mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
First working effects with new pipeline
This commit is contained in:
@@ -0,0 +1,162 @@
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using GlitchyEngine;
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using GlitchyEditor.Assets.Importers;
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using GlitchyEditor.Assets.Processors;
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using GlitchyEngine.Content;
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using System;
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using System.IO;
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namespace GlitchyEditor.Assets.Exporters;
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class ShaderExporter : IAssetExporter
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{
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public static AssetType ExportedAssetType => .Shader;
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public AssetExporterConfig CreateDefaultConfig() => new AssetExporterConfig();
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public Result<void> Export(Stream stream, ProcessedResource processedResource, AssetConfig config)
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{
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Log.EngineLogger.AssertDebug(processedResource is ProcessedShader);
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ProcessedShader shader = (.)processedResource;
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/*
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File Format:
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Vertex Shader Blob Length (uint64 / 8 bytes) (0 if null)
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Vertex Shader Data...
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Pixel Shader Blob Length (uint64 / 8 bytes) (0 if null)
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Pixel Shader Data...
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Texture Count (uint16)
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Textures
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{
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Texture Dimension (1 byte)
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Vertex Shader Bind Point (int32, 4 bytes)
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Pixel Shader Bind Point (int32, 4 bytes)
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Texture Name Length (16 bytes)
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Texture Name Data...
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}
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Buffer Count (uint16)
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Buffers
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{
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Buffer Size (int64)
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Vertex Shader Bind Point (int32, 4 bytes)
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Pixel Shader Bind Point (int32, 4 bytes)
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Buffer Name Length (16 bytes)
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Buffer Name Data...
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Engine Buffer Name Length (16 bytes)
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Engine Buffer Name Data...
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Variable Count (uint16)
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Variables
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{
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Offset (uint64)
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Size In Bytes (uint64)
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IsUsed (bool, 1 byte)
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ShaderVariableType (1 Byte)
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Rows (uint8)
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Columns (uint8)
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ArraySize (uint64)
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Name Length (16 bytes)
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Name Data...
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}
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RawData...
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}
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*/
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Span<uint8> vsData = shader.VertexShader?.Blob ?? Span<uint8>();
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Span<uint8> psData = shader.PixelShader?.Blob ?? Span<uint8>();
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Try!(stream.Write((uint64)vsData.Length));
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Try!(stream.Write((uint64)psData.Length));
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if (vsData.Ptr != null)
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Try!(stream.Write(vsData));
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if (psData.Ptr != null)
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Try!(stream.Write(psData));
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Try!(WriteTextures(stream, shader));
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Try!(WriteConstantBuffers(stream, shader));
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return .Ok;
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}
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private Result<void> WriteTextures(Stream stream, ProcessedShader shader)
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{
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Log.EngineLogger.Assert(shader.Textures.Count < int16.MaxValue);
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Try!(stream.Write((uint16)shader.Textures.Count));
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for (let (textureName, textureEntry) in shader.Textures)
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{
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Try!(stream.Write((uint8)textureEntry.TextureDimension));
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Try!(stream.Write((int32)textureEntry.VertexShaderBindPoint));
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Try!(stream.Write((int32)textureEntry.PixelShaderBindPoint));
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Log.EngineLogger.Assert(textureName.Length < int16.MaxValue);
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Try!(stream.Write((int16)textureName.Length));
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Try!(stream.Write(textureName));
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}
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return .Ok;
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}
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private Result<void> WriteConstantBuffers(Stream stream, ProcessedShader shader)
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{
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Log.EngineLogger.Assert(shader.ConstantBuffers.Count < int16.MaxValue);
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Try!(stream.Write((uint16)shader.ConstantBuffers.Count));
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for (let (bufferName, bufferEntry) in shader.ConstantBuffers)
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{
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ReflectedConstantBuffer buffer = bufferEntry.ConstantBuffer;
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Try!(stream.Write((uint64)buffer.Size));
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Try!(stream.Write((int32)bufferEntry.VertexShaderBindPoint));
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Try!(stream.Write((int32)bufferEntry.PixelShaderBindPoint));
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Log.EngineLogger.Assert(bufferName.Length < int16.MaxValue);
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Try!(stream.Write((uint16)bufferName.Length));
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Try!(stream.Write(bufferName));
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int engineBufferNameLength = bufferEntry.ConstantBuffer.EngineBufferName.Length;
