program interface to gather used buffer
in GL.

For Vulkan we also need to track buffers to free used descriptor sets.
2024-12-09 22:47:15 +01:00

193 lines
5.6 KiB
C++

/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_SHADERPROGRAM
#define INCLUDED_RENDERER_BACKEND_VULKAN_SHADERPROGRAM
#include "renderer/backend/IShaderProgram.h"
#include "renderer/backend/vulkan/Buffer.h"
#include "renderer/backend/vulkan/DescriptorManager.h"
#include "renderer/backend/vulkan/Texture.h"
#include <array>
#include <cstddef>
#include <glad/vulkan.h>
#include <memory>
#include <optional>
#include <unordered_map>
#include <vector>
class CShaderDefines;
class CStr;
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
class CDevice;
class CRingCommandContext;
class CVertexInputLayout : public IVertexInputLayout
{
public:
CVertexInputLayout(CDevice* device, const PS::span<const SVertexAttributeFormat> attributes)
: m_Device(device), m_Attributes(attributes.begin(), attributes.end())
{
static uint32_t m_LastAvailableUID = 1;
m_UID = m_LastAvailableUID++;
for (const SVertexAttributeFormat& attribute : m_Attributes)
{
ENSURE(attribute.format != Format::UNDEFINED);
ENSURE(attribute.stride > 0);
}
}
~CVertexInputLayout() override = default;
IDevice* GetDevice() override;
const std::vector<SVertexAttributeFormat>& GetAttributes() const noexcept { return m_Attributes; }
using UID = uint32_t;
UID GetUID() const { return m_UID; }
private:
CDevice* m_Device = nullptr;
UID m_UID = 0;
std::vector<SVertexAttributeFormat> m_Attributes;
};
class CShaderProgram final : public IShaderProgram
{
public:
~CShaderProgram() override;
IDevice* GetDevice() override;
int32_t GetBindingSlot(const CStrIntern name) const override;
std::vector<VfsPath> GetFileDependencies() const override;
uint32_t GetStreamLocation(const VertexAttributeStream stream) const;
const std::vector<VkPipelineShaderStageCreateInfo>& GetStages() const { return m_Stages; }
void Bind();
void Unbind();
void PreDraw(CRingCommandContext& commandContext);
void PreDispatch(CRingCommandContext& commandContext);
void PostDispatch(CRingCommandContext& commandContext);
VkPipelineLayout GetPipelineLayout() const { return m_PipelineLayout; }
VkPipelineBindPoint GetPipelineBindPoint() const { return m_PipelineBindPoint; }
void SetUniform(
const int32_t bindingSlot,
const float value);
void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY);
void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ);
void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ, const float valueW);
void SetUniform(
const int32_t bindingSlot, PS::span<const float> values);
void SetTexture(const int32_t bindingSlot, CTexture* texture);
void SetStorageTexture(const int32_t bindingSlot, CTexture* texture);
void SetStorageBuffer(const int32_t bindingSlot, CBuffer* buffer);
// TODO: rename to something related to buffer.
bool IsMaterialConstantsDataOutdated() const { return m_MaterialConstantsDataOutdated; }
void UpdateMaterialConstantsData() { m_MaterialConstantsDataOutdated = false; }
std::byte* GetMaterialConstantsData() const { return m_MaterialConstantsData.get(); }
uint32_t GetMaterialConstantsDataSize() const { return m_MaterialConstantsDataSize; }
private:
friend class CDevice;
CShaderProgram();
std::pair<std::byte*, uint32_t> GetUniformData(
const int32_t bindingSlot, const uint32_t dataSize);
static std::unique_ptr<CShaderProgram> Create(
CDevice* device, const CStr& name, const CShaderDefines& defines);
void BindOutdatedDescriptorSets(
CRingCommandContext& commandContext);
CDevice* m_Device = nullptr;
std::vector<VkShaderModule> m_ShaderModules;
std::vector<VkPipelineShaderStageCreateInfo> m_Stages;
VkPipelineLayout m_PipelineLayout = VK_NULL_HANDLE;
VkPipelineBindPoint m_PipelineBindPoint = VK_PIPELINE_BIND_POINT_MAX_ENUM;
std::vector<VfsPath> m_FileDependencies;
struct PushConstant
{
CStrIntern name;
uint32_t offset;
uint32_t size;
VkShaderStageFlags stageFlags;
};
struct Uniform
{
CStrIntern name;
uint32_t offset;
uint32_t size;
};
std::unique_ptr<std::byte[]> m_MaterialConstantsData;
uint32_t m_MaterialConstantsDataSize = 0;
bool m_MaterialConstantsDataOutdated = false;
std::array<std::byte, 128> m_PushConstantData;
uint32_t m_PushConstantDataMask = 0;
std::array<VkShaderStageFlags, 32> m_PushConstantDataFlags;
std::vector<PushConstant> m_PushConstants;
std::vector<Uniform> m_Uniforms;
std::unordered_map<CStrIntern, uint32_t> m_UniformMapping;
std::unordered_map<CStrIntern, uint32_t> m_PushConstantMapping;
std::optional<CSingleTypeDescriptorSetBinding<CTexture>> m_TextureBinding;
std::optional<CSingleTypeDescriptorSetBinding<CTexture>> m_StorageImageBinding;
std::optional<CSingleTypeDescriptorSetBinding<CBuffer>> m_StorageBufferBinding;
std::unordered_map<VertexAttributeStream, uint32_t> m_StreamLocations;
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_SHADERPROGRAM