still working on getiting these shaders to a usable API
This commit is contained in:
21
resources/shaders/simple_texture.frag
Normal file
21
resources/shaders/simple_texture.frag
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@@ -0,0 +1,21 @@
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#version 450
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// SIMPLE TEXTURE : FRAGMENT SHADER
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec2 texture_position;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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// This is bound by the descriptor set
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// Currently handled by the individual buffer and are 1:1
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layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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f_color = texture(tex, texture_position);
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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}
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21
resources/shaders/simple_texture.vert
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21
resources/shaders/simple_texture.vert
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@@ -0,0 +1,21 @@
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#version 450
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// SIMPLE TEXTURE : VERTEX SHADER
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// These come in from the vertex definition
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// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
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layout(location = 0) in vec3 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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// These are made up in the shader themselves
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layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(v_position, 1.0);
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tex_coords = ti_position;
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}
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@@ -27,6 +27,7 @@ use crate::util::vertex_3d::Vertex3D;
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use vulkano::pipeline::depth_stencil::{StencilFaceFlags, DynamicStencilValue};
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use crate::canvas::shader::common::{CompiledGraphicsPipeline, CompiledGraphicsPipelineHandle};
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use crate::canvas::shader::generic_shader::GenericShader;
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use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
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/// A drawable object can be passed into a CanvasFrame to be rendered
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/// Very generic implementation. (N % 2 == 0) vertices, ditto for texture coords, and rgba color
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@@ -336,17 +337,17 @@ impl CanvasState {
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/// Load and Compile a shader with the filename at resources/shaders
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/// Takes physical and capabilities as we don't store that in Canvas
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pub fn load_shader(&mut self,
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pub fn load_shader<T: 'static>(&mut self,
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filename: String,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> Option<Arc<CompiledGraphicsPipelineHandle>> {
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capabilities: Capabilities) -> Option<Arc<CompiledGraphicsPipelineHandle>>
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where T: CompiledGraphicsPipeline {
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let handle = Arc::new(CompiledGraphicsPipelineHandle {
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handle: self.shader_buffers.len() as u32
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});
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let shader : Box<dyn CompiledGraphicsPipeline> = Box::new(GenericShader::new(
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let shader : Box<dyn CompiledGraphicsPipeline> = Box::new(T::new(
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filename.clone(),
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self.device.clone(),
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handle.clone(),
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@@ -1,22 +0,0 @@
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily, LayerProperties};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry, GeometryShaderExecutionMode, GraphicsEntryPointAbstract, GraphicsEntryPoint, EmptyEntryPointDummy};
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use vulkano::swapchain::Capabilities;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use crate::util::vertex_3d::Vertex3D;
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use vulkano::pipeline::depth_stencil::{DepthStencil, Stencil, StencilOp, Compare, DepthBounds};
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use std::collections::{HashSet, HashMap};
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use shade_runner::{Layout, Output, Input, Entry};
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use std::marker::PhantomData;
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use vulkano::pipeline::input_assembly::PrimitiveTopology;
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use vulkano::pipeline::blend::{Blend, AttachmentsBlend};
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use vulkano::pipeline::vertex::BufferlessDefinition;
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@@ -4,6 +4,10 @@ use std::path::PathBuf;
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use vulkano::pipeline::GraphicsPipelineAbstract;
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use vulkano::framebuffer::RenderPassAbstract;
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use std::sync::Arc;
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use vulkano::pipeline::shader::{ShaderModule, GraphicsShaderType, GeometryShaderExecutionMode};
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use vulkano::device::Device;
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use shade_runner::Entry;
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use shaderc::ShaderKind;
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/*
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@@ -24,7 +28,8 @@ This best works I think if I allow users to
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/// Inheriting this gives private functions to grab resources
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pub(super) trait CompiledGraphicsPipelineResources {