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Log.EngineLogger.Assert(engineBufferNameLength < int16.MaxValue);
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Try!(stream.Write((uint16)engineBufferNameLength));
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if (engineBufferNameLength > 0)
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Try!(stream.Write(bufferEntry.ConstantBuffer.EngineBufferName));
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Log.EngineLogger.Assert(buffer.Variables.Count < int16.MaxValue);
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Try!(stream.Write((uint16)buffer.Variables.Count));
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for (let (variableName, variable) in buffer.Variables)
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{
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Try!(stream.Write((uint64)variable.Offset));
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Try!(stream.Write((uint64)variable.SizeInBytes));
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Try!(stream.Write((uint8)(variable.IsUsed ? 1 : 0)));
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Try!(stream.Write((uint8)(variable.ElementType)));
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Log.EngineLogger.Assert(variable.Rows < int8.MaxValue);
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Log.EngineLogger.Assert(variable.Columns < int8.MaxValue);
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Try!(stream.Write((uint8)variable.Rows));
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Try!(stream.Write((uint8)variable.Columns));
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Try!(stream.Write((uint64)variable.ArraySize));
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Log.EngineLogger.Assert(variableName.Length < int16.MaxValue);
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Try!(stream.Write((uint16)variableName.Length));
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Try!(stream.Write(variableName));
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}
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Try!(stream.Write(Span<uint8>(buffer.RawData, 0, buffer.Size)));
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}
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return .Ok;
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}
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}
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@@ -26,7 +26,7 @@ class TextureExporter : IAssetExporter
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/*
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File Format:
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TextureType (1 byte)
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Texture Dimension (1 byte)
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Pixel Format (4 bytes)
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Width of larges mip-slice (4 bytes)
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Height of larges mip-slice (4 bytes)
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@@ -35,6 +35,11 @@ class CompiledShader
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private Dictionary<StringView, ReflectedConstantBuffer> _buffers = new .() ~ DeleteDictionaryAndValues!(_);
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private Dictionary<StringView, ReflectedTexture> _textures = new .() ~ DeleteDictionaryAndValues!(_);
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public Dictionary<StringView, ReflectedConstantBuffer> ConstantBuffers => _buffers;
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public Dictionary<StringView, ReflectedTexture> Textures => _textures;
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public extern Span<uint8> Blob {get;}
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public void AddConstantBuffer(ReflectedConstantBuffer buffer)
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{
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_buffers.Add(buffer.Name, buffer);
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@@ -49,17 +54,28 @@ class CompiledShader
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class ReflectedConstantBuffer
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{
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private String _name ~ delete _;
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private String _engineBufferName ~ delete _;
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public int Size;
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public int BindPoint;
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public StringView Name
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{
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get => _name;
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set => String.NewOrSet!(_name, value);
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}
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public StringView EngineBufferName
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{
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get => _engineBufferName;
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set => String.NewOrSet!(_engineBufferName, value);
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}
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private Dictionary<StringView, ReflectedConstantBufferVariable> _variables = new .() ~ DeleteDictionaryAndValues!(_);
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public Dictionary<StringView, ReflectedConstantBufferVariable> Variables => _variables;
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public void AddVariable(ReflectedConstantBufferVariable vaiable)
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{
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_variables.Add(vaiable.Name, vaiable);
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@@ -115,6 +131,8 @@ class ReflectedConstantBufferVariable
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extension CompiledShader
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{
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internal ID3DBlob* _shaderBlob;
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public override Span<uint8> Blob => Span<uint8>((uint8*)_shaderBlob.GetBufferPointer(), (int)_shaderBlob.GetBufferSize());
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}
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class ShaderCompiler
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@@ -226,6 +244,7 @@ extension ShaderCompiler
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switch(bindDesc.Type)
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{
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case .ConstantBuffer:
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//var bufferReflection = reflection.GetConstantBufferByName(bindDesc.Name);
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var bufferReflection = reflection.GetConstantBufferByName(bindDesc.Name);
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bufferReflection.GetDescription(let bufferDesc);
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@@ -233,7 +252,7 @@ extension ShaderCompiler
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// ConstantBuffer
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if(bufferDesc.Type == .D3D11_CT_CBUFFER)
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{
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ReflectedConstantBuffer cbuffer = Try!(ReflectConstantBuffer(bufferReflection));
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ReflectedConstantBuffer cbuffer = Try!(ReflectConstantBuffer(bindDesc, bufferReflection));
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shader.AddConstantBuffer(cbuffer);
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}
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case .Texture:
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@@ -261,8 +280,7 @@ extension ShaderCompiler
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shader.AddTexture(new ReflectedTexture(StringView(bindDesc.Name), bindDesc.BindPoint, textureDimension));
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case .Sampler:
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// TODO: do we have to do something for samplers?
