Renderer: Replace ShaderStage by ShaderModule (a module can handle multiple stages)
This commit is contained in:
@@ -51,7 +51,7 @@ namespace Nz
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for (const auto& shaderEntry : m_pipelineInfo.shaders)
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{
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if (shaderEntry.uberShader)
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renderPipelineInfo.shaderStages.push_back(shaderEntry.uberShader->Get(shaderEntry.enabledConditions));
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renderPipelineInfo.shaderModules.push_back(shaderEntry.uberShader->Get(shaderEntry.enabledConditions));
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}
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renderPipelineInfo.vertexBuffers = vertexBuffers;
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@@ -11,8 +11,9 @@
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namespace Nz
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{
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UberShader::UberShader(ShaderAst::StatementPtr shaderAst) :
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m_shaderAst(std::move(shaderAst))
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UberShader::UberShader(ShaderStageType shaderStage, ShaderAst::StatementPtr shaderAst) :
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m_shaderAst(std::move(shaderAst)),
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m_shaderStage(shaderStage)
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{
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//std::size_t conditionCount = m_shaderAst.GetConditionCount();
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std::size_t conditionCount = 0;
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@@ -34,7 +35,7 @@ namespace Nz
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return 0;
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}
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const std::shared_ptr<ShaderStage>& UberShader::Get(UInt64 combination)
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const std::shared_ptr<ShaderModule>& UberShader::Get(UInt64 combination)
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{
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combination &= m_combinationMask;
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@@ -44,7 +45,7 @@ namespace Nz
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ShaderWriter::States states;
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states.enabledConditions = combination;
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std::shared_ptr<ShaderStage> stage = Graphics::Instance()->GetRenderDevice().InstantiateShaderStage(m_shaderAst, std::move(states));
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std::shared_ptr<ShaderModule> stage = Graphics::Instance()->GetRenderDevice().InstantiateShaderModule(m_shaderStage, m_shaderAst, std::move(states));
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it = m_combinations.emplace(combination, std::move(stage)).first;
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}
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@@ -10,7 +10,7 @@
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#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipeline.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderModule.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLTexture.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLTextureSampler.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Loader.hpp>
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@@ -80,14 +80,14 @@ namespace Nz
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return std::make_shared<OpenGLRenderPipelineLayout>(std::move(pipelineLayoutInfo));
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}
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std::shared_ptr<ShaderStage> OpenGLDevice::InstantiateShaderStage(const ShaderAst& shaderAst, const ShaderWriter::States& states)
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std::shared_ptr<ShaderModule> OpenGLDevice::InstantiateShaderModule(ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states)
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{
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return std::make_shared<OpenGLShaderStage>(*this, shaderAst, states);
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return std::make_shared<OpenGLShaderModule>(*this, shaderStages, shaderAst, states);
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}
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std::shared_ptr<ShaderStage> OpenGLDevice::InstantiateShaderStage(ShaderStageType type, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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std::shared_ptr<ShaderModule> OpenGLDevice::InstantiateShaderModule(ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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{
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return std::make_shared<OpenGLShaderStage>(*this, type, lang, source, sourceSize);
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return std::make_shared<OpenGLShaderModule>(*this, shaderStages, lang, source, sourceSize);
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}
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std::shared_ptr<Texture> OpenGLDevice::InstantiateTexture(const TextureInfo& params)
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@@ -6,7 +6,7 @@
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/OpenGLRenderer/Utils.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderModule.hpp>
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#include <Nazara/Shader/GlslWriter.hpp>
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#include <cassert>
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#include <stdexcept>
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@@ -21,10 +21,11 @@ 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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for (const auto& shaderStagePtr : m_pipelineInfo.shaderStages)
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for (const auto& shaderModulePtr : m_pipelineInfo.shaderModules)
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{
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OpenGLShaderStage& shaderStage = static_cast<OpenGLShaderStage&>(*shaderStagePtr);
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m_program.AttachShader(shaderStage.GetShader().GetObjectId());
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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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}
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m_program.Link();
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136
src/Nazara/OpenGLRenderer/OpenGLShaderModule.cpp
Normal file
136
src/Nazara/OpenGLRenderer/OpenGLShaderModule.cpp
Normal file
@@ -0,0 +1,136 @@
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/OpenGLShaderModule.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/Shader/GlslWriter.hpp>
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#include <Nazara/Shader/ShaderAstSerializer.hpp>
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#include <Nazara/Shader/ShaderLangLexer.hpp>
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#include <Nazara/Shader/ShaderLangParser.hpp>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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OpenGLShaderModule::OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states)
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{
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NazaraAssert(shaderStages != 0, "at least one shader stage must be specified");
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Create(device, shaderStages, shaderAst, states);
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}
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OpenGLShaderModule::OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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{
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NazaraAssert(shaderStages != 0, "at least one shader stage must be specified");
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switch (lang)
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{
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case ShaderLanguage::GLSL:
