OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES
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336e70f72e
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109b2a156e
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@ -374,7 +374,7 @@ int main()
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stencilPipelineInfo.stencilBack.compare = Nz::RendererComparison::Always;
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stencilPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Invert;
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stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
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stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo);
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@ -20,23 +20,31 @@ namespace Nz
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class NAZARA_OPENGLRENDERER_API OpenGLShaderModule : public ShaderModule
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{
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public:
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states);
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const ShaderWriter::States& states);
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struct Shader;
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states = {});
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const ShaderWriter::States& states = {});
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OpenGLShaderModule(const OpenGLShaderModule&) = delete;
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OpenGLShaderModule(OpenGLShaderModule&&) noexcept = default;
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~OpenGLShaderModule() = default;
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inline const std::vector<GL::Shader>& GetShaders() const;
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inline const std::vector<Shader>& GetShaders() const;
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OpenGLShaderModule& operator=(const OpenGLShaderModule&) = delete;
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OpenGLShaderModule& operator=(OpenGLShaderModule&&) noexcept = default;
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struct Shader
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{
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ShaderStageType stage;
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GL::Shader shader;
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};
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private:
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void Create(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states);
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static void CheckCompilationStatus(GL::Shader& shader);
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std::vector<GL::Shader> m_shaders;
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std::vector<Shader> m_shaders;
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};
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}
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@ -7,7 +7,7 @@
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namespace Nz
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{
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inline const std::vector<GL::Shader>& OpenGLShaderModule::GetShaders() const
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inline auto OpenGLShaderModule::GetShaders() const -> const std::vector<Shader>&
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{
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return m_shaders;
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}
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@ -20,6 +20,7 @@ namespace Nz::ShaderBuilder
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struct AccessMember
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{
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inline std::unique_ptr<ShaderAst::AccessMemberIdentifierExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::string> memberIdentifiers) const;
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inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const;
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};
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struct Assign
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@ -104,7 +105,7 @@ namespace Nz::ShaderBuilder
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struct Multi
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{
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inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements) const;
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inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements = {}) const;
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};
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template<typename T>
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@ -16,6 +16,15 @@ namespace Nz::ShaderBuilder
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return accessMemberNode;
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}
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inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> Impl::AccessMember::operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const
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{
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auto accessMemberNode = std::make_unique<ShaderAst::AccessMemberIndexExpression>();
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accessMemberNode->structExpr = std::move(structExpr);
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accessMemberNode->memberIndices = std::move(memberIndices);
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return accessMemberNode;
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}
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inline std::unique_ptr<ShaderAst::AssignExpression> Impl::Assign::operator()(ShaderAst::AssignType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
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{
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auto assignNode = std::make_unique<ShaderAst::AssignExpression>();
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@ -8,6 +8,7 @@
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderModule.hpp>
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#include <Nazara/Shader/GlslWriter.hpp>
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#include <Nazara/Shader/ShaderBuilder.hpp>
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#include <cassert>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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@ -21,11 +22,37 @@ namespace Nz
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if (!m_program.Create(device))
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throw std::runtime_error("failed to create program");
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ShaderStageTypeFlags stageFlags;
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for (const auto& shaderModulePtr : m_pipelineInfo.shaderModules)
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{
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OpenGLShaderModule& shaderModule = static_cast<OpenGLShaderModule&>(*shaderModulePtr);
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for (const GL::Shader& shader : shaderModule.GetShaders())
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m_program.AttachShader(shader.GetObjectId());
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for (const auto& shaderEntry : shaderModule.GetShaders())
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{
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m_program.AttachShader(shaderEntry.shader.GetObjectId());
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stageFlags |= shaderEntry.stage;
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}
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}
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// OpenGL ES programs must have both vertex and fragment shaders or a compute shader or a mesh and fragment shader.
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if (device.GetReferenceContext().GetParams().type == GL::ContextType::OpenGL_ES)
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{
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auto GenerateIfMissing = [&](ShaderStageType stage)
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{
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if (!stageFlags.Test(stage))
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{
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ShaderAst::StatementPtr dummyAst = ShaderBuilder::DeclareFunction(stage, "main", {}, {});
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OpenGLShaderModule shaderModule(device, stage, dummyAst);
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for (const auto& shaderEntry : shaderModule.GetShaders())
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{
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m_program.AttachShader(shaderEntry.shader.GetObjectId());
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stageFlags |= shaderEntry.stage;
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}
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}
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};
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GenerateIfMissing(ShaderStageType::Fragment);
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GenerateIfMissing(ShaderStageType::Vertex);
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}
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m_program.Link();
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@ -44,7 +44,9 @@ namespace Nz
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shader.Compile();
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CheckCompilationStatus(shader);
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m_shaders.emplace_back(std::move(shader));
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auto& entry = m_shaders.emplace_back();
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entry.shader = std::move(shader);
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entry.stage = shaderStage;
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break;
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}
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}
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@ -130,7 +132,9 @@ namespace Nz
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CheckCompilationStatus(shader);
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m_shaders.emplace_back(std::move(shader));
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auto& entry = m_shaders.emplace_back();
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entry.shader = std::move(shader);
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entry.stage = shaderStage;
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}
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}
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}
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