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use vulkano::pipeline::GraphicsPipelineAbstract;
use std::sync::Arc;
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 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, OneVertexOneInstanceDefinition, Vertex};
use shade_runner as sr;
use crate::canvas::managed::shader::shader_common::{ShaderType, CompiledShaderResources, CompiledShader};
use crate::canvas::managed::handles::CompiledShaderHandle;
use crate::canvas::managed::shader::generic_shader::GenericShader;
use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
use crate::canvas::managed::ShaderSpecializationConstants;
use crate::util::vertex::ColorVertex3D;
#[derive(Clone)]
pub struct TextShader {
graphics_pipeline: Option<Arc<dyn GraphicsPipelineAbstract + Sync + Send>>,
handle: Arc<CompiledShaderHandle>,
name: String,
device: Arc<Device>,
renderpass: Arc<dyn RenderPassAbstract + Send + Sync>,
}
impl TextShader {}
impl CompiledShaderResources for TextShader {}
impl CompiledShader for TextShader {
fn new<V: Vertex>(filename: String,
device: Arc<Device>,
handle: Arc<CompiledShaderHandle>,
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
let compiled_vertex = GenericShader::compile(
GenericShader::get_path(filename.clone(), ShaderType::VERTEX).into(),
device.clone(), ShaderType::VERTEX
);
let vertex_entry_point = unsafe {
Some(compiled_vertex.1.graphics_entry_point(
&CStr::from_bytes_with_nul_unchecked(b"main\0"),
compiled_vertex.0.input.unwrap(),
compiled_vertex.0.output.unwrap(),
compiled_vertex.0.layout,
GenericShader::convert_vk(ShaderType::VERTEX),
)).unwrap()
};
let compiled_fragment = GenericShader::compile(
GenericShader::get_path(filename.clone(), ShaderType::FRAGMENT).into(),
device.clone(), ShaderType::FRAGMENT
);
let fragment_entry_point = unsafe {
Some(compiled_fragment.1.graphics_entry_point(
&CStr::from_bytes_with_nul_unchecked(b"main\0"),
compiled_fragment.0.input.unwrap(),
compiled_fragment.0.output.unwrap(),
compiled_fragment.0.layout,
GenericShader::convert_vk(ShaderType::FRAGMENT),
)).unwrap()
};
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,
},
};
let vertex_definition = RuntimeVertexDef::from_primitive(0);
TextShader {
graphics_pipeline:
Some(Arc::new(GraphicsPipeline::start()
.vertex_input(SingleBufferDefinition::<V>::new())
.vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants {
first_constant: 0,
second_constant: 0,
third_constant: 0.0,
})
.triangle_list()
.viewports_dynamic_scissors_irrelevant(1)
.fragment_shader(fragment_entry_point.clone(), ShaderSpecializationConstants {
first_constant: 0,
second_constant: 0,
third_constant: 0.0,
})
.depth_stencil(stencil)
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
.build(device.clone())
.unwrap())),
device: device,
handle: handle.clone(),
name: filename.clone(),
renderpass: render_pass.clone(),
}
}
fn get_name(&self) -> String {
self.name.clone()
}
fn get_handle(&self) -> Arc<CompiledShaderHandle> {
self.handle.clone()
}
fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
self.graphics_pipeline.clone().unwrap()
}
fn get_renderpass(&self) -> Arc<dyn RenderPassAbstract + Send + Sync> {
self.renderpass.clone()
}
fn recompile<V: Vertex>(self, render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
TextShader::new::<V>(self.name,
self.device,
self.handle,
self.renderpass.clone())
}
}