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{
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for (std::size_t i = 0; i < ShaderStageTypeCount; ++i)
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{
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ShaderStageType shaderStage = static_cast<ShaderStageType>(i);
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if (shaderStages.Test(shaderStage))
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{
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NazaraAssert(shaderStages == shaderStage, "when supplying GLSL, only one shader stage type can be specified");
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GL::Shader shader;
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if (!shader.Create(device, ToOpenGL(shaderStage)))
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throw std::runtime_error("failed to create shader"); //< TODO: Handle error message
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shader.SetSource(reinterpret_cast<const char*>(source), GLint(sourceSize));
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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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break;
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}
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}
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break;
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}
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case ShaderLanguage::NazaraBinary:
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{
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auto shader = ShaderAst::UnserializeShader(source, sourceSize);
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Create(device, shaderStages, shader, {});
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break;
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}
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case ShaderLanguage::NazaraShader:
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{
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std::vector<Nz::ShaderLang::Token> tokens = Nz::ShaderLang::Tokenize(std::string_view(static_cast<const char*>(source), sourceSize));
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Nz::ShaderLang::Parser parser;
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Nz::ShaderAst::StatementPtr shaderAst = parser.Parse(tokens);
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Create(device, shaderStages, shaderAst, {});
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break;
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}
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case ShaderLanguage::SpirV:
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{
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throw std::runtime_error("TODO");
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// TODO: Parse SpirV to extract entry points?
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/*if (!device.GetReferenceContext().IsExtensionSupported(GL::Extension::SpirV))
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throw std::runtime_error("SpirV is not supported by this OpenGL implementation");
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m_shader.SetBinarySource(GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, source, GLsizei(sourceSize));
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m_shader.SpecializeShader("main", 0U, nullptr, nullptr);*/
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break;
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}
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default:
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throw std::runtime_error("Unsupported shader language");
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}
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}
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void OpenGLShaderModule::CheckCompilationStatus(GL::Shader& shader)
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{
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std::string errorLog;
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if (!shader.GetCompilationStatus(&errorLog))
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throw std::runtime_error("Failed to compile shader: " + errorLog);
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}
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void OpenGLShaderModule::Create(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states)
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{
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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 = (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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env.flipYPosition = true;
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GlslWriter writer;
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writer.SetEnv(env);
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for (std::size_t i = 0; i < ShaderStageTypeCount; ++i)
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{
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ShaderStageType shaderStage = static_cast<ShaderStageType>(i);
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if (shaderStages.Test(shaderStage))
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{
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GL::Shader shader;
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if (!shader.Create(device, ToOpenGL(shaderStage)))
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throw std::runtime_error("failed to create shader"); //< TODO: Handle error message
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std::string code = writer.Generate(shaderStage, shaderAst, states);
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shader.SetSource(code.data(), code.size());
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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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}
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}
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}
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}
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@@ -1,94 +0,0 @@
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.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/Shader/GlslWriter.hpp>
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#include <Nazara/Shader/ShaderAst.hpp>
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#include <Nazara/Shader/ShaderAstSerializer.hpp>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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OpenGLShaderStage::OpenGLShaderStage(OpenGLDevice& device, const ShaderAst& shaderAst, const ShaderWriter::States& states)
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{
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if (!m_shader.Create(device, ToOpenGL(shaderAst.GetStage())))
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throw std::runtime_error("failed to create shader"); //< TODO: Handle error message
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Create(device, shaderAst, states);
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CheckCompilationStatus();
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}
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OpenGLShaderStage::OpenGLShaderStage(OpenGLDevice& device, ShaderStageType type, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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{
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if (!m_shader.Create(device, ToOpenGL(type)))
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throw std::runtime_error("failed to create shader"); //< TODO: Handle error message
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switch (lang)
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{
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case ShaderLanguage::GLSL:
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m_shader.SetSource(reinterpret_cast<const char*>(source), GLint(sourceSize));
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m_shader.Compile();
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break;
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case ShaderLanguage::NazaraBinary:
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{
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auto shader = UnserializeShader(source, sourceSize);
