188 lines
5.7 KiB
C++
188 lines
5.7 KiB
C++
#include "Shader.h"
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#include "ThreadPool.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/RenderPass/DepthPrepass.h"
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#include "Graphics/RenderPass/BasePass.h"
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#include <fmt/core.h>
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using namespace Seele;
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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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}
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ShaderCompiler::~ShaderCompiler()
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{
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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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}
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void ShaderCompiler::registerMaterial(PMaterial material)
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{
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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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{
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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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{
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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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{
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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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{
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permutation.setMeshFile(pass.mainFile);
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}
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else
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{
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permutation.setVertexFile(pass.mainFile);
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}
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if (pass.hasFragmentShader)
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{
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permutation.setFragmentFile(pass.fragmentFile);
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}
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if (pass.hasTaskShader)
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{
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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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{
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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)
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{
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if (pass.useMaterial)
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{
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for (const auto &[matName, mat] : materials)
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{
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for (int x = 0; x < 2; x++)
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{
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for (int y = 0; y < 2; y++)
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{
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work.add([=]()
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{
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ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(x);
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permutation.setViewCulling(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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layout->addDescriptorLayout(mat->getDescriptorLayout());
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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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}
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else
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{
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for (int x = 0; x < 2; x++)
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{
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for (int y = 0; y < 2; y++)
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{
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work.add([=]()
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{
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ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(x);
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permutation.setViewCulling(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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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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{
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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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{
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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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{
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createInfo.defines["POS_ONLY"] = "1";
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}
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if (permutation.viewCulling)
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{
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createInfo.defines["VIEW_CULLING"] = "1";
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}
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if (permutation.visibilityPass)
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{
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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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{
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if (permutation.hasTaskShader)
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{
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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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}
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else
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{
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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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{
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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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