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fn get_paths(filename: String, types: HashSet<ShaderType>) -> Vec<(ShaderType, PathBuf)> {
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fn get_path(filename: String, shader_type: ShaderType) -> PathBuf {
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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@@ -32,39 +37,62 @@ pub(super) trait CompiledGraphicsPipelineResources {
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let mut shader_path = project_root.clone();
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shader_path.push(PathBuf::from("resources/shaders/"));
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let mut paths = Vec::new();
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for shader_type in types {
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match shader_type {
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ShaderType::VERTEX => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".vert"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::FRAGMENT => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".frag"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::GEOMETRY => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".geom"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::TESSELLATION_CONTROL => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tesscont"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::TESSELLATION_EVALUATION => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tesseval"));
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paths.push((shader_type, shader_path));
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}
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let mut shader_path = shader_path.clone();
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match shader_type {
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ShaderType::VERTEX => {
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shader_path.push(PathBuf::from(filename.clone() + ".vert"));
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}
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ShaderType::FRAGMENT => {
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shader_path.push(PathBuf::from(filename.clone() + ".frag"));
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}
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ShaderType::GEOMETRY => {
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shader_path.push(PathBuf::from(filename.clone() + ".geom"));
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}
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ShaderType::TESSELLATION_CONTROL => {
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shader_path.push(PathBuf::from(filename.clone() + ".tesscont"));
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}
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ShaderType::TESSELLATION_EVALUATION => {
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shader_path.push(PathBuf::from(filename.clone() + ".tesseval"));
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}
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}
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paths
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shader_path
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}
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fn compile(filepath: PathBuf, device: Arc<Device>, shader_type: ShaderType) -> (Entry, Arc<ShaderModule>) {
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let compiled_shader = shade_runner::load(filepath, Self::convert_sr(shader_type))
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.expect("Shader didn't compile");
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let vulkano_entry =
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shade_runner::parse(&compiled_shader)
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.expect("failed to parse");
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(vulkano_entry, unsafe {
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ShaderModule::from_words(device.clone(), &compiled_shader.spriv.clone())
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}.unwrap())
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}
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fn convert_vk(shader_type: ShaderType) -> GraphicsShaderType {
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match shader_type {
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ShaderType::VERTEX => { GraphicsShaderType::Vertex }
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ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
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ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
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ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
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ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
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}
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}
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fn convert_sr(shader_type: ShaderType) -> ShaderKind {
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match shader_type {
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ShaderType::VERTEX => { ShaderKind::Vertex }
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ShaderType::FRAGMENT => { ShaderKind::Fragment }
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ShaderType::GEOMETRY => { ShaderKind::Geometry }
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ShaderType::TESSELLATION_CONTROL => { ShaderKind::TessControl }
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ShaderType::TESSELLATION_EVALUATION => { ShaderKind::TessEvaluation }
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}
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}
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}
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@@ -75,6 +103,10 @@ pub struct CompiledGraphicsPipelineHandle {
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}
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pub trait CompiledGraphicsPipeline {
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fn new(filename: String,
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device: Arc<Device>,
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handle: Arc<CompiledGraphicsPipelineHandle>,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> Self where Self: Sized;
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fn get_name(&self) -> String;
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fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle>;
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fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send>;
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@@ -16,6 +16,7 @@ use vulkano::pipeline::vertex::SingleBufferDefinition;
