Add initial support for shader binding sets (WIP)

This commit is contained in:
Jérôme Leclercq
2021-06-14 22:35:05 +02:00
parent 815a7b0c62
commit f22b501e25
53 changed files with 885 additions and 511 deletions

View File

@@ -11,8 +11,10 @@
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Renderer/ShaderModule.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Context.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Program.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Shader.hpp>
#include <Nazara/Shader/ShaderWriter.hpp>
#include <Nazara/Shader/GlslWriter.hpp>
#include <Nazara/Shader/Ast/Nodes.hpp>
#include <vector>
namespace Nz
@@ -20,30 +22,40 @@ namespace Nz
class NAZARA_OPENGLRENDERER_API OpenGLShaderModule : public ShaderModule
{
public:
struct Shader;
OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states = {});
OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::Statement& shaderAst, const ShaderWriter::States& states = {});
OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const ShaderWriter::States& states = {});
OpenGLShaderModule(const OpenGLShaderModule&) = delete;
OpenGLShaderModule(OpenGLShaderModule&&) noexcept = default;
~OpenGLShaderModule() = default;
inline const std::vector<Shader>& GetShaders() const;
ShaderStageTypeFlags Attach(GL::Program& program, const GlslWriter::BindingMapping& bindingMapping) const;
OpenGLShaderModule& operator=(const OpenGLShaderModule&) = delete;
OpenGLShaderModule& operator=(OpenGLShaderModule&&) noexcept = default;
struct Shader
{
ShaderStageType stage;
GL::Shader shader;
};
private:
void Create(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states);
void Create(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::Statement& shaderAst, const ShaderWriter::States& states);
static void CheckCompilationStatus(GL::Shader& shader);
struct GlslShader
{
std::string sourceCode;
};
struct ShaderStatement
{
std::shared_ptr<ShaderAst::Statement> ast;
};
struct Shader
{
ShaderStageType stage;
std::variant<GlslShader, ShaderStatement> shader;
};
OpenGLDevice& m_device;
ShaderWriter::States m_states;
std::vector<Shader> m_shaders;
};
}