mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
First working effects with new pipeline
This commit is contained in:
@@ -1,5 +1,13 @@
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{
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AssetLoader = "EffectAssetLoader",
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Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */,
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AssetHandle = 15597986932192091061
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Importer = "ShaderImporter",
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ImporterConfig = null,
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = {
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_compression = .None
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},
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AssetHandle = 7951861132321655812
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}
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@@ -1,5 +1,13 @@
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{
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AssetLoader = "EffectAssetLoader",
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Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */,
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AssetHandle = 14473519405124742382
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Importer = "ShaderImporter",
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ImporterConfig = null,
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = {
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_compression = .None
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},
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AssetHandle = 959631876667366082
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}
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@@ -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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||||
|
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Dictionary<StringView, ShaderVariable> variables = scope .();
|
||||
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 .();
|
||||
|
||||
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;
|
||||
}
|
||||
ClearAndDeleteItems!(bufferNames);
|
||||
}
|
||||
|
||||
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));
|
||||
|
||||
if (String.IsNullOrWhiteSpace(vsName) && String.IsNullOrWhiteSpace(psName))
|
||||
{
|
||||
@@ -100,16 +142,108 @@ class ShaderProcessor : IAssetProcessor
|
||||
|
||||
Try!(CompileAndReflect(vsName, psName, importedShader, code, processedShader));
|
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|
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Try!(MergeResources(processedShader));
|
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Try!(MergeResources(processedShader, variables, engineBuffers));
|
||||
|
||||
outProcessedResources.Add(processedShader);
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
private static Result<void> MergeResources(ProcessedShader processedShader)
|
||||
private static Result<void> MergeResources(ProcessedShader processedShader,
|
||||
Dictionary<StringView, ShaderVariable> variables,
|
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Dictionary<StringView, StringView> engineBuffers)
|
||||
{
|
||||
Try!(MergeConstantBuffers(processedShader, variables, engineBuffers));
|
||||
Try!(MergeTextures(processedShader));
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
private static Result<void> MergeConstantBuffers(ProcessedShader processedShader,
|
||||
Dictionary<StringView, ShaderVariable> variables,
|
||||
Dictionary<StringView, StringView> engineBuffers)
|
||||
{
|
||||
HashSet<StringView> bufferNames = scope .();
|
||||
|
||||
void AddBufferNames(CompiledShader shader)
|
||||
{
|
||||
for (StringView name in shader.ConstantBuffers.Keys)
|
||||
{
|
||||
bufferNames.Add(name);
|
||||
}
|
||||
}
|
||||
|
||||
AddBufferNames(processedShader.VertexShader);
|
||||
AddBufferNames(processedShader.PixelShader);
|
||||
|
||||
for (StringView bufferName in bufferNames)
|
||||
{
|
||||
Result<ReflectedConstantBuffer> vsBufferResult = processedShader.VertexShader.ConstantBuffers.GetValue(bufferName);
|
||||
Result<ReflectedConstantBuffer> psBufferResult = processedShader.PixelShader.ConstantBuffers.GetValue(bufferName);
|
||||
|
||||
ProcessedShader.ConstantBufferEntry constantBufferEntry = .Default;
|
||||
|
||||
if (vsBufferResult case .Ok(let vsBuffer) && psBufferResult case .Ok(let psBuffer))
|
||||
{
|
||||
// Choose larger buffer
|
||||
constantBufferEntry.ConstantBuffer = (vsBuffer.Size >= psBuffer.Size) ? vsBuffer : psBuffer;