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use crate::util::vertex_3d::Vertex3D;
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use shade_runner as sr;
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use crate::canvas::shader::common::CompiledGraphicsPipelineResources;
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use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
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/// CanvasShader holds the pipeline and render pass for the input shader source
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#[derive(Clone)]
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@@ -24,16 +25,92 @@ pub struct GenericShader {
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handle: Arc<CompiledGraphicsPipelineHandle>,
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name: String,
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shader_types: HashSet<ShaderType>,
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device: Arc<Device>,
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}
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impl GenericShader {}
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/// Gives CanvasShader the resource functions
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impl CompiledGraphicsPipelineResources for GenericShader {}
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/// Convenience interface so we don't have to juggle shader types
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impl CompiledGraphicsPipeline for GenericShader {
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/// This will explode when the shader does not want to compile
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fn new(filename: String,
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device: Arc<Device>,
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handle: Arc<CompiledGraphicsPipelineHandle>,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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let compiled_vertex = GenericShader::compile(
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GenericShader::get_path(filename.clone(), ShaderType::VERTEX),
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device.clone(), ShaderType::VERTEX
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);
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let vertex_entry_point = unsafe {
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Some(compiled_vertex.1.graphics_entry_point(
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&CStr::from_bytes_with_nul_unchecked(b"main\0"),
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compiled_vertex.0.input.unwrap(),
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compiled_vertex.0.output.unwrap(),
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compiled_vertex.0.layout,
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GenericShader::convert_vk(ShaderType::VERTEX)
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)).unwrap()
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};
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let compiled_fragment = GenericShader::compile(
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GenericShader::get_path(filename.clone(), ShaderType::FRAGMENT).into(),
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device.clone(), ShaderType::FRAGMENT
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);
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let fragment_entry_point = unsafe {
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Some(compiled_fragment.1.graphics_entry_point(
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&CStr::from_bytes_with_nul_unchecked(b"main\0"),
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compiled_fragment.0.input.unwrap(),
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compiled_fragment.0.output.unwrap(),
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compiled_fragment.0.layout,
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GenericShader::convert_vk(ShaderType::FRAGMENT)
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)).unwrap()
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};
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GenericShader {
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graphics_pipeline:
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Some(Arc::new(GraphicsPipeline::start()
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.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
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.vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
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.triangle_list()
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(fragment_entry_point.clone(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
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.depth_stencil(DepthStencil::default())
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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.build(device.clone())
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.unwrap())),
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device: device,
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handle: handle.clone(),
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name: filename.clone(),
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}
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}
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fn get_name(&self) -> String {
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self.name.clone()
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}
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@@ -54,130 +131,3 @@ impl CompiledGraphicsPipeline for GenericShader {
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}
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}
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impl GenericShader {
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/// This will explode when the shader does not want to compile
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pub fn new(filename: String,
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device: Arc<Device>,
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handle: Arc<CompiledGraphicsPipelineHandle>,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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let mut shader_types : HashSet<ShaderType> = vec![
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ShaderType::VERTEX,
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ShaderType::FRAGMENT,
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].iter().cloned().collect();
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let filenames = GenericShader::get_paths(filename.clone(), shader_types.clone());
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// I guess this really herky intermediate store is going to be the most flexible way to