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// i.e. can we get default values?
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// There is nothing to do for samplers
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default:
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Log.EngineLogger.Warning($"Unhandled shader resource type: \"{bindDesc.Type}\"");
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}
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@@ -271,7 +289,7 @@ extension ShaderCompiler
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return .Ok;
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}
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private static Result<ReflectedConstantBuffer> ReflectConstantBuffer(ID3D11ShaderReflectionConstantBuffer* bufferReflection)
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private static Result<ReflectedConstantBuffer> ReflectConstantBuffer(ShaderInputBindDescription bindDesc, ID3D11ShaderReflectionConstantBuffer* bufferReflection)
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{
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Debug.Profiler.ProfileResourceFunction!();
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@@ -284,6 +302,7 @@ extension ShaderCompiler
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buffer.Name = StringView(bufferDescription.Name);
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buffer.Size = bufferDescription.Size;
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buffer.BindPoint = bindDesc.BindPoint;
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buffer.RawData = new uint8[buffer.Size];
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for(uint32 v = 0; v < bufferDescription.Variables; v++)
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@@ -10,15 +10,60 @@ namespace GlitchyEditor.Assets.Processors;
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class ProcessedShader : ProcessedResource
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{
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public struct TextureEntry
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{
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public StringView Name;
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public TextureDimension TextureDimension;
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public int32 VertexShaderBindPoint;
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public int32 PixelShaderBindPoint;
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public static readonly TextureEntry Default = .() {
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Name = null,
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TextureDimension = .Unknown,
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VertexShaderBindPoint = -1,
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PixelShaderBindPoint = -1
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};
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}
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public struct ConstantBufferEntry
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{
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public ReflectedConstantBuffer ConstantBuffer;
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public int32 VertexShaderBindPoint;
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public int32 PixelShaderBindPoint;
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public static readonly Self Default = .() {
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ConstantBuffer = null,
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VertexShaderBindPoint = -1,
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PixelShaderBindPoint = -1,
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};
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}
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public override AssetType AssetType => .Shader;
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public CompiledShader VertexShader ~ delete _;
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public CompiledShader PixelShader ~ delete _;
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Dictionary<StringView, ConstantBufferEntry> _constantBuffers = new .() ~ delete _; // Only delete container, Buffers come from shaders
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Dictionary<StringView, TextureEntry> _textures = new .() ~ delete _;
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public Dictionary<StringView, ConstantBufferEntry> ConstantBuffers => _constantBuffers;
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public Dictionary<StringView, TextureEntry> Textures => _textures;
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public this(AssetIdentifier ownAssetIdentifier, AssetHandle assetHandle) : base(ownAssetIdentifier, assetHandle)
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{
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}
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public void AddConstantBuffer(ConstantBufferEntry buffer)
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{
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_constantBuffers.Add(buffer.ConstantBuffer.Name, buffer);
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}
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public void AddTextureEntry(TextureEntry textureEntry)
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{
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_textures.Add(textureEntry.Name, textureEntry);
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}
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}
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class ShaderVariable
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@@ -72,23 +117,20 @@ class ShaderProcessor : IAssetProcessor
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String psName = scope String();
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Dictionary<StringView, ShaderVariable> variables = scope .();
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Dictionary<String, String> engineBuffers = scope .();
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List<String> bufferNames = scope .();
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// Name in Shader -> Name in Engine
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Dictionary<StringView, StringView> engineBuffers = scope .();
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defer
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{
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ClearDictionaryAndDeleteValues!(variables);
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for (let (key, value) in engineBuffers)