|
||||
constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;
|
||||
constantBufferEntry.PixelShaderBindPoint = (.)psBuffer.BindPoint;
|
||||
}
|
||||
else if (vsBufferResult case .Ok(let vsBuffer))
|
||||
{
|
||||
constantBufferEntry.ConstantBuffer = vsBuffer;
|
||||
constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;
|
||||
}
|
||||
else if (psBufferResult case .Ok(let psBuffer))
|
||||
{
|
||||
constantBufferEntry.ConstantBuffer = psBuffer;
|
||||
constantBufferEntry.PixelShaderBindPoint = (.)psBuffer.BindPoint;
|
||||
}
|
||||
|
||||
Log.EngineLogger.Assert(constantBufferEntry.ConstantBuffer != null);
|
||||
Log.EngineLogger.Assert(constantBufferEntry.VertexShaderBindPoint > -1 || constantBufferEntry.PixelShaderBindPoint > -1);
|
||||
|
||||
if (engineBuffers.TryGetValue(constantBufferEntry.ConstantBuffer.Name, let engineBufferName))
|
||||
{
|
||||
constantBufferEntry.ConstantBuffer.EngineBufferName = engineBufferName;
|
||||
}
|
||||
|
||||
processedShader.AddConstantBuffer(constantBufferEntry);
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
static ref ProcessedShader.TextureEntry AddOrGetTextureEntry(ProcessedShader processedShader, ReflectedTexture reflectedTexture)
|
||||
{
|
||||
if (!processedShader.Textures.ContainsKey(reflectedTexture.Name))
|
||||
{
|
||||
ProcessedShader.TextureEntry textureEntry = .Default;
|
||||
textureEntry.Name = reflectedTexture.Name;
|
||||
textureEntry.TextureDimension = reflectedTexture.TextureDimension;
|
||||
|
||||
processedShader.Textures.Add(textureEntry.Name, textureEntry);
|
||||
}
|
||||
|
||||
ref ProcessedShader.TextureEntry entry = ref processedShader.Textures[reflectedTexture.Name];
|
||||
|
||||
return ref entry;
|
||||
}
|
||||
|
||||
private static Result<void> MergeTextures(ProcessedShader processedShader)
|
||||
{
|
||||
for (let (textureName, reflectedTexture) in processedShader.VertexShader.Textures)
|
||||
{
|
||||
ref ProcessedShader.TextureEntry textureEntry = ref AddOrGetTextureEntry(processedShader, reflectedTexture);
|
||||
textureEntry.VertexShaderBindPoint = (int32)reflectedTexture.BindPoint;
|
||||
}
|
||||
|
||||
for (let (textureName, reflectedTexture) in processedShader.PixelShader.Textures)
|
||||
{
|
||||
ref ProcessedShader.TextureEntry textureEntry = ref AddOrGetTextureEntry(processedShader, reflectedTexture);
|
||||
textureEntry.PixelShaderBindPoint = (int32)reflectedTexture.BindPoint;
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
@@ -143,7 +277,9 @@ class ShaderProcessor : IAssetProcessor
|
||||
return ShaderCompiler.CompileAndReflectShader(code, importedShader.AssetIdentifier, vsName, "ps_5_0", .());
|
||||
}
|
||||
|
||||
private static Result<void> ProcessFileContent(String fileContent, String outVsName, String outPsName, Dictionary<StringView, ShaderVariable> outVarDescs, Dictionary<String, String> outEngineBuffers)
|
||||
private static Result<void> ProcessFileContent(String fileContent, String outVsName, String outPsName,
|
||||
Dictionary<StringView, ShaderVariable> outVarDescs,
|
||||
List<String> outBufferNames, Dictionary<StringView, StringView> outEngineBuffers)
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
|
||||
@@ -176,7 +312,7 @@ class ShaderProcessor : IAssetProcessor
|
||||
case "EditorVariable":
|
||||
Try!(ProcessEditorVariables(arguments, outVarDescs));
|
||||
case "EngineBuffer":
|
||||
Try!(ProcessEngineBuffer(arguments, outEngineBuffers));
|
||||
Try!(ProcessEngineBuffer(arguments, outBufferNames, outEngineBuffers));
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
@@ -273,7 +409,8 @@ class ShaderProcessor : IAssetProcessor
|
||||
return .Ok((startOfLine, endOfLine));
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -11,6 +11,18 @@ using GlitchyEngine.Content;
|
||||
using System.Collections;
|
||||
|
||||
using internal GlitchyEngine.Renderer;
|
||||
using internal GlitchyEngine.Platform.DX11;
|
||||
|
||||
using System;
|
||||
using GlitchyEngine.Renderer;
|
||||
using DirectX.D3D11;
|
||||
using DirectX.D3DCompiler;
|
||||
using GlitchyEngine.Platform.DX11;
|
||||
using GlitchyEngine.Content;
|
||||
using DirectX.Common;
|
||||
|
||||
using internal GlitchyEngine.Renderer;
|
||||
using internal GlitchyEngine.Platform.DX11;
|
||||
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
@@ -115,6 +127,40 @@ namespace GlitchyEngine.Renderer
|
||||
*/
|
||||
internal ID3DBlob* nativeCode ~ _?.Release();
|
||||
|
||||
protected override Result<void> InternalCreateFromBlob(Span<uint8> blob)
|
||||
{
|
||||
HResult shaderCreationResult = HResult.S_FALSE;
|
||||
|
||||
// TODO Temporary, because we need to generate the vertex layout from it!
