parent
5a888a4163
commit
1a247e482a
@ -1,355 +0,0 @@
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily, LayerProperties};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry, GeometryShaderExecutionMode, GraphicsEntryPointAbstract, GraphicsEntryPoint, EmptyEntryPointDummy};
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use vulkano::swapchain::Capabilities;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use crate::util::vertex_3d::Vertex3D;
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use vulkano::pipeline::depth_stencil::{DepthStencil, Stencil, StencilOp, Compare, DepthBounds};
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use std::collections::{HashSet, HashMap};
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use shade_runner::{Layout, Output, Input};
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use std::marker::PhantomData;
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use vulkano::pipeline::input_assembly::PrimitiveTopology;
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use vulkano::pipeline::blend::{Blend, AttachmentsBlend};
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use vulkano::pipeline::vertex::BufferlessDefinition;
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/// Inheriting this gives private functions to grab resources
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trait CompiledGraphicsPipelineResources {
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fn get_paths(filename: String, types: HashSet<ShaderType>) -> Vec<(ShaderType, PathBuf)> {
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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let mut shader_path = project_root.clone();
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shader_path.push(PathBuf::from("resources/shaders/"));
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let mut paths = Vec::new();
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for shader_type in types {
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match shader_type {
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ShaderType::VERTEX => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".vert"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::FRAGMENT => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".frag"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::GEOMETRY => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".geom"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::TESSELLATION_CONTROL => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tesscont"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::TESSELLATION_EVALUATION => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tesseval"));
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paths.push((shader_type, shader_path));
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}
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}
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}
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paths
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}
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}
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/// Typed wrapper for a u32 handle
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CompiledGraphicsPipelineHandle {
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pub handle: u32
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}
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pub trait CompiledGraphicsPipeline {
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fn get_name(&self) -> String;
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fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle>;
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fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send>;
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fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>)
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-> Self where Self: Sized;
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}
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/// Legacy ShaderType enum for single type shaders.
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#[derive(PartialEq, Eq, Hash, Clone)]
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pub enum ShaderType {
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VERTEX = 0,
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FRAGMENT = 1,
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GEOMETRY = 2,
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TESSELLATION_CONTROL = 3,
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TESSELLATION_EVALUATION = 4,
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}
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/// Typed wrapper for a u32 shader handle (index id)
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasShaderHandle {
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pub handle: u32
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}
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/// CanvasShader holds the pipeline and render pass for the input shader source
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#[derive(Clone)]
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pub struct GenericShader {
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graphics_pipeline: Option<Arc<dyn GraphicsPipelineAbstract + Sync + Send>>,
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handle: Arc<CompiledGraphicsPipelineHandle>,
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name: String,
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shader_types: HashSet<ShaderType>,
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device: Arc<Device>,
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}
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/// Gives CanvasShader the resource functions
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impl CompiledGraphicsPipelineResources for GenericShader {}
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/// Convenience interface so we don't have to juggle shader types
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impl CompiledGraphicsPipeline for GenericShader {
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fn get_name(&self) -> String {
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self.name.clone()
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}
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fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle> {
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self.handle.clone()
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}
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fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
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self.graphics_pipeline.clone().unwrap()
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}
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fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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GenericShader::new(self.name,
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self.device,
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self.handle,
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render_pass.clone())
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}
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}
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/*
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Realistically, what should the API for this thing look like...
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It's going to just generate a pipeline. But that consists of loading and compiling various shaders,
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and generating a pipeline for those shaders and other customer behaviour.
