Renderer: Add NazaraBinary shader "language" and handle it in OpenGLRenderer
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58e59be267
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4f671873c1
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@ -3,7 +3,7 @@
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#include <array>
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#include <array>
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#include <iostream>
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#include <iostream>
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#define SPIRV 1
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#define SPIRV 0
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int main()
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int main()
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{
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{
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@ -44,7 +44,7 @@ int main()
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return __LINE__;
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return __LINE__;
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}
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}
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#else
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#else
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auto fragmentShader = device->InstantiateShaderStage(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::GLSL, "resources/shaders/triangle.frag");
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auto fragmentShader = device->InstantiateShaderStage(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::NazaraBinary, "shader.shader");
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if (!fragmentShader)
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if (!fragmentShader)
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{
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{
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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Binary file not shown.
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@ -49,6 +49,7 @@ namespace Nz
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GLSL,
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GLSL,
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HLSL,
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HLSL,
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MSL,
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MSL,
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NazaraBinary,
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SpirV
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SpirV
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};
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};
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@ -4,7 +4,11 @@
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/MemoryView.hpp>
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#include <Nazara/OpenGLRenderer/Utils.hpp>
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#include <Nazara/OpenGLRenderer/Utils.hpp>
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#include <Nazara/Renderer/GlslWriter.hpp>
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#include <Nazara/Renderer/ShaderAst.hpp>
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#include <Nazara/Renderer/ShaderSerializer.hpp>
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#include <stdexcept>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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@ -22,6 +26,34 @@ namespace Nz
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m_shader.Compile();
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m_shader.Compile();
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break;
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break;
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case ShaderLanguage::NazaraBinary:
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{
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ByteStream byteStream(source, sourceSize);
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auto shader = Nz::UnserializeShader(byteStream);
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const auto& context = device.GetReferenceContext();
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const auto& contextParams = context.GetParams();
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GlslWriter::Environment env;
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env.glES = false;
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//env.glES = (contextParams.type == GL::ContextType::OpenGL_ES);
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env.glMajorVersion = contextParams.glMajorVersion;
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env.glMinorVersion = contextParams.glMinorVersion;
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env.extCallback = [&](const std::string_view& ext)
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{
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return context.IsExtensionSupported(std::string(ext));
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};
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GlslWriter writer;
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writer.SetEnv(env);
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std::string code = writer.Generate(shader);
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m_shader.SetSource(code.data(), code.size());
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m_shader.Compile();
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break;
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}
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case ShaderLanguage::SpirV:
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case ShaderLanguage::SpirV:
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{
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{
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if (!device.GetReferenceContext().IsExtensionSupported(GL::Extension::SpirV))
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if (!device.GetReferenceContext().IsExtensionSupported(GL::Extension::SpirV))
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