|
||||
D3DCompiler.D3DCreateBlob((.)blob.Length, &nativeCode);
|
||||
Internal.MemCpy(nativeCode.GetBufferPointer(), blob.Ptr, blob.Length);
|
||||
|
||||
switch (_shaderType)
|
||||
{
|
||||
case .Vertex:
|
||||
shaderCreationResult = NativeDevice.CreateVertexShader(blob.Ptr, (uint)blob.Length, null, (ID3D11VertexShader**)&nativeShader);
|
||||
case .Pixel:
|
||||
shaderCreationResult = NativeDevice.CreatePixelShader(blob.Ptr, (uint)blob.Length, null, (ID3D11PixelShader**)&nativeShader);
|
||||
default:
|
||||
Log.EngineLogger.Error($"Can't create native shader of type {_shaderType}.");
|
||||
return .Err;
|
||||
}
|
||||
|
||||
if(shaderCreationResult.Failed)
|
||||
{
|
||||
Log.EngineLogger.Error($"Failed to create native shader from blob: {shaderCreationResult} ({(int)shaderCreationResult})");
|
||||
|
||||
if (nativeShader != null)
|
||||
{
|
||||
nativeShader.Release();
|
||||
}
|
||||
|
||||
return .Err;
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
|
||||
protected const ShaderCompileFlags DefaultCompileFlags = .EnableStrictness |
|
||||
#if DEBUG
|
||||
.Debug;
|
||||
|
||||
@@ -29,5 +29,7 @@ namespace GlitchyEngine.Renderer
|
||||
_nativeShaderResourceView?.Release();
|
||||
_nativeSamplerState?.Release();
|
||||
}
|
||||
|
||||
public static override TextureViewBinding CreateDefault() => .(null, null);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -36,6 +36,7 @@ namespace GlitchyEngine.Renderer
|
||||
output[i] = .(input[i].SemanticName, input[i].SemanticIndex, (.)input[i].Format, input[i].InputSlot, input[i].AlignedByteOffset, (.)input[i].InputSlotClass, input[i].InstanceDataStepRate);
|
||||
}
|
||||
|
||||
/// This should happen during shader compilation!
|
||||
/// Validates or gets the validated input layout for the given vertexshader.
|
||||
internal ID3D11InputLayout* GetNativeVertexLayout(ID3DBlob* vertexShaderCode)
|
||||
{
|
||||
|
||||
@@ -38,8 +38,9 @@ namespace GlitchyEngine.Renderer
|
||||
[Inline]
|
||||
internal uint8* firstByte => _constantBuffer.rawData.CArray() + _offset;
|
||||
|
||||
public this(ConstantBuffer constantBuffer, ShaderVariableType type, uint32 columns, uint32 rows, uint32 offset, uint32 sizeInBytes, uint32 elements, bool isUsed)
|
||||
public this(StringView name, ConstantBuffer constantBuffer, ShaderVariableType type, uint32 columns, uint32 rows, uint32 offset, uint32 sizeInBytes, uint32 elements, bool isUsed)
|
||||
{
|
||||
_name = new String(name);
|
||||
_constantBuffer = constantBuffer..AddRef();
|
||||
_type = type;
|
||||
_columns = columns;
|
||||
|
||||
@@ -74,13 +74,28 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
public BufferVariableCollection Variables => _variables;
|
||||
|
||||
/// Gets a span to the rawData held on the CPU.