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This best works I think if I allow users to
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A.) impl from a base trait which allows resource lookup
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B.) Generate 1 of each of the types of shaders
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C.) Modify specilization constants, whatever that might mean
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D.) impl from a base trait which defines it's interface
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*/
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impl GenericShader {
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pub fn ret(&self) -> Option<GraphicsEntryPoint<
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ShaderSpecializationConstants,
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Input,
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Output,
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Layout>> {
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let compiled_shader = sr::load_vertex("dfqwefqwef")
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.expect("Shader didn't compile");
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let vulkano_entry =
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sr::parse(&compiled_shader)
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.expect("failed to parse");
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let shader_module: Arc<ShaderModule> = unsafe {
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ShaderModule::from_words(self.device.clone(), &compiled_shader.spriv.clone())
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}.unwrap();
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let s = ShaderType::VERTEX;
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let shader_type = match s {
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ShaderType::VERTEX => { GraphicsShaderType::Vertex }
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ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
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ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
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ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
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ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
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};
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unsafe {
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Some(GraphicsEntryPoint {
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module: &shader_module,
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name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
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input: vulkano_entry.input.unwrap(),
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layout: vulkano_entry.layout,
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output: vulkano_entry.output.unwrap(),
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ty: shader_type,
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marker: PhantomData::default(),
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})
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}
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}
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/// This will explode when the shader does not want to compile
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pub fn new(filename: String,
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device: Arc<Device>,
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handle: Arc<CompiledGraphicsPipelineHandle>,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
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let mut shader_types : HashSet<ShaderType> = vec![
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ShaderType::VERTEX,
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ShaderType::FRAGMENT,
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].iter().cloned().collect();
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let filenames = GenericShader::get_paths(filename.clone(), shader_types.clone());
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// let mut c = Vec::new();
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let mut vertex_entry_point : Option<GraphicsEntryPoint<ShaderSpecializationConstants,Input,Output,Layout>>
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= None;
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let mut fragment_entry_point : Option<GraphicsEntryPoint<ShaderSpecializationConstants,Input,Output,Layout>>
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= None;
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for shader in filenames {
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let compiled_shader = sr::load_vertex(shader.1)
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.expect("Shader didn't compile");
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let vulkano_entry =
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sr::parse(&compiled_shader)
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.expect("failed to parse");
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let shader_module: Arc<ShaderModule> = unsafe {
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ShaderModule::from_words(device.clone(), &compiled_shader.spriv.clone())
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}.unwrap();
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let shader_type = match shader.0 {
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ShaderType::VERTEX => { GraphicsShaderType::Vertex }
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ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
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ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
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ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
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ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
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};
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let entry_point: Option<GraphicsEntryPoint<
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ShaderSpecializationConstants,
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Input,
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Output,
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Layout>> = unsafe {
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Some(GraphicsEntryPoint {
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module: &shader_module,
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name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
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input: vulkano_entry.input.unwrap(),
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layout: vulkano_entry.layout,
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output: vulkano_entry.output.unwrap(),
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ty: shader_type,
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marker: PhantomData::default(),
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})
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};
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let shader_type = match shader.0 {
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ShaderType::VERTEX => { vertex_entry_point = Some(entry_point.clone().unwrap()) }
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ShaderType::FRAGMENT => { fragment_entry_point = Some(entry_point.clone().unwrap()) }
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_ => {}
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};
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// c.push((entry_point.unwrap().clone(), shader_module.clone()));
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}
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let stencil = DepthStencil {
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depth_compare: Compare::Less,
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depth_write: true,
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depth_bounds_test: DepthBounds::Disabled,
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stencil_front: Stencil {
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compare: Compare::Equal,
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pass_op: StencilOp::IncrementAndWrap,
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fail_op: StencilOp::DecrementAndClamp,
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depth_fail_op: StencilOp::Keep,
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compare_mask: None,
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write_mask: None,
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reference: None,
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},
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stencil_back: Stencil {
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compare: Compare::Equal,
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pass_op: StencilOp::Invert,
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fail_op: StencilOp::Zero,
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depth_fail_op: StencilOp::Zero,
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compare_mask: None,
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write_mask: None,
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reference: None,
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},
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};
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GenericShader {
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graphics_pipeline:
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Some(Arc::new(GraphicsPipeline::start()
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.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
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.vertex_shader(vertex_entry_point.unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
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.triangle_list()