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if (shader.GetStage() != type)
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throw std::runtime_error("incompatible shader stage");
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Create(device, shader, {});
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break;
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}
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case ShaderLanguage::SpirV:
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{
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if (!device.GetReferenceContext().IsExtensionSupported(GL::Extension::SpirV))
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throw std::runtime_error("SpirV is not supported by this OpenGL implementation");
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m_shader.SetBinarySource(GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, source, GLsizei(sourceSize));
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m_shader.SpecializeShader("main", 0U, nullptr, nullptr);
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break;
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}
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default:
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throw std::runtime_error("Unsupported shader language");
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}
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CheckCompilationStatus();
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}
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void OpenGLShaderStage::CheckCompilationStatus()
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{
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std::string errorLog;
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if (!m_shader.GetCompilationStatus(&errorLog))
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throw std::runtime_error("Failed to compile shader: " + errorLog);
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}
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void OpenGLShaderStage::Create(OpenGLDevice& device, const ShaderAst& shaderAst, const ShaderWriter::States& states)
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{
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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 = (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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env.flipYPosition = true;
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GlslWriter writer;
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writer.SetEnv(env);
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std::string code = writer.Generate(shaderAst, states);
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m_shader.SetSource(code.data(), code.size());
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m_shader.Compile();
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}
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}
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@@ -11,7 +11,7 @@ namespace Nz
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{
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RenderDevice::~RenderDevice() = default;
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std::shared_ptr<ShaderStage> RenderDevice::InstantiateShaderStage(ShaderStageType type, ShaderLanguage lang, const std::filesystem::path& sourcePath)
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std::shared_ptr<ShaderModule> RenderDevice::InstantiateShaderModule(ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const std::filesystem::path& sourcePath)
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{
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File file(sourcePath);
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if (!file.Open(OpenMode_ReadOnly | OpenMode_Text))
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@@ -29,6 +29,6 @@ namespace Nz
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return {};
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}
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return InstantiateShaderStage(type, lang, source.data(), source.size());
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return InstantiateShaderModule(shaderStages, lang, source.data(), source.size());
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}
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}
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@@ -2,10 +2,10 @@
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/ShaderStage.hpp>
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#include <Nazara/Renderer/ShaderModule.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz
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{
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ShaderStage::~ShaderStage() = default;
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ShaderModule::~ShaderModule() = default;
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}
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@@ -51,7 +51,7 @@ namespace Nz
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return pipelineLayout;
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}
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std::shared_ptr<ShaderStage> VulkanDevice::InstantiateShaderStage(const ShaderAst& shaderAst, const ShaderWriter::States& states)
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std::shared_ptr<ShaderModule> VulkanDevice::InstantiateShaderModule(const ShaderAst& shaderAst, const ShaderWriter::States& states)
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{
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auto stage = std::make_shared<VulkanShaderStage>();
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if (!stage->Create(*this, shaderAst, states))
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@@ -60,7 +60,7 @@ namespace Nz
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return stage;
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}
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std::shared_ptr<ShaderStage> VulkanDevice::InstantiateShaderStage(ShaderStageType type, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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std::shared_ptr<ShaderModule> VulkanDevice::InstantiateShaderModule(ShaderStageType type, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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{
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auto stage = std::make_shared<VulkanShaderStage>();
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if (!stage->Create(*this, type, lang, source, sourceSize))
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@@ -164,7 +164,7 @@ namespace Nz
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{
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std::vector<VkPipelineShaderStageCreateInfo> shaderStageCreateInfos;
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for (auto&& stagePtr : pipelineInfo.shaderStages)
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for (auto&& stagePtr : pipelineInfo.shaderModules)
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{
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Nz::VulkanShaderStage& vulkanStage = *static_cast<Nz::VulkanShaderStage*>(stagePtr.get());
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@@ -20,14 +20,7 @@ namespace Nz
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writer.SetEnv(env);
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std::vector<UInt32> code = writer.Generate(shader, states);
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if (!m_shaderModule.Create(device, code.data(), code.size() * sizeof(UInt32)))
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{
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NazaraError("Failed to create shader module");
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return false;
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}
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return true;
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return Create(device, m_stage, ShaderLanguage::SpirV, code.data(), code.size() * sizeof(UInt32));
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}
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bool VulkanShaderStage::Create(Vk::Device& device, ShaderStageType type, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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