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{
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delete key;
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delete value;
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}
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ClearAndDeleteItems!(bufferNames);
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}
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String code = new String(importedShader.HlslCode);
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defer { delete code; }
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Try!(ProcessFileContent(code, vsName, psName, variables, engineBuffers));
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Try!(ProcessFileContent(code, vsName, psName, variables, bufferNames, engineBuffers));
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if (String.IsNullOrWhiteSpace(vsName) && String.IsNullOrWhiteSpace(psName))
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{
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@@ -100,16 +142,108 @@ class ShaderProcessor : IAssetProcessor
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Try!(CompileAndReflect(vsName, psName, importedShader, code, processedShader));
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Try!(MergeResources(processedShader));
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Try!(MergeResources(processedShader, variables, engineBuffers));
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outProcessedResources.Add(processedShader);
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return .Ok;
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}
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private static Result<void> MergeResources(ProcessedShader processedShader)
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private static Result<void> MergeResources(ProcessedShader processedShader,
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Dictionary<StringView, ShaderVariable> variables,
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Dictionary<StringView, StringView> engineBuffers)
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{
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Try!(MergeConstantBuffers(processedShader, variables, engineBuffers));
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Try!(MergeTextures(processedShader));
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return .Ok;
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}
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private static Result<void> MergeConstantBuffers(ProcessedShader processedShader,
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Dictionary<StringView, ShaderVariable> variables,
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Dictionary<StringView, StringView> engineBuffers)
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{
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HashSet<StringView> bufferNames = scope .();
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void AddBufferNames(CompiledShader shader)
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{
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for (StringView name in shader.ConstantBuffers.Keys)
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{
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bufferNames.Add(name);
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}
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}
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AddBufferNames(processedShader.VertexShader);
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AddBufferNames(processedShader.PixelShader);
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for (StringView bufferName in bufferNames)
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{
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Result<ReflectedConstantBuffer> vsBufferResult = processedShader.VertexShader.ConstantBuffers.GetValue(bufferName);
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Result<ReflectedConstantBuffer> psBufferResult = processedShader.PixelShader.ConstantBuffers.GetValue(bufferName);
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ProcessedShader.ConstantBufferEntry constantBufferEntry = .Default;
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if (vsBufferResult case .Ok(let vsBuffer) && psBufferResult case .Ok(let psBuffer))
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{
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// Choose larger buffer
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constantBufferEntry.ConstantBuffer = (vsBuffer.Size >= psBuffer.Size) ? vsBuffer : psBuffer;
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constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;
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constantBufferEntry.PixelShaderBindPoint = (.)psBuffer.BindPoint;
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}
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else if (vsBufferResult case .Ok(let vsBuffer))
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{
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constantBufferEntry.ConstantBuffer = vsBuffer;
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constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;
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}
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else if (psBufferResult case .Ok(let psBuffer))
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{
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constantBufferEntry.ConstantBuffer = psBuffer;
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constantBufferEntry.PixelShaderBindPoint = (.)psBuffer.BindPoint;
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}
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Log.EngineLogger.Assert(constantBufferEntry.ConstantBuffer != null);
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Log.EngineLogger.Assert(constantBufferEntry.VertexShaderBindPoint > -1 || constantBufferEntry.PixelShaderBindPoint > -1);
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if (engineBuffers.TryGetValue(constantBufferEntry.ConstantBuffer.Name, let engineBufferName))
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{
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constantBufferEntry.ConstantBuffer.EngineBufferName = engineBufferName;
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}
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processedShader.AddConstantBuffer(constantBufferEntry);
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}
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return .Ok;
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}
