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Seele/src/Engine/Graphics/Shader.cpp
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#include "Shader.h"
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#include "ThreadPool.h"
#include "Graphics/Initializer.h"
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#include "Graphics/RenderPass/DepthPrepass.h"
#include "Graphics/RenderPass/BasePass.h"
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#include <fmt/core.h>
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using namespace Seele;
using namespace Seele::Gfx;
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ShaderCompiler::ShaderCompiler(Gfx::PGraphics graphics)
: graphics(graphics)
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{
}
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ShaderCompiler::~ShaderCompiler()
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{
}
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const ShaderCollection* ShaderCompiler::findShaders(PermutationId id) const
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{
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return &shaders[id];
}
void ShaderCompiler::registerMaterial(PMaterial material)
{
materials[material->getName()] = material;
compile();
}
void ShaderCompiler::registerVertexData(VertexData* vd)
{
vertexData[vd->getTypeName()] = vd;
compile();
}
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void ShaderCompiler::registerRenderPass(Gfx::PPipelineLayout layout,
std::string name, std::string mainFile,
bool useMaterials,
bool hasFragmentShader,
std::string fragmentFile,
bool useMeshShading,
bool hasTaskShader,
std::string taskFile)
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{
passes[name] = PassConfig{
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.baseLayout = layout,
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.taskFile = taskFile,
.mainFile = mainFile,
.fragmentFile = fragmentFile,
.hasFragmentShader = hasFragmentShader,
.useMeshShading = useMeshShading,
.hasTaskShader = hasTaskShader,
.useMaterial = useMaterials,
};
compile();
}
void ShaderCompiler::compile()
{
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List<std::function<void()>> work;
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for (const auto& [name, pass] : passes)
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{
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for (const auto& [vdName, vd] : vertexData)
{
if (pass.useMaterial)
{
for (const auto& [matName, mat] : materials)
{
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for (int x = 0; x < 2; x++)
{
for (int y = 0; y < 2; y++)
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{
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work.add([=]() {
ShaderPermutation permutation;
permutation.setPositionOnly(x);
permutation.setViewCulling(y);
if (pass.useMeshShading)
{
permutation.setMeshFile(pass.mainFile);
}
else
{
permutation.setVertexFile(pass.mainFile);
}
if (pass.hasFragmentShader)
{
permutation.setFragmentFile(pass.fragmentFile);
}
if (pass.hasTaskShader)
{
permutation.setTaskFile(pass.taskFile);
}
permutation.setVertexData(vd->getTypeName());
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
layout->addDescriptorLayout(vd->getVertexDataLayout());
layout->addDescriptorLayout(vd->getInstanceDataLayout());
layout->addDescriptorLayout(mat->getDescriptorLayout());
permutation.setMaterial(mat->getName());
createShaders(permutation, std::move(layout));
});
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}
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}
}
}
else
{
for (int x = 0; x < 2; x++)
{
for (int y = 0; y < 2; y++)
{
work.add([=]() {
ShaderPermutation permutation;
permutation.setPositionOnly(x);
permutation.setViewCulling(y);
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if (pass.useMeshShading)
{
permutation.setMeshFile(pass.mainFile);
}
else
{
permutation.setVertexFile(pass.mainFile);
}
if (pass.hasFragmentShader)
{
permutation.setFragmentFile(pass.fragmentFile);
}
if (pass.hasTaskShader)
{
permutation.setTaskFile(pass.taskFile);
}
permutation.setVertexData(vd->getTypeName());
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
layout->addDescriptorLayout(vd->getVertexDataLayout());
layout->addDescriptorLayout(vd->getInstanceDataLayout());
createShaders(permutation, std::move(layout));
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});
}
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}
}
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}
}
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getThreadPool().runAndWait(std::move(work));
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}
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void ShaderCompiler::createShaders(ShaderPermutation permutation, Gfx::OPipelineLayout layout)
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{
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PermutationId perm = PermutationId(permutation);
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{
std::scoped_lock lock(shadersLock);
if (shaders.contains(perm))
return;
}
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ShaderCollection collection;
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collection.pipelineLayout = std::move(layout);
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ShaderCreateInfo createInfo;
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createInfo.name = fmt::format("Material {0}", permutation.materialName);
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createInfo.rootSignature = collection.pipelineLayout;
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if (std::strlen(permutation.materialName) > 0)
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{
createInfo.additionalModules.add(permutation.materialName);
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createInfo.defines["MATERIAL_FILE_NAME"] = permutation.materialName;
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}
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if (permutation.positionOnly)
{
createInfo.defines["POS_ONLY"] = "1";
}
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if (permutation.viewCulling)
{
createInfo.defines["VIEW_CULLING"] = "1";
}
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createInfo.typeParameter.add({ Pair<const char*, const char*>("IVertexData", permutation.vertexDataName) });
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createInfo.additionalModules.add(permutation.vertexDataName);
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if (permutation.useMeshShading)
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{
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if (permutation.hasTaskShader)
{
createInfo.mainModule = permutation.taskFile;
createInfo.entryPoint = "taskMain";
collection.taskShader = graphics->createTaskShader(createInfo);
}
createInfo.mainModule = permutation.vertexMeshFile;
createInfo.entryPoint = "meshMain";
collection.meshShader = graphics->createMeshShader(createInfo);
}
else
{
createInfo.mainModule = permutation.vertexMeshFile;
createInfo.entryPoint = "vertexMain";
collection.vertexShader = graphics->createVertexShader(createInfo);
}
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if (permutation.hasFragment)
{
createInfo.mainModule = permutation.fragmentFile;
createInfo.entryPoint = "fragmentMain";
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collection.fragmentShader = graphics->createFragmentShader(createInfo);
}
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collection.pipelineLayout->create();
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{
std::scoped_lock lock(shadersLock);
shaders[perm] = std::move(collection);
}
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}