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(fragment_entry_point.unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
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.depth_stencil(stencil)
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
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.build(device.clone())
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.unwrap())),
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device: device,
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handle: handle.clone(),
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name: filename.clone(),
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shader_types: shader_types.clone(),
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}
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}
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}
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#[repr(C)]
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#[derive(Default, Debug, Clone)]
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/// Specialization constants which can be passed to the shader. Pretty much placeholder ATM
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struct ShaderSpecializationConstants {
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first_constant: i32,
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second_constant: u32,
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third_constant: f32,
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}
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unsafe impl SpecializationConstants for ShaderSpecializationConstants {
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fn descriptors() -> &'static [SpecializationMapEntry] {
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static DESCRIPTORS: [SpecializationMapEntry; 3] = [
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SpecializationMapEntry {
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constant_id: 0,
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offset: 0,
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size: 4,
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},
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SpecializationMapEntry {
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constant_id: 1,
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offset: 4,
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size: 4,
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},
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SpecializationMapEntry {
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constant_id: 2,
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offset: 8,
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size: 4,
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},
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];
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&DESCRIPTORS
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}
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}
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@ -1,10 +1,9 @@
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pub mod canvas_state;
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pub mod canvas_frame;
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pub mod canvas_shader;
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pub mod shader;
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pub mod canvas_text;
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pub mod canvas_buffer;
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use crate::canvas::canvas_frame::CanvasFrame;
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use crate::canvas::canvas_shader::GenericShader;
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@ -0,0 +1,22 @@
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily, LayerProperties};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry, GeometryShaderExecutionMode, GraphicsEntryPointAbstract, GraphicsEntryPoint, EmptyEntryPointDummy};
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use vulkano::swapchain::Capabilities;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use crate::util::vertex_3d::Vertex3D;
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use vulkano::pipeline::depth_stencil::{DepthStencil, Stencil, StencilOp, Compare, DepthBounds};
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use std::collections::{HashSet, HashMap};
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use shade_runner::{Layout, Output, Input, Entry};
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use vulkano::descriptor::pipeline_layout::PipelineLayout;
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use std::marker::PhantomData;
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use vulkano::pipeline::input_assembly::PrimitiveTopology;
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use vulkano::pipeline::blend::{Blend, AttachmentsBlend};
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use vulkano::pipeline::vertex::BufferlessDefinition;
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|
@ -0,0 +1,93 @@
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use std::collections::HashSet;
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use std::path::PathBuf;
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use vulkano::pipeline::GraphicsPipelineAbstract;
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use vulkano::framebuffer::RenderPassAbstract;
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use std::sync::Arc;
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/*
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Realistically, what should the API for this thing look like...
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||||
|
||||
It's going to just generate a pipeline. But that consists of loading and compiling various shaders,
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and generating a pipeline for those shaders and other customer behaviour.
|
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|
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This best works I think if I allow users to
|
||||
A.) impl from a base trait which allows resource lookup
|
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B.) Generate 1 of each of the types of shaders
|
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C.) Modify specilization constants, whatever that might mean
|
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D.) impl from a base trait which defines it's interface
|
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|
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*/
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/// Inheriting this gives private functions to grab resources
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pub(super) trait CompiledGraphicsPipelineResources {
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fn get_paths(filename: String, types: HashSet<ShaderType>) -> Vec<(ShaderType, PathBuf)> {
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let project_root =
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std::env::current_dir()
|
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.expect("failed to get root directory");
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|
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let mut shader_path = project_root.clone();
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shader_path.push(PathBuf::from("resources/shaders/"));
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let mut paths = Vec::new();
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for shader_type in types {
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match shader_type {
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ShaderType::VERTEX => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".vert"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::FRAGMENT => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".frag"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::GEOMETRY => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".geom"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::TESSELLATION_CONTROL => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tesscont"));
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paths.push((shader_type, shader_path));
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}
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ShaderType::TESSELLATION_EVALUATION => {
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let mut shader_path = shader_path.clone();
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shader_path.push(PathBuf::from(filename.clone() + ".tesseval"));
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paths.push((shader_type, shader_path));
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}
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}
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}
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|
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paths
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}
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}
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|
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/// Typed wrapper for a u32 handle
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CompiledGraphicsPipelineHandle {
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pub handle: u32
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}
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pub trait CompiledGraphicsPipeline {
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fn get_name(&self) -> String;
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fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle>;
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fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send>;
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fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>)
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-> Self where Self: Sized;
|
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}
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|
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/// Legacy ShaderType enum for single type shaders.
