mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
First working effects with new pipeline
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@@ -0,0 +1,149 @@
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using System;
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using System.Collections;
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using System.IO;
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using GlitchyEngine.Renderer;
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namespace GlitchyEngine.Content.Loaders;
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class ShaderLoader : IProcessedAssetLoader
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{
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public Result<Asset> Load(Stream stream)
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{
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uint64 vsDataSize = Try!(stream.Read<uint64>());
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uint64 psDataSize = Try!(stream.Read<uint64>());
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VertexShader vertexShader = null;
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PixelShader pixelShader = null;
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Effect effect = new Effect();
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// Properly clean up in case of an error
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defer
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{
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vertexShader?.ReleaseRef();
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pixelShader?.ReleaseRef();
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if (@return case .Err)
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{
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effect.ReleaseLastRef();
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}
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}
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if (vsDataSize > 0)
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{
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uint8[] vsData = new:ScopedAlloc! uint8[vsDataSize];
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Try!(stream.TryRead(vsData));
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vertexShader = (VertexShader)Try!(Shader.CreateFromBlob(vsData, .Vertex));
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}
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if (psDataSize > 0)
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{
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uint8[] psData = new:ScopedAlloc! uint8[psDataSize];
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Try!(stream.TryRead(psData));
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pixelShader = (PixelShader)Try!(Shader.CreateFromBlob(psData, .Pixel));
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}
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uint16 textureCount = Try!(stream.Read<uint16>());
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for (int i < textureCount)
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{
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TextureDimension dimension = Try!(stream.Read<TextureDimension>());
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int32 vertexShaderBindPoint = Try!(stream.Read<int32>());
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int32 pixelShaderBindPoint = Try!(stream.Read<int32>());
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int16 textureNameLength = Try!(stream.Read<int16>());
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String textureName = new String(textureNameLength);
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stream.ReadStrSized32(textureNameLength, textureName);
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Effect.TextureEntry entry = .(TextureViewBinding.CreateDefault(), dimension, null, null);
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if (vertexShaderBindPoint != -1 && vertexShader != null)
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{
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vertexShader.Textures.Add(textureName, (.)vertexShaderBindPoint, entry.BoundTexture, dimension);
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entry.VsSlot = vertexShader.Textures[textureName];
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}
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if (pixelShaderBindPoint != -1)
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{
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pixelShader?.Textures.Add(textureName, (.)pixelShaderBindPoint, entry.BoundTexture, dimension);
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entry.PsSlot = pixelShader.Textures[textureName];
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}
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effect.Textures[textureName] = entry;
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}
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uint16 bufferCount = Try!(stream.Read<uint16>());
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for (int i < bufferCount)
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{
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int64 bufferSize = Try!(stream.Read<int64>());
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int32 vertexShaderBindPoint = Try!(stream.Read<int32>());
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int32 pixelShaderBindPoint = Try!(stream.Read<int32>());
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int16 bufferNameLength = Try!(stream.Read<int16>());
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String bufferName = scope String(bufferNameLength);
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stream.ReadStrSized32(bufferNameLength, bufferName);
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int16 engineBufferNameLength = Try!(stream.Read<int16>());
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String engineBufferName = null;
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if (engineBufferNameLength > 0)
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{
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scope String(engineBufferNameLength);
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stream.ReadStrSized32(engineBufferNameLength, engineBufferName);
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// TODO: Engine buffers currently do nothing. The bind points for each engine buffer are hardcoded.
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// It only marks the buffer as engine buffer, preventing the variables from becomming accessible.
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//effect.[Friend]_engineBuffers.Add()
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}
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uint16 variableCount = Try!(stream.Read<uint16>());
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ConstantBuffer buffer = new ConstantBuffer(bufferName, bufferSize);
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defer buffer.ReleaseRef();
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for (int v < variableCount)
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{
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uint64 variableOffset = Try!(stream.Read<uint64>());
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uint64 sizeInBytes = Try!(stream.Read<uint64>());
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bool isUsed = Try!(stream.Read<uint8>()) > 0;
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ShaderVariableType type = Try!(stream.Read<ShaderVariableType>());
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uint8 rows = Try!(stream.Read<uint8>());
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uint8 columns = Try!(stream.Read<uint8>());
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uint64 arraySize = Try!(stream.Read<uint64>());
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int16 variableNameLength = Try!(stream.Read<int16>());
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String variableName = scope String(variableNameLength);
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stream.ReadStrSized32(variableNameLength, variableName);
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if (engineBufferName == null)
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buffer.AddVariable(variableName, variableOffset, sizeInBytes, isUsed, type, rows, columns, arraySize);
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}
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Try!(stream.TryRead(buffer.RawData));
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Try!(buffer.Update());
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if (vertexShaderBindPoint != -1)
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vertexShader.Buffers.Add(vertexShaderBindPoint, buffer.Name, buffer);
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if (pixelShaderBindPoint != -1)
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pixelShader.Buffers.Add(pixelShaderBindPoint, buffer.Name, buffer);
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// TODO: Allow binding buffers to different indices? Does this theoretically work with textures?
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let tempBindPoint = (vertexShaderBindPoint != -1) ? vertexShaderBindPoint : pixelShaderBindPoint;
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effect.Buffers.Add(tempBindPoint, buffer.Name, buffer);
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for (var variable in buffer.Variables)
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{
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effect.Variables.Add(variable);
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}
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}
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effect.[Friend]VertexShader = vertexShader;
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effect.[Friend]PixelShader = pixelShader;
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return effect;
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}
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}
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