Shader: First working version on both Vulkan & OpenGL (ES)

This commit is contained in:
Jérôme Leclercq
2021-04-12 15:38:20 +02:00
parent f93a5bbdc1
commit ea99c6a19e
42 changed files with 1803 additions and 1053 deletions

View File

@@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Shader/SpirvExpressionStore.hpp>
#include <Nazara/Shader/SpirvAstVisitor.hpp>
#include <Nazara/Shader/SpirvBlock.hpp>
#include <Nazara/Shader/SpirvWriter.hpp>
#include <Nazara/Shader/Debug.hpp>
@@ -23,11 +24,11 @@ namespace Nz
{
[&](const Pointer& pointer)
{
m_block.Append(SpirvOp::OpStore, pointer.resultId, resultId);
m_block.Append(SpirvOp::OpStore, pointer.pointerId, resultId);
},
[&](const LocalVar& value)
{
m_writer.WriteLocalVariable(value.varName, resultId);
throw std::runtime_error("not yet implemented");
},
[](std::monostate)
{
@@ -36,49 +37,50 @@ namespace Nz
}, m_value);
}
/*void SpirvExpressionStore::Visit(ShaderAst::AccessMemberExpression& node)
void SpirvExpressionStore::Visit(ShaderAst::AccessMemberIndexExpression& node)
{
Visit(node.structExpr);
node.structExpr->Visit(*this);
const ShaderAst::ExpressionType& exprType = GetExpressionType(node);
std::visit(overloaded
{
[&](const Pointer& pointer) -> UInt32
[&](const Pointer& pointer)
{
UInt32 resultId = m_writer.AllocateResultId();
UInt32 pointerType = m_writer.RegisterPointerType(node.exprType, pointer.storage); //< FIXME
UInt32 resultId = m_visitor.AllocateResultId();
UInt32 pointerType = m_writer.RegisterPointerType(exprType, pointer.storage); //< FIXME
m_block.AppendVariadic(SpirvOp::OpAccessChain, [&](const auto& appender)
{
appender(pointerType);
appender(resultId);
appender(pointer.resultId);
appender(pointer.pointerId);
for (std::size_t index : node.memberIndices)
appender(m_writer.GetConstantId(Int32(index)));
});
m_value = Pointer{ pointer.storage, resultId };
return resultId;
m_value = Pointer { pointer.storage, resultId };
},
[](const LocalVar& value) -> UInt32
[&](const LocalVar& value)
{
throw std::runtime_error("not yet implemented");
},
[](std::monostate) -> UInt32
[](std::monostate)
{
throw std::runtime_error("an internal error occurred");
}
}, m_value);
}*/
void SpirvExpressionStore::Visit(ShaderAst::IdentifierExpression& node)
{
m_value = LocalVar{ node.identifier };
}
void SpirvExpressionStore::Visit(ShaderAst::SwizzleExpression& node)
{
throw std::runtime_error("not yet implemented");
}
void SpirvExpressionStore::Visit(ShaderAst::VariableExpression& node)
{
const auto& var = m_visitor.GetVariable(node.variableId);
m_value = Pointer{ var.storage, var.pointerId };
}
}