Files
Seele/src/Engine/Graphics/Shader.cpp
T
2024-06-09 12:20:53 +02:00

151 lines
5.8 KiB
C++

#include "Shader.h"
#include "Graphics/Initializer.h"
#include "Graphics/RenderPass/BasePass.h"
#include "Graphics/RenderPass/DepthPrepass.h"
#include "ThreadPool.h"
#include <fmt/core.h>
using namespace Seele;
using namespace Seele::Gfx;
ShaderCompiler::ShaderCompiler(Gfx::PGraphics graphics) : graphics(graphics) {}
ShaderCompiler::~ShaderCompiler() {}
const ShaderCollection* ShaderCompiler::findShaders(PermutationId id) const { return &shaders[id]; }
void ShaderCompiler::registerMaterial(PMaterial material) {
materials[material->getName()] = material;
compile();
}
void ShaderCompiler::registerVertexData(VertexData* vd) {
vertexData[vd->getTypeName()] = vd;
compile();
}
void ShaderCompiler::registerRenderPass(std::string name, PassConfig config) {
passes[name] = std::move(config);
compile();
}
ShaderPermutation ShaderCompiler::getTemplate(std::string name) {
std::scoped_lock lock(shadersLock);
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;
}
void ShaderCompiler::compile() {
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);
permutation.setViewCulling(y);
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));
});
}
}
}
} else {
for (int x = 0; x < 2; x++) {
for (int y = 0; y < 2; y++) {
work.add([=]() {
ShaderPermutation permutation = getTemplate(name);
permutation.setPositionOnly(x);
permutation.setViewCulling(y);
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));
});
}
}
}
}
}
getThreadPool().runAndWait(std::move(work));
}
void ShaderCompiler::createShaders(ShaderPermutation permutation, Gfx::OPipelineLayout layout) {
PermutationId perm = PermutationId(permutation);
{
std::scoped_lock lock(shadersLock);
if (shaders.contains(perm))
return;
}
ShaderCollection collection;
collection.pipelineLayout = std::move(layout);
ShaderCreateInfo createInfo;
createInfo.name = fmt::format("Material {0}", permutation.materialName);
createInfo.rootSignature = collection.pipelineLayout;
if (std::strlen(permutation.materialName) > 0) {
createInfo.additionalModules.add(permutation.materialName);
createInfo.defines["MATERIAL_FILE_NAME"] = permutation.materialName;
}
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);
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);
}
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);
}
}