|
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#[derive(PartialEq, Eq, Hash, Clone)]
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pub enum ShaderType {
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VERTEX = 0,
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FRAGMENT = 1,
|
||||
GEOMETRY = 2,
|
||||
TESSELLATION_CONTROL = 3,
|
||||
TESSELLATION_EVALUATION = 4,
|
||||
}
|
@ -0,0 +1,183 @@
|
||||
|
||||
use vulkano::pipeline::GraphicsPipelineAbstract;
|
||||
use std::sync::Arc;
|
||||
use crate::canvas::shader::common::{CompiledGraphicsPipelineHandle, ShaderType, CompiledGraphicsPipeline};
|
||||
use std::collections::{HashSet, HashMap};
|
||||
use vulkano::device::Device;
|
||||
use vulkano::framebuffer::{RenderPassAbstract, Subpass};
|
||||
use vulkano::pipeline::GraphicsPipeline;
|
||||
use vulkano::pipeline::shader::{GraphicsEntryPoint, ShaderModule, GraphicsShaderType, GeometryShaderExecutionMode};
|
||||
use crate::canvas::shader::ShaderSpecializationConstants;
|
||||
use shade_runner::{Input, Output, Layout, Entry};
|
||||
use std::ffi::CStr;
|
||||
use std::marker::PhantomData;
|
||||
use vulkano::pipeline::depth_stencil::{DepthStencil, Compare, DepthBounds, Stencil, StencilOp};
|
||||
use vulkano::pipeline::vertex::SingleBufferDefinition;
|
||||
use crate::util::vertex_3d::Vertex3D;
|
||||
use shade_runner as sr;
|
||||
use crate::canvas::shader::common::CompiledGraphicsPipelineResources;
|
||||
|
||||
/// CanvasShader holds the pipeline and render pass for the input shader source
|
||||
#[derive(Clone)]
|
||||
pub struct GenericShader {
|
||||
graphics_pipeline: Option<Arc<dyn GraphicsPipelineAbstract + Sync + Send>>,
|
||||
|
||||
handle: Arc<CompiledGraphicsPipelineHandle>,
|
||||
name: String,
|
||||
shader_types: HashSet<ShaderType>,
|
||||
|
||||
device: Arc<Device>,
|
||||
}
|
||||
|
||||
/// Gives CanvasShader the resource functions
|
||||
impl CompiledGraphicsPipelineResources for GenericShader {}
|
||||
|
||||
/// Convenience interface so we don't have to juggle shader types
|
||||
impl CompiledGraphicsPipeline for GenericShader {
|
||||
fn get_name(&self) -> String {
|
||||
self.name.clone()
|
||||
}
|
||||
|
||||
fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle> {
|
||||
self.handle.clone()
|
||||
}
|
||||
|
||||
fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
|
||||
self.graphics_pipeline.clone().unwrap()
|
||||
}
|
||||
|
||||
fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
|
||||
GenericShader::new(self.name,
|
||||
self.device,
|
||||
self.handle,
|
||||
render_pass.clone())
|
||||
}
|
||||
}
|
||||
|
||||
impl GenericShader {
|
||||
|
||||
/// This will explode when the shader does not want to compile
|
||||
pub fn new(filename: String,
|
||||
device: Arc<Device>,
|
||||
handle: Arc<CompiledGraphicsPipelineHandle>,
|
||||
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
|
||||
|
||||
let mut shader_types : HashSet<ShaderType> = vec![
|
||||
ShaderType::VERTEX,
|
||||
ShaderType::FRAGMENT,
|
||||
].iter().cloned().collect();
|
||||
|
||||
let filenames = GenericShader::get_paths(filename.clone(), shader_types.clone());
|
||||
|
||||
// I guess this really herky intermediate store is going to be the most flexible way to
|
||||
// create these pipelines?