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// create these pipelines?
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let mut modules: HashMap<ShaderType, (Entry, Arc<ShaderModule>)> = HashMap::default();
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let mut entry_points: HashMap<ShaderType, GraphicsEntryPoint<ShaderSpecializationConstants,Input,Output,Layout>> = HashMap::default();
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|
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for shader in filenames {
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let compiled_shader = sr::load_vertex(shader.1)
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.expect("Shader didn't compile");
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|
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let vulkano_entry =
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sr::parse(&compiled_shader)
|
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.expect("failed to parse");
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|
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modules.insert(shader.0, (vulkano_entry, unsafe {
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ShaderModule::from_words(device.clone(), &compiled_shader.spriv.clone())
|
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}.unwrap()));
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}
|
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|
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for (shader_type, (entry, module)) in modules {
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|
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let graphics_shader_type = match shader_type {
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ShaderType::VERTEX => { GraphicsShaderType::Vertex }
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ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
|
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ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
|
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ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
|
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ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
|
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};
|
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|
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let entry_point: Option<GraphicsEntryPoint<
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ShaderSpecializationConstants,
|
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Input,
|
||||
Output,
|
||||
Layout>> = unsafe {
|
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Some(GraphicsEntryPoint {
|
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module: &module,
|
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name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
||||
input: entry.input.unwrap(),
|
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layout: entry.layout,
|
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output: entry.output.unwrap(),
|
||||
ty: graphics_shader_type,
|
||||
marker: PhantomData::default(),
|
||||
})
|
||||
};
|
||||
|
||||
entry_points.insert(shader_type, entry_point.unwrap().to_owned());
|
||||
}
|
||||
|
||||
let stencil = DepthStencil {
|
||||
depth_compare: Compare::Less,
|
||||
depth_write: true,
|
||||
depth_bounds_test: DepthBounds::Disabled,
|
||||
stencil_front: Stencil {
|
||||
compare: Compare::Equal,
|
||||
pass_op: StencilOp::IncrementAndWrap,
|
||||
fail_op: StencilOp::DecrementAndClamp,
|
||||
depth_fail_op: StencilOp::Keep,
|
||||
compare_mask: None,
|
||||
write_mask: None,
|
||||
reference: None,
|
||||
},
|
||||
stencil_back: Stencil {
|
||||
compare: Compare::Equal,
|
||||
pass_op: StencilOp::Invert,
|
||||
fail_op: StencilOp::Zero,
|
||||
depth_fail_op: StencilOp::Zero,
|
||||
compare_mask: None,
|
||||
write_mask: None,
|
||||
reference: None,
|
||||
},
|
||||
};
|
||||
|
||||
GenericShader {
|
||||
graphics_pipeline:
|
||||
Some(Arc::new(GraphicsPipeline::start()
|
||||
|
||||
.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
|
||||
|
||||
.vertex_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
})
|
||||
|
||||
.triangle_list()
|
||||
// Use a resizable viewport set to draw over the entire window
|
||||
.viewports_dynamic_scissors_irrelevant(1)
|
||||
|
||||
.fragment_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
})
|
||||
|
||||
.depth_stencil(stencil)
|
||||
|
||||
|
||||
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
||||
// in. The pipeline will only be usable from this particular subpass.
|
||||
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||
|
||||
.build(device.clone())
|
||||
.unwrap())),
|
||||
|
||||
device: device,
|
||||
handle: handle.clone(),
|
||||
name: filename.clone(),
|
||||
shader_types: shader_types.clone(),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -23,97 +23,53 @@ pub struct TextShader {
|
||||
|
||||
handle: Arc<CompiledGraphicsPipelineHandle>,
|
||||
name: String,
|
||||
shader_types: HashSet<ShaderType>,
|
||||
|
||||
device: Arc<Device>,
|
||||
}
|
||||
|
||||
impl TextShader {}
|
||||
|
||||
/// Gives CanvasShader the resource functions
|
||||
impl CompiledGraphicsPipelineResources for TextShader {}
|
||||
|
||||
/// Convenience interface so we don't have to juggle shader types
|
||||
impl CompiledGraphicsPipeline for TextShader {
|
||||
fn get_name(&self) -> String {
|
||||
self.name.clone()
|
||||
}
|
||||
|
||||
fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle> {
|
||||
self.handle.clone()
|
||||
}
|
||||
|
||||
fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
|
||||
self.graphics_pipeline.clone().unwrap()
|
||||
}
|
||||
|
||||
fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
|
||||
TextShader::new(self.name,
|
||||
self.device,
|
||||
self.handle,
|
||||
render_pass.clone())
|
||||
}
|
||||
}
|
||||
|
||||
impl TextShader {
|
||||
|
||||
/// This will explode when the shader does not want to compile
|
||||
pub fn new(filename: String,
|
||||
device: Arc<Device>,
|
||||
handle: Arc<CompiledGraphicsPipelineHandle>,
|
||||
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
|
||||
let mut shader_types: HashSet<ShaderType> = vec![
|
||||
ShaderType::VERTEX,
|
||||
ShaderType::FRAGMENT,
|
||||
].iter().cloned().collect();
|
||||
fn new(filename: String,
|
||||
device: Arc<Device>,
|
||||
handle: Arc<CompiledGraphicsPipelineHandle>,
|
||||
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
|
||||
|
||||
let filenames = GenericShader::get_paths(filename.clone(), shader_types.clone());
|
||||
let compiled_vertex = GenericShader::compile(
|
||||
GenericShader::get_path(filename.clone(), ShaderType::VERTEX).into(),
|
||||
device.clone(), ShaderType::VERTEX
|
||||
);
|
||||
|
||||
// I guess this really herky intermediate store is going to be the most flexible way to
|
||||
// create these pipelines?
