2023-10-26 18:37:29 +02:00
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#include "Shader.h"
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2024-06-19 10:33:19 +02:00
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#include "Graphics/Graphics.h"
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2023-11-06 22:24:40 +01:00
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#include "Graphics/Initializer.h"
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2024-06-11 14:15:29 +02:00
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#include "Material/Material.h"
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#include "ThreadPool.h"
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2024-01-16 19:24:49 +01:00
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#include <fmt/core.h>
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2023-10-26 18:37:29 +02:00
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using namespace Seele;
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using namespace Seele::Gfx;
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ShaderCompiler::ShaderCompiler(Gfx::PGraphics graphics) : graphics(graphics) {}
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ShaderCompiler::~ShaderCompiler() {}
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const ShaderCollection* ShaderCompiler::findShaders(PermutationId id) const { return &shaders[id]; }
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void ShaderCompiler::registerMaterial(PMaterial material) {
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materials[material->getName()] = material;
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compile();
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}
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void ShaderCompiler::registerVertexData(VertexData* vd) {
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vertexData[vd->getTypeName()] = vd;
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compile();
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}
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void ShaderCompiler::registerRenderPass(std::string name, PassConfig config) {
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passes[name] = std::move(config);
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compile();
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}
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ShaderPermutation ShaderCompiler::getTemplate(std::string name) {
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std::scoped_lock lock(shadersLock);
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ShaderPermutation permutation;
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PassConfig& pass = passes[name];
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if (pass.useMeshShading) {
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permutation.setMeshFile(pass.mainFile);
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} else {
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permutation.setVertexFile(pass.mainFile);
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}
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if (pass.hasFragmentShader) {
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permutation.setFragmentFile(pass.fragmentFile);
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}
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if (pass.hasTaskShader) {
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permutation.setTaskFile(pass.taskFile);
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}
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permutation.setVisibilityPass(pass.useVisibility);
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return permutation;
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}
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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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for (const auto& [vdName, vd] : vertexData) {
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if (pass.useMaterial) {
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for (const auto& [matName, mat] : materials) {
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for (int y = 0; y < 2; y++) {
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work.add([=]() {
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ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(false);
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permutation.setDepthCulling(y);
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permutation.setVertexData(vd->getTypeName());
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
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layout->addDescriptorLayout(vd->getInstanceDataLayout());
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permutation.setMaterial(mat->getName());
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createShaders(permutation, std::move(layout));
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});
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}
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}
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} else {
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for (int x = 0; x < 2; x++) {
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for (int y = 0; y < 2; y++) {
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work.add([=]() {
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ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(x);
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permutation.setDepthCulling(y);
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permutation.setVertexData(vd->getTypeName());
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OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
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layout->addDescriptorLayout(vd->getInstanceDataLayout());
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createShaders(permutation, std::move(layout));
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});
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}
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}
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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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PermutationId perm = PermutationId(permutation);
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{
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std::scoped_lock lock(shadersLock);
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if (shaders.contains(perm))
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return;
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}
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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) {
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createInfo.defines["POS_ONLY"] = "1";
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}
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if (permutation.depthCulling) {
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createInfo.defines["DEPTH_CULLING"] = "1";
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}
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if (permutation.visibilityPass) {
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createInfo.defines["VISIBILITY"] = "1";
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}
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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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if (permutation.hasTaskShader) {
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createInfo.mainModule = permutation.taskFile;
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createInfo.entryPoint = "taskMain";
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collection.taskShader = graphics->createTaskShader(createInfo);
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}
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createInfo.mainModule = permutation.vertexMeshFile;
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createInfo.entryPoint = "meshMain";
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collection.meshShader = graphics->createMeshShader(createInfo);
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} else {
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createInfo.mainModule = permutation.vertexMeshFile;
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createInfo.entryPoint = "vertexMain";
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collection.vertexShader = graphics->createVertexShader(createInfo);
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}
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if (permutation.hasFragment) {
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createInfo.mainModule = permutation.fragmentFile;
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createInfo.entryPoint = "fragmentMain";
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collection.fragmentShader = graphics->createFragmentShader(createInfo);
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}
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collection.pipelineLayout->create();
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{
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std::scoped_lock lock(shadersLock);
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shaders[perm] = std::move(collection);
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}
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}
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