|
||||
|
||||
let mut modules: HashMap<ShaderType, (Entry, Arc<ShaderModule>)> = HashMap::default();
|
||||
|
||||
let mut entry_points: HashMap<ShaderType, GraphicsEntryPoint<ShaderSpecializationConstants,Input,Output,Layout>> = HashMap::default();
|
||||
|
||||
for shader in filenames {
|
||||
let compiled_shader = sr::load_vertex(shader.1)
|
||||
.expect("Shader didn't compile");
|
||||
|
||||
let vulkano_entry =
|
||||
sr::parse(&compiled_shader)
|
||||
.expect("failed to parse");
|
||||
|
||||
modules.insert(shader.0, (vulkano_entry, unsafe {
|
||||
ShaderModule::from_words(device.clone(), &compiled_shader.spriv.clone())
|
||||
}.unwrap()));
|
||||
}
|
||||
|
||||
for (shader_type, (entry, module)) in modules {
|
||||
|
||||
let graphics_shader_type = match shader_type {
|
||||
ShaderType::VERTEX => { GraphicsShaderType::Vertex }
|
||||
ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
|
||||
ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
|
||||
ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
|
||||
ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
|
||||
};
|
||||
|
||||
let entry_point: Option<GraphicsEntryPoint<
|
||||
ShaderSpecializationConstants,
|
||||
Input,
|
||||
Output,
|
||||
Layout>> = unsafe {
|
||||
Some(GraphicsEntryPoint {
|
||||
module: &module,
|
||||
name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
||||
input: entry.input.unwrap(),
|
||||
layout: entry.layout,
|
||||
output: entry.output.unwrap(),
|
||||
ty: graphics_shader_type,
|
||||
marker: PhantomData::default(),
|
||||
})
|
||||
};
|
||||
|
||||
entry_points.insert(shader_type, entry_point.unwrap().to_owned());
|
||||
}
|
||||
|
||||
let stencil = DepthStencil {
|
||||
depth_compare: Compare::Less,
|
||||
depth_write: true,
|
||||
depth_bounds_test: DepthBounds::Disabled,
|
||||
stencil_front: Stencil {
|
||||
compare: Compare::Equal,
|
||||
pass_op: StencilOp::IncrementAndWrap,
|
||||
fail_op: StencilOp::DecrementAndClamp,
|
||||
depth_fail_op: StencilOp::Keep,
|
||||
compare_mask: None,
|
||||
write_mask: None,
|
||||
reference: None,
|
||||
},
|
||||
stencil_back: Stencil {
|
||||
compare: Compare::Equal,
|
||||
pass_op: StencilOp::Invert,
|
||||
fail_op: StencilOp::Zero,
|
||||
depth_fail_op: StencilOp::Zero,
|
||||
compare_mask: None,
|
||||
write_mask: None,
|
||||
reference: None,
|
||||
},
|
||||
};
|
||||
|
||||
GenericShader {
|
||||
graphics_pipeline:
|
||||
Some(Arc::new(GraphicsPipeline::start()
|
||||
|
||||
.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
|
||||
|
||||
.vertex_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
})
|
||||
|
||||
.triangle_list()
|
||||
// Use a resizable viewport set to draw over the entire window
|
||||
.viewports_dynamic_scissors_irrelevant(1)
|
||||
|
||||
.fragment_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
})
|
||||
|
||||
.depth_stencil(stencil)
|
||||
|
||||
|
||||
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
||||
// in. The pipeline will only be usable from this particular subpass.
|
||||
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||
|
||||
.build(device.clone())
|
||||
.unwrap())),
|
||||
|
||||
device: device,
|
||||
handle: handle.clone(),
|
||||
name: filename.clone(),
|
||||
shader_types: shader_types.clone(),
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,47 @@
|
||||
use crate::canvas::shader::common::CompiledGraphicsPipeline;
|
||||
|
||||
pub mod canvas_shader;
|
||||
pub mod common;
|
||||
pub mod generic_shader;
|
||||
pub mod text_shader;
|
||||
|
||||
use crate::canvas::shader::common::*;
|
||||
use crate::canvas::shader::generic_shader::*;
|
||||
use crate::canvas::shader::text_shader::*;
|
||||
|
||||
|
||||
|
||||
use vulkano::pipeline::shader::{SpecializationConstants, SpecializationMapEntry};