|
||||
let vertex_entry_point = unsafe {
|
||||
Some(compiled_vertex.1.graphics_entry_point(
|
||||
&CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
||||
compiled_vertex.0.input.unwrap(),
|
||||
compiled_vertex.0.output.unwrap(),
|
||||
compiled_vertex.0.layout,
|
||||
GenericShader::convert_vk(ShaderType::VERTEX),
|
||||
)).unwrap()
|
||||
};
|
||||
|
||||
let mut modules: HashMap<ShaderType, (Entry, Arc<ShaderModule>)> = HashMap::default();
|
||||
let compiled_fragment = GenericShader::compile(
|
||||
GenericShader::get_path(filename.clone(), ShaderType::FRAGMENT).into(),
|
||||
device.clone(), ShaderType::FRAGMENT
|
||||
);
|
||||
|
||||
let mut entry_points: HashMap<ShaderType, GraphicsEntryPoint<ShaderSpecializationConstants, Input, Output, Layout>> = HashMap::default();
|
||||
|
||||
for shader in filenames {
|
||||
let compiled_shader = sr::load_vertex(shader.1)
|
||||
.expect("Shader didn't compile");
|
||||
|
||||
let vulkano_entry =
|
||||
sr::parse(&compiled_shader)
|
||||
.expect("failed to parse");
|
||||
|
||||
modules.insert(shader.0, (vulkano_entry, unsafe {
|
||||
ShaderModule::from_words(device.clone(), &compiled_shader.spriv.clone())
|
||||
}.unwrap()));
|
||||
}
|
||||
|
||||
for (shader_type, (entry, module)) in modules {
|
||||
let graphics_shader_type = match shader_type {
|
||||
ShaderType::VERTEX => { GraphicsShaderType::Vertex }
|
||||
ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
|
||||
ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
|
||||
ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
|
||||
ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
|
||||
};
|
||||
|
||||
let entry_point: Option<GraphicsEntryPoint<
|
||||
ShaderSpecializationConstants,
|
||||
Input,
|
||||
Output,
|
||||
Layout>> = unsafe {
|
||||
Some(GraphicsEntryPoint {
|
||||
module: &module,
|
||||
name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
||||
input: entry.input.unwrap(),
|
||||
layout: entry.layout,
|
||||
output: entry.output.unwrap(),
|
||||
ty: graphics_shader_type,
|
||||
marker: PhantomData::default(),
|
||||
})
|
||||
};
|
||||
|
||||
entry_points.insert(shader_type, entry_point.unwrap().clone());
|
||||
}
|
||||
let fragment_entry_point = unsafe {
|
||||
Some(compiled_fragment.1.graphics_entry_point(
|
||||
&CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
||||
compiled_fragment.0.input.unwrap(),
|
||||
compiled_fragment.0.output.unwrap(),
|
||||
compiled_fragment.0.layout,
|
||||
GenericShader::convert_vk(ShaderType::FRAGMENT),
|
||||
)).unwrap()
|
||||
};
|
||||
|
||||
let stencil = DepthStencil {
|
||||
depth_compare: Compare::Less,
|
||||
@@ -145,7 +101,7 @@ impl TextShader {
|
||||
|
||||
.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
|
||||
|
||||
.vertex_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
.vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
@@ -155,7 +111,7 @@ impl TextShader {
|
||||
// Use a resizable viewport set to draw over the entire window
|
||||
.viewports_dynamic_scissors_irrelevant(1)
|
||||
|
||||
.fragment_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
.fragment_shader(fragment_entry_point.clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
@@ -163,7 +119,6 @@ impl TextShader {
|
||||
|
||||
.depth_stencil(stencil)
|
||||
|
||||
|
||||
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
||||
// in. The pipeline will only be usable from this particular subpass.