|
||||
public Span<uint8> RawData => rawData;
|
||||
|
||||
protected this() {}
|
||||
|
||||
public this(StringView name, int64 size)
|
||||
{
|
||||
_name = new String(name);
|
||||
rawData = new uint8[size];
|
||||
ConstructBuffer();
|
||||
}
|
||||
|
||||
protected internal void AddVariable(BufferVariable ownVariable)
|
||||
{
|
||||
_variables.Add(ownVariable);
|
||||
}
|
||||
|
||||
public void AddVariable(StringView name, uint64 offset, uint64 sizeInBytes, bool isUsed, ShaderVariableType type, uint8 rows, uint8 columns, uint64 arraySize)
|
||||
{
|
||||
_variables.Add(new BufferVariable(name, this, type, columns, rows, (uint32)offset, (uint32)sizeInBytes, (uint32)arraySize, isUsed));
|
||||
}
|
||||
|
||||
/**
|
||||
* Construct the buffer description.
|
||||
*/
|
||||
@@ -96,9 +111,9 @@ namespace GlitchyEngine.Renderer
|
||||
/**
|
||||
* Uploads the date to the GPU.
|
||||
*/
|
||||
public void Update()
|
||||
public Result<void> Update()
|
||||
{
|
||||
PlatformSetData(rawData.CArray(), (uint32)rawData.Count, 0, .WriteDiscard);
|
||||
return PlatformSetData(rawData.CArray(), (uint32)rawData.Count, 0, .WriteDiscard);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -65,7 +65,7 @@ public class Effect : Asset
|
||||
}
|
||||
}
|
||||
|
||||
Dictionary<String, TextureEntry> _textures ~ delete _;
|
||||
Dictionary<String, TextureEntry> _textures ~ DeleteDictionaryAndKeys!(_);
|
||||
|
||||
public Dictionary<String, TextureEntry> Textures => _textures;
|
||||
|
||||
@@ -100,6 +100,7 @@ public class Effect : Asset
|
||||
MergeResources();
|
||||
}
|
||||
|
||||
[Obsolete("", false)]
|
||||
public this(Stream data, StringView assetIdentifier, IContentManager contentManager)
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
@@ -115,6 +116,13 @@ public class Effect : Asset
|
||||
MergeResources();
|
||||
}
|
||||
|
||||
public this()
|
||||
{
|
||||
_bufferCollection = new BufferCollection();
|
||||
_variables = new BufferVariableCollection(false);
|
||||
_textures = new Dictionary<String, TextureEntry>();
|
||||
}
|
||||
|
||||
public ~this()
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
@@ -668,7 +676,7 @@ public class Effect : Asset
|
||||
}
|
||||
|
||||
// save entry
|
||||
_textures[shaderEntry.Name] = entry;
|
||||
_textures[new String(shaderEntry.Name)] = entry;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,5 +8,7 @@ namespace GlitchyEngine.Renderer
|
||||
[AllowAppend]
|
||||
public this(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null)
|
||||
: base(code, fileName, entryPoint, contentManager, macros) { }
|
||||
|
||||
public this() : base() { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,16 +20,29 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class Shader : RefCounter
|
||||
public enum ShaderType
|
||||
{
|
||||
Unknown,
|
||||
Vertex,
|
||||
Pixel
|
||||
}
|
||||
|
||||
// TODO: We may not even need the distinction between shader types anymore (maybe just as an enum)
|
||||
public abstract class
|
||||
Shader : RefCounter
|
||||
{
|
||||
protected internal BufferCollection _buffers ~ _.ReleaseRef();//:append _;
|
||||
|
||||
protected ShaderTextureCollection _textures ~ delete _;
|
||||
|
||||
protected ShaderType _shaderType;
|
||||
|
||||
public BufferCollection Buffers => _buffers;
|
||||
|
||||