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Default, Debug, Clone)]
|
||||
/// Specialization constants which can be passed to the shader. Pretty much placeholder ATM
|
||||
struct ShaderSpecializationConstants {
|
||||
first_constant: i32,
|
||||
second_constant: u32,
|
||||
third_constant: f32,
|
||||
}
|
||||
|
||||
unsafe impl SpecializationConstants for ShaderSpecializationConstants {
|
||||
fn descriptors() -> &'static [SpecializationMapEntry] {
|
||||
static DESCRIPTORS: [SpecializationMapEntry; 3] = [
|
||||
SpecializationMapEntry {
|
||||
constant_id: 0,
|
||||
offset: 0,
|
||||
size: 4,
|
||||
},
|
||||
SpecializationMapEntry {
|
||||
constant_id: 1,
|
||||
offset: 4,
|
||||
size: 4,
|
||||
},
|
||||
SpecializationMapEntry {
|
||||
constant_id: 2,
|
||||
offset: 8,
|
||||
size: 4,
|
||||
},
|
||||
];
|
||||
|
||||
&DESCRIPTORS
|
||||
}
|
||||
}
|
@ -0,0 +1,180 @@
|
||||
use vulkano::pipeline::GraphicsPipelineAbstract;
|
||||
use std::sync::Arc;
|
||||
use crate::canvas::shader::common::{CompiledGraphicsPipelineHandle, ShaderType, CompiledGraphicsPipeline, CompiledGraphicsPipelineResources};
|
||||
use std::collections::{HashSet, HashMap};
|
||||
use vulkano::device::Device;
|
||||
use vulkano::framebuffer::{RenderPassAbstract, Subpass};
|
||||
use vulkano::pipeline::GraphicsPipeline;
|
||||
use vulkano::pipeline::shader::{GraphicsEntryPoint, ShaderModule, GraphicsShaderType, GeometryShaderExecutionMode};
|
||||
use crate::canvas::shader::ShaderSpecializationConstants;
|
||||
use shade_runner::{Input, Output, Layout, Entry};
|
||||
use std::ffi::CStr;
|
||||
use std::marker::PhantomData;
|
||||
use vulkano::pipeline::depth_stencil::{DepthStencil, Compare, DepthBounds, Stencil, StencilOp};
|
||||
use vulkano::pipeline::vertex::SingleBufferDefinition;
|
||||
use crate::util::vertex_3d::Vertex3D;
|
||||
use crate::canvas::shader::generic_shader::GenericShader;
|
||||
use shade_runner as sr;
|
||||
|
||||
/// CanvasShader holds the pipeline and render pass for the input shader source
|
||||
#[derive(Clone)]
|
||||
pub struct TextShader {
|
||||
graphics_pipeline: Option<Arc<dyn GraphicsPipelineAbstract + Sync + Send>>,
|
||||
|
||||
handle: Arc<CompiledGraphicsPipelineHandle>,
|
||||
name: String,
|
||||
shader_types: HashSet<ShaderType>,
|
||||
|
||||
device: Arc<Device>,
|
||||
}
|
||||
|
||||
/// Gives CanvasShader the resource functions
|
||||
impl CompiledGraphicsPipelineResources for TextShader {}
|
||||
|
||||
/// Convenience interface so we don't have to juggle shader types
|
||||
impl CompiledGraphicsPipeline for TextShader {
|
||||
fn get_name(&self) -> String {
|
||||
self.name.clone()
|
||||
}
|
||||
|
||||
fn get_handle(&self) -> Arc<CompiledGraphicsPipelineHandle> {
|
||||
self.handle.clone()
|
||||
}
|
||||
|
||||
fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
|
||||
self.graphics_pipeline.clone().unwrap()
|
||||
}
|
||||
|
||||
fn recompile(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
|
||||
TextShader::new(self.name,
|
||||
self.device,
|
||||
self.handle,
|
||||
render_pass.clone())
|
||||
}
|
||||
}
|
||||
|
||||
impl TextShader {
|
||||
|
||||
/// This will explode when the shader does not want to compile
|
||||
pub fn new(filename: String,
|
||||
device: Arc<Device>,
|
||||
handle: Arc<CompiledGraphicsPipelineHandle>,
|
||||
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
|
||||
let mut shader_types: HashSet<ShaderType> = vec![
|
||||
ShaderType::VERTEX,
|
||||
ShaderType::FRAGMENT,
|
||||
].iter().cloned().collect();
|
||||
|
||||
let filenames = GenericShader::get_paths(filename.clone(), shader_types.clone());
|
||||
|
||||
// I guess this really herky intermediate store is going to be the most flexible way to
|
||||
// create these pipelines?