|
||||
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||
@@ -174,7 +129,37 @@ impl TextShader {
|
||||
device: device,
|
||||
handle: handle.clone(),
|
||||
name: filename.clone(),
|
||||
shader_types: shader_types.clone(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn get_name(&self) -> String {
|
||||
self.name.clone()
|
||||
}
|
||||
|
||||
fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle> {
|
||||
self.handle.clone()
|
||||
}
|
||||
|
||||
fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
|
||||
self.graphics_pipeline.clone().unwrap()
|
||||
}
|
||||
|
||||
fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
|
||||
TextShader::new(self.name,
|
||||
self.device,
|
||||
self.handle,
|
||||
render_pass.clone())
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -79,7 +79,6 @@ pub fn main() {
|
||||
let mut accumulator_time: f32 = 0.0;
|
||||
let mut current_time: f32 = timer.elap_time();
|
||||
|
||||
|
||||
let image_data = load_raw(String::from("funky-bird.jpg"));
|
||||
let image_dimensions_f = ((image_data.1).0 as f32, (image_data.1).1 as f32);
|
||||
let image_dimensions_u = image_data.1;
|
||||
@@ -163,9 +162,11 @@ pub fn main() {
|
||||
}
|
||||
|
||||
let mut canvas = CanvasFrame::new();
|
||||
|
||||
canvas.draw(&funky_sprite);
|
||||
canvas.draw(&sfml_sprite);
|
||||
canvas.draw(&compu_sprite1);
|
||||
|
||||
// canvas.draw(&sfml_sprite);
|
||||
// canvas.draw(&compu_sprite1);
|
||||
|
||||
canvas.draw(&test_polygon);
|
||||
|
||||
|
||||
@@ -18,6 +18,8 @@ use crate::compute::compu_buffer::{CompuBuffers, CompuBufferHandle};
|
||||
use std::time::Duration;
|
||||
use vulkano::pipeline::depth_stencil::{DynamicStencilValue, StencilFaceFlags};
|
||||
use crate::canvas::shader::common::CompiledGraphicsPipelineHandle;
|
||||
use crate::canvas::shader::generic_shader::GenericShader;
|
||||
use crate::canvas::shader::text_shader::TextShader;
|
||||
|
||||
/// VKProcessor holds the vulkan instance information, the swapchain, and the compute and canvas states
|
||||
///
|
||||
@@ -155,9 +157,10 @@ impl<'a> VkProcessor<'a> {
|
||||
|
||||
/// A hardcoded list of shaders which can be proloaded from this function
|
||||
pub fn preload_shaders(&mut self) {
|
||||
self.canvas.load_shader(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
|
||||
self.canvas.load_shader(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
|
||||
self.canvas.load_shader(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
|
||||
self.canvas.load_shader::<GenericShader>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
|
||||
self.canvas.load_shader::<GenericShader>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
|
||||
self.canvas.load_shader::<GenericShader>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
|
||||
self.canvas.load_shader::<TextShader>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
|
||||
}
|
||||
|
||||
/// O(n) Lookup for the matching texture string
|
||||
@@ -256,6 +259,7 @@ impl<'a> VkProcessor<'a> {
|
||||
drop(g);
|
||||
|
||||
let g = hprof::enter("Push draw commands to command buffer");
|
||||
|
||||
// Add the draw commands
|
||||
let mut command_buffer = self.canvas.draw_commands(command_buffer, framebuffers, image_num);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user