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static ref ProcessedShader.TextureEntry AddOrGetTextureEntry(ProcessedShader processedShader, ReflectedTexture reflectedTexture)
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{
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if (!processedShader.Textures.ContainsKey(reflectedTexture.Name))
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{
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ProcessedShader.TextureEntry textureEntry = .Default;
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textureEntry.Name = reflectedTexture.Name;
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textureEntry.TextureDimension = reflectedTexture.TextureDimension;
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processedShader.Textures.Add(textureEntry.Name, textureEntry);
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}
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ref ProcessedShader.TextureEntry entry = ref processedShader.Textures[reflectedTexture.Name];
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return ref entry;
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}
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private static Result<void> MergeTextures(ProcessedShader processedShader)
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{
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for (let (textureName, reflectedTexture) in processedShader.VertexShader.Textures)
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{
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ref ProcessedShader.TextureEntry textureEntry = ref AddOrGetTextureEntry(processedShader, reflectedTexture);
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textureEntry.VertexShaderBindPoint = (int32)reflectedTexture.BindPoint;
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}
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for (let (textureName, reflectedTexture) in processedShader.PixelShader.Textures)
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{
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ref ProcessedShader.TextureEntry textureEntry = ref AddOrGetTextureEntry(processedShader, reflectedTexture);
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textureEntry.PixelShaderBindPoint = (int32)reflectedTexture.BindPoint;
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}
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return .Ok;
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}
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@@ -143,7 +277,9 @@ class ShaderProcessor : IAssetProcessor
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return ShaderCompiler.CompileAndReflectShader(code, importedShader.AssetIdentifier, vsName, "ps_5_0", .());
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}
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private static Result<void> ProcessFileContent(String fileContent, String outVsName, String outPsName, Dictionary<StringView, ShaderVariable> outVarDescs, Dictionary<String, String> outEngineBuffers)
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private static Result<void> ProcessFileContent(String fileContent, String outVsName, String outPsName,
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Dictionary<StringView, ShaderVariable> outVarDescs,
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List<String> outBufferNames, Dictionary<StringView, StringView> outEngineBuffers)
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{
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Debug.Profiler.ProfileResourceFunction!();
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||||
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@@ -176,7 +312,7 @@ class ShaderProcessor : IAssetProcessor
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case "EditorVariable":
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Try!(ProcessEditorVariables(arguments, outVarDescs));
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case "EngineBuffer":
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||||
Try!(ProcessEngineBuffer(arguments, outEngineBuffers));
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||||
Try!(ProcessEngineBuffer(arguments, outBufferNames, outEngineBuffers));
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default:
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continue;
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}
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@@ -273,7 +409,8 @@ class ShaderProcessor : IAssetProcessor
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||||
return .Ok((startOfLine, endOfLine));
|
||||
}
|
||||
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||||
private static Result<void> ProcessEngineBuffer(Dictionary<StringView, StringView> arguments, Dictionary<String, String> outEngineBuffers)
|
||||
private static Result<void> ProcessEngineBuffer(Dictionary<StringView, StringView> arguments,
|
||||
List<String> outBufferNames, Dictionary<StringView, StringView> outEngineBuffers)
|
||||
{
|
||||
String nameInEngine = null;
|
||||
String nameInShader = null;
|
||||
@@ -306,7 +443,9 @@ class ShaderProcessor : IAssetProcessor
|
||||
return .Err;
|
||||
}
|
||||
|
||||
outEngineBuffers.Add(nameInEngine, nameInShader);
|
||||
outBufferNames.Add(nameInShader);
|
||||
outBufferNames.Add(nameInEngine);
|
||||
outEngineBuffers.Add(nameInShader, nameInEngine);
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace GlitchyEditor
|
||||
|
||||
_contentManager.RegisterAssetImporter<ShaderImporter>();
|
||||
_contentManager.RegisterAssetProcessor<ShaderProcessor>();
|
||||
//_contentManager.RegisterAssetExporter<ShaderEx>();
|
||||
_contentManager.RegisterAssetExporter<ShaderExporter>();
|
||||
|
||||
_contentManager.SetGlobalAssetCacheDirectory(".cache");
|
||||
_contentManager.SetResourcesDirectory("Resources");
|
||||
|
||||
@@ -11,6 +11,7 @@ using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using GlitchyEditor.Assets.Importers;
|
||||
using GlitchyEngine.Core;
|
||||
using GlitchyEngine.Content.Loaders;
|
||||
|
||||
using internal GlitchyEngine.Content.Asset;
|
||||
|
||||
@@ -944,6 +945,7 @@ class EditorContentManager : IContentManager
|
||||
// TODO: obviously use a map or something...
|
||||
TextureLoader textureLoader = new .() ~ delete _;
|
||||
SpriteLoader spriteLoader = new .() ~ delete _;
|
||||
ShaderLoader shaderLoader = new .() ~ delete _;
|
||||
|
||||
private IProcessedAssetLoader GetLoader(AssetType assetType)
|
||||
{
|
||||
@@ -953,6 +955,8 @@ class EditorContentManager : IContentManager
|
||||
return textureLoader;
|
||||
case .Sprite:
|
||||
return spriteLoader;
|
||||
case .Shader:
|
||||
return shaderLoader;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user