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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)
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: 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];
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}
void ShaderCompiler::registerMaterial(PMaterial material)
{
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materials[material->getName()] = material;
compile();
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}
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void ShaderCompiler::registerVertexData(VertexData *vd)
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{
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vertexData[vd->getTypeName()] = vd;
compile();
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}
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void ShaderCompiler::registerRenderPass(std::string name, PassConfig config)
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{
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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;
PassConfig &pass = passes[name];
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.setVisibilityPass(pass.useVisibility);
return permutation;
}
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void ShaderCompiler::compile()
{
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List<std::function<void()>> work;
for (const auto &[name, pass] : passes)
{
for (const auto &[vdName, vd] : vertexData)
{
if (pass.useMaterial)
{
for (const auto &[matName, mat] : materials)
{
for (int x = 0; x < 2; x++)
{
for (int y = 0; y < 2; y++)
{
work.add([=]()
{
ShaderPermutation permutation = getTemplate(name);
permutation.setPositionOnly(x);
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permutation.setViewCulling(y);
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permutation.setVertexData(vd->getTypeName());
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
layout->addDescriptorLayout(vd->getInstanceDataLayout());
layout->addDescriptorLayout(mat->getDescriptorLayout());
permutation.setMaterial(mat->getName());
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createShaders(permutation, std::move(layout)); });
}
}
}
}
else
{
for (int x = 0; x < 2; x++)
{
for (int y = 0; y < 2; y++)
{
work.add([=]()
{
ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(x);
permutation.setViewCulling(y);
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permutation.setVertexData(vd->getTypeName());
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
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layout->addDescriptorLayout(vd->getVertexDataLayout());
layout->addDescriptorLayout(vd->getInstanceDataLayout());
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createShaders(permutation, std::move(layout)); });
}
}
}
}
}
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);
{
std::scoped_lock lock(shadersLock);
if (shaders.contains(perm))
return;
}
ShaderCollection collection;
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collection.pipelineLayout = std::move(layout);
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ShaderCreateInfo createInfo;
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";
}
if (permutation.viewCulling)
{
createInfo.defines["VIEW_CULLING"] = "1";
}
if (permutation.visibilityPass)
{
createInfo.defines["VISIBILITY"] = "1";
}
createInfo.typeParameter.add({Pair<const char *, const char *>("IVertexData", permutation.vertexDataName)});
createInfo.additionalModules.add(permutation.vertexDataName);
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if (permutation.useMeshShading)
{
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";
collection.fragmentShader = graphics->createFragmentShader(createInfo);
}
collection.pipelineLayout->create();
{
std::scoped_lock lock(shadersLock);
shaders[perm] = std::move(collection);
}
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}