ULRE/src/ShaderGen/ShaderCreateInfo.cpp

478 lines
10 KiB
C++

#include<hgl/shadergen/ShaderCreateInfo.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
#include<hgl/graph/mtl/UBOCommon.h>
#include<hgl/log/LogInfo.h>
#include"GLSLCompiler.h"
#include"common/MFCommon.h"
#include"ShaderLibrary.h"
namespace hgl{namespace graph{
ShaderCreateInfo::ShaderCreateInfo(VkShaderStageFlagBits ss,MaterialDescriptorInfo *m)
{
shader_stage=ss;
mdi=m;
sdm=new ShaderDescriptorInfo(ss);
spv_data=nullptr;
define_macro_max_length=0;
define_value_max_length=0;
}
ShaderCreateInfo::~ShaderCreateInfo()
{
if(spv_data)
FreeSPVData(spv_data);
delete sdm;
}
bool ShaderCreateInfo::AddDefine(const AnsiString &m,const AnsiString &v)
{
if(define_macro_list.Find(m)!=-1)
return(false);
define_macro_list.Add(m);
define_value_list.Add(v);
if(m.Length()>define_macro_max_length)
define_macro_max_length=m.Length();
if(v.Length()>define_value_max_length)
define_value_max_length=v.Length();
return(true);
}
bool ShaderCreateInfo::ProcDefine()
{
const uint count=define_macro_list.GetCount();
if(count<=0)return(true);
final_shader+="\n";
constexpr const char GLSL_DEFINE_FRONT[]="#define ";
constexpr const uint GLSL_DEFINE_FRONT_LENGTH=sizeof(GLSL_DEFINE_FRONT)-1;
const uint32_t total_length=GLSL_DEFINE_FRONT_LENGTH+define_macro_max_length+define_value_max_length+3;
char *tmp=new char[total_length];
char *p;
memcpy(tmp,GLSL_DEFINE_FRONT,GLSL_DEFINE_FRONT_LENGTH);
uint macro_length;
uint value_length;
AnsiString m;
AnsiString v;
for(uint i=0;i<count;i++)
{
m=define_macro_list.GetString(i);
v=define_value_list.GetString(i);
macro_length=m.Length();
value_length=v.Length();
p=tmp+GLSL_DEFINE_FRONT_LENGTH;
memcpy(p,m.c_str(),macro_length);
p+=macro_length;
*p=' ';
++p;
memcpy(p,v.c_str(),value_length);
p+=value_length;
*p='\n';
final_shader.Strcat(tmp,p-tmp+1);
}
delete[] tmp;
return(true);
}
int ShaderCreateInfo::AddOutput(const VAT &type,const AnsiString &name,Interpolation inter)
{
ShaderAttribute *ss=new ShaderAttribute;
hgl::strcpy(ss->name,sizeof(ss->name),name.c_str());
ss->basetype =(uint8)type.basetype;
ss->vec_size = type.vec_size;
ss->interpolation = inter;
return sdm->AddOutput(ss);
}
int ShaderCreateInfo::AddOutput(const AnsiString &type,const AnsiString &name,Interpolation inter)
{
VAT vat;
if(name.IsEmpty())
return -1;
if(!ParseVertexAttribType(&vat,type))
return -2;
return AddOutput(vat,name,inter);
}
bool ShaderCreateInfo::ProcSubpassInput()
{
auto sil=sdm->GetSubpassInputList();
if(sil.IsEmpty())
return(true);
final_shader+="\n";
auto si=sil.GetData();
int si_count=sil.GetCount();
for(int i=0;i<si_count;i++)
{
final_shader+="layout(input_attachment_index=";
final_shader+=AnsiString::numberOf((*si)->input_attachment_index);
final_shader+=", binding=";
final_shader+=AnsiString::numberOf((*si)->binding);
final_shader+=") uniform subpassInput ";
final_shader+=(*si)->name;
final_shader+=";\n";
++si;
}
return(true);
}
namespace
{
constexpr const char MI_ID_OUTPUT[]="MaterialInstanceID";
constexpr const char MF_GetMI_VS []="\nMaterialInstance GetMI(){return mtl.mi[Assign.y];}\n";
constexpr const char MF_GetMI_Other []="\nMaterialInstance GetMI(){return mtl.mi[Input.MaterialInstanceID];}\n";
constexpr const char MF_HandoverMI_VS[]= "\nvoid HandoverMI(){Output.MaterialInstanceID=Assign.y;}\n";
constexpr const char MF_HandoverMI_GS[]= "\nvoid HandoverMI(){Output.MaterialInstanceID=Input[0].MaterialInstanceID;}\n";
constexpr const char MF_HandoverMI_OTHER[]= "\nvoid HandoverMI(){Output.MaterialInstanceID=Input.MaterialInstanceID;}\n";
}//namespace
void ShaderCreateInfo::SetMaterialInstance(UBODescriptor *ubo,const AnsiString &mi)
{
sdm->AddUBO(DescriptorSetType::PerMaterial,ubo);
sdm->AddStruct(mtl::MaterialInstanceStruct);
AddFunction(shader_stage==VK_SHADER_STAGE_VERTEX_BIT?MF_GetMI_VS:MF_GetMI_Other);
mi_codes=mi;
}
void ShaderCreateInfo::AddMaterialInstanceOutput()
{
AddOutput(VAT_UINT,MI_ID_OUTPUT,Interpolation::Flat);
if(shader_stage==VK_SHADER_STAGE_VERTEX_BIT) AddFunction(MF_HandoverMI_VS);else
if(shader_stage==VK_SHADER_STAGE_GEOMETRY_BIT) AddFunction(MF_HandoverMI_GS);else
AddFunction(MF_HandoverMI_OTHER);
}
bool ShaderCreateInfo::ProcInput(ShaderCreateInfo *last_sc)
{
if(!last_sc)
return(false);
AnsiString last_output=last_sc->GetOutputStruct();
if(last_output.IsEmpty())
{
final_shader+="\n";
return(true);
}
final_shader+="\nlayout(location=0) in ";
final_shader+=last_output;
if(shader_stage==VK_SHADER_STAGE_GEOMETRY_BIT)
final_shader+="Input[];\n";
else
final_shader+="Input;\n";
return(true);
}
bool ShaderCreateInfo::ProcOutput()
{
output_struct.Clear();
const ShaderAttributeArray &ssd=sdm->GetShaderStageIO().output;
if(ssd.count<=0)return(true);
output_struct=GetShaderStageName(shader_stage);
output_struct+="_Output\n{\n";
const ShaderAttribute *ss=ssd.items;
for(uint i=0;i<ssd.count;i++)
{
output_struct+=" ";
if(ss->interpolation!=Interpolation::Smooth)
{
output_struct+=InterpolationName[size_t(ss->interpolation)];
output_struct+=" ";
}
output_struct+=GetShaderAttributeTypename(ss);
output_struct+=" ";
output_struct+=ss->name;
output_struct+=";\n";
++ss;
}
output_struct+="}";
final_shader+="\nlayout(location=0) out ";
final_shader+=output_struct;
final