public ShaderTextureCollection Textures => _textures;
|
||||
|
||||
public ShaderType ShaderType => _shaderType;
|
||||
|
||||
[AllowAppend]
|
||||
public this(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null)
|
||||
{
|
||||
@@ -43,24 +56,49 @@ namespace GlitchyEngine.Renderer
|
||||
CompileFromSource(code, fileName, entryPoint, contentManager);
|
||||
}
|
||||
|
||||
public this()
|
||||
{
|
||||
_buffers = new BufferCollection();
|
||||
_textures = new ShaderTextureCollection();
|
||||
}
|
||||
|
||||
public static Result<Shader> CreateFromBlob(Span<uint8> shaderBlob, ShaderType shaderType)
|
||||
{
|
||||
Shader shader = null;
|
||||
|
||||
defer
|
||||
{
|
||||
if (@return case .Err)
|
||||
{
|
||||
shader?.ReleaseRef();
|
||||
}
|
||||
}
|
||||
|
||||
switch (shaderType)
|
||||
{
|
||||
case .Vertex:
|
||||
shader = new VertexShader();
|
||||
case .Pixel:
|
||||
shader = new PixelShader();
|
||||
default:
|
||||
Log.EngineLogger.Error($"Can't create shader of type {shaderType}");
|
||||
return .Err;
|
||||
}
|
||||
|
||||
shader._shaderType = shaderType;
|
||||
|
||||
Try!(shader.InternalCreateFromBlob(shaderBlob));
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
public ~this()
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
}
|
||||
|
||||
/*public static mixin FromFile<T>(String fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null) where T : Shader
|
||||
{
|
||||
Debug.Profiler.ProfileResourceFunction!();
|
||||
|
||||
String fileContent = new String();
|
||||
File.ReadAllText(fileName, fileContent, true);
|
||||
T shader = new T(fileContent, (StringView)fileName, contentManager, entryPoint, macros);
|
||||
|
||||
delete fileContent;
|
||||
|
||||
shader
|
||||
}*/
|
||||
|
||||
public abstract void CompileFromSource(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager, ShaderDefine[] macros = null);
|
||||
|
||||
protected abstract Result<void> InternalCreateFromBlob(Span<uint8> blob);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -38,6 +38,8 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
|
||||
// TODO: finish implementation (like BufferCollection)
|
||||
public ResourceEntry* this[int idx] => _idxToBuf[idx];
|
||||
public ResourceEntry* this[String name] => _strToBuf[name];
|
||||
|
||||
public void Add(String name, uint32 index, TextureViewBinding texture, TextureDimension dimension)
|
||||
{
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
// TODO: I hate this. It is a reference counting struct?!
|
||||
/// Represents a reference to a texture that can be used as shader input resource.
|
||||
public struct TextureViewBinding : IRefCounted, IDisposable
|
||||
{
|
||||
@@ -11,6 +12,8 @@ namespace GlitchyEngine.Renderer
|
||||
public extern void AddRef();
|
||||
public extern void Release();
|
||||
|
||||
public static extern TextureViewBinding CreateDefault();
|
||||
|
||||
public void Dispose() => Release();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,5 +8,7 @@ namespace GlitchyEngine.Renderer
|
||||
[AllowAppend]
|
||||
public this(StringView code, StringView? fileName, String entryPoint, IContentManager contentManager = null, ShaderDefine[] macros = null)
|
||||
: base(code, fileName, entryPoint, contentManager, macros) { }
|
||||
|
||||
public this() : base() { }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user