|
||||
|
||||
let mut modules: HashMap<ShaderType, (Entry, Arc<ShaderModule>)> = HashMap::default();
|
||||
|
||||
let mut entry_points: HashMap<ShaderType, GraphicsEntryPoint<ShaderSpecializationConstants, Input, Output, Layout>> = HashMap::default();
|
||||
|
||||
for shader in filenames {
|
||||
let compiled_shader = sr::load_vertex(shader.1)
|
||||
.expect("Shader didn't compile");
|
||||
|
||||
let vulkano_entry =
|
||||
sr::parse(&compiled_shader)
|
||||
.expect("failed to parse");
|
||||
|
||||
modules.insert(shader.0, (vulkano_entry, unsafe {
|
||||
ShaderModule::from_words(device.clone(), &compiled_shader.spriv.clone())
|
||||
}.unwrap()));
|
||||
}
|
||||
|
||||
for (shader_type, (entry, module)) in modules {
|
||||
let graphics_shader_type = match shader_type {
|
||||
ShaderType::VERTEX => { GraphicsShaderType::Vertex }
|
||||
ShaderType::FRAGMENT => { GraphicsShaderType::Fragment }
|
||||
ShaderType::GEOMETRY => { GraphicsShaderType::Geometry(GeometryShaderExecutionMode::Triangles) }
|
||||
ShaderType::TESSELLATION_CONTROL => { GraphicsShaderType::TessellationControl }
|
||||
ShaderType::TESSELLATION_EVALUATION => { GraphicsShaderType::TessellationEvaluation }
|
||||
};
|
||||
|
||||
let entry_point: Option<GraphicsEntryPoint<
|
||||
ShaderSpecializationConstants,
|
||||
Input,
|
||||
Output,
|
||||
Layout>> = unsafe {
|
||||
Some(GraphicsEntryPoint {
|
||||
module: &module,
|
||||
name: &CStr::from_bytes_with_nul_unchecked(b"main\0"),
|
||||
input: entry.input.unwrap(),
|
||||
layout: entry.layout,
|
||||
output: entry.output.unwrap(),
|
||||
ty: graphics_shader_type,
|
||||
marker: PhantomData::default(),
|
||||
})
|
||||
};
|
||||
|
||||
entry_points.insert(shader_type, entry_point.unwrap().clone());
|
||||
}
|
||||
|
||||
let stencil = DepthStencil {
|
||||
depth_compare: Compare::Less,
|
||||
depth_write: true,
|
||||
depth_bounds_test: DepthBounds::Disabled,
|
||||
stencil_front: Stencil {
|
||||
compare: Compare::Equal,
|
||||
pass_op: StencilOp::IncrementAndWrap,
|
||||
fail_op: StencilOp::DecrementAndClamp,
|
||||
depth_fail_op: StencilOp::Keep,
|
||||
compare_mask: None,
|
||||
write_mask: None,
|
||||
reference: None,
|
||||
},
|
||||
stencil_back: Stencil {
|
||||
compare: Compare::Equal,
|
||||
pass_op: StencilOp::Invert,
|
||||
fail_op: StencilOp::Zero,
|
||||
depth_fail_op: StencilOp::Zero,
|
||||
compare_mask: None,
|
||||
write_mask: None,
|
||||
reference: None,
|
||||
},
|
||||
};
|
||||
|
||||
TextShader {
|
||||
graphics_pipeline:
|
||||
Some(Arc::new(GraphicsPipeline::start()
|
||||
|
||||
.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
|
||||
|
||||
.vertex_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
})
|
||||
|
||||
.triangle_list()
|
||||
// Use a resizable viewport set to draw over the entire window
|
||||
.viewports_dynamic_scissors_irrelevant(1)
|
||||
|
||||
.fragment_shader(entry_points.get(&ShaderType::VERTEX).unwrap().clone(), ShaderSpecializationConstants {
|
||||
first_constant: 0,
|
||||
second_constant: 0,
|
||||
third_constant: 0.0,
|
||||
})
|
||||
|
||||
.depth_stencil(stencil)
|
||||
|
||||
|
||||
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
||||
// in. The pipeline will only be usable from this particular subpass.
|
||||
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||
|
||||
.build(device.clone())
|
||||
.unwrap())),
|
||||
|
||||
device: device,
|
||||
handle: handle.clone(),
|
||||
name: filename.clone(),
|
||||
shader_types: shader_types.clone(),
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in new issue