First working effects with new pipeline

This commit is contained in:
Simon Lübeß
2024-08-22 00:34:20 +02:00
parent 7b7a3dc645
commit 66e62f42ec
20 changed files with 652 additions and 43 deletions
@@ -0,0 +1,149 @@
using System;
using System.Collections;
using System.IO;
using GlitchyEngine.Renderer;
namespace GlitchyEngine.Content.Loaders;
class ShaderLoader : IProcessedAssetLoader
{
public Result<Asset> Load(Stream stream)
{
uint64 vsDataSize = Try!(stream.Read<uint64>());
uint64 psDataSize = Try!(stream.Read<uint64>());
VertexShader vertexShader = null;
PixelShader pixelShader = null;
Effect effect = new Effect();
// Properly clean up in case of an error
defer
{
vertexShader?.ReleaseRef();
pixelShader?.ReleaseRef();
if (@return case .Err)
{
effect.ReleaseLastRef();
}
}
if (vsDataSize > 0)
{
uint8[] vsData = new:ScopedAlloc! uint8[vsDataSize];
Try!(stream.TryRead(vsData));
vertexShader = (VertexShader)Try!(Shader.CreateFromBlob(vsData, .Vertex));
}
if (psDataSize > 0)
{
uint8[] psData = new:ScopedAlloc! uint8[psDataSize];
Try!(stream.TryRead(psData));
pixelShader = (PixelShader)Try!(Shader.CreateFromBlob(psData, .Pixel));
}
uint16 textureCount = Try!(stream.Read<uint16>());
for (int i < textureCount)
{
TextureDimension dimension = Try!(stream.Read<TextureDimension>());
int32 vertexShaderBindPoint = Try!(stream.Read<int32>());
int32 pixelShaderBindPoint = Try!(stream.Read<int32>());
int16 textureNameLength = Try!(stream.Read<int16>());
String textureName = new String(textureNameLength);
stream.ReadStrSized32(textureNameLength, textureName);
Effect.TextureEntry entry = .(TextureViewBinding.CreateDefault(), dimension, null, null);
if (vertexShaderBindPoint != -1 && vertexShader != null)
{
vertexShader.Textures.Add(textureName, (.)vertexShaderBindPoint, entry.BoundTexture, dimension);
entry.VsSlot = vertexShader.Textures[textureName];
}
if (pixelShaderBindPoint != -1)
{
pixelShader?.Textures.Add(textureName, (.)pixelShaderBindPoint, entry.BoundTexture, dimension);
entry.PsSlot = pixelShader.Textures[textureName];
}
effect.Textures[textureName] = entry;
}
uint16 bufferCount = Try!(stream.Read<uint16>());
for (int i < bufferCount)
{
int64 bufferSize = Try!(stream.Read<int64>());
int32 vertexShaderBindPoint = Try!(stream.Read<int32>());
int32 pixelShaderBindPoint = Try!(stream.Read<int32>());
int16 bufferNameLength = Try!(stream.Read<int16>());
String bufferName = scope String(bufferNameLength);
stream.ReadStrSized32(bufferNameLength, bufferName);
int16 engineBufferNameLength = Try!(stream.Read<int16>());
String engineBufferName = null;
if (engineBufferNameLength > 0)
{
scope String(engineBufferNameLength);
stream.ReadStrSized32(engineBufferNameLength, engineBufferName);
// TODO: Engine buffers currently do nothing. The bind points for each engine buffer are hardcoded.
// It only marks the buffer as engine buffer, preventing the variables from becomming accessible.
//effect.[Friend]_engineBuffers.Add()
}
uint16 variableCount = Try!(stream.Read<uint16>());
ConstantBuffer buffer = new ConstantBuffer(bufferName, bufferSize);
defer buffer.ReleaseRef();
for (int v < variableCount)
{
uint64 variableOffset = Try!(stream.Read<uint64>());
uint64 sizeInBytes = Try!(stream.Read<uint64>());
bool isUsed = Try!(stream.Read<uint8>()) > 0;
ShaderVariableType type = Try!(stream.Read<ShaderVariableType>());
uint8 rows = Try!(stream.Read<uint8>());
uint8 columns = Try!(stream.Read<uint8>());
uint64 arraySize = Try!(stream.Read<uint64>());
int16 variableNameLength = Try!(stream.Read<int16>());
String variableName = scope String(variableNameLength);
stream.ReadStrSized32(variableNameLength, variableName);
if (engineBufferName == null)
buffer.AddVariable(variableName, variableOffset, sizeInBytes, isUsed, type, rows, columns, arraySize);
}
Try!(stream.TryRead(buffer.RawData));
Try!(buffer.Update());
if (vertexShaderBindPoint != -1)
vertexShader.Buffers.Add(vertexShaderBindPoint, buffer.Name, buffer);
if (pixelShaderBindPoint != -1)
pixelShader.Buffers.Add(pixelShaderBindPoint, buffer.Name, buffer);
// TODO: Allow binding buffers to different indices? Does this theoretically work with textures?
let tempBindPoint = (vertexShaderBindPoint != -1) ? vertexShaderBindPoint : pixelShaderBindPoint;
effect.Buffers.Add(tempBindPoint, buffer.Name, buffer);
for (var variable in buffer.Variables)
{
effect.Variables.Add(variable);
}
}
effect.[Friend]VertexShader = vertexShader;
effect.[Friend]PixelShader = pixelShader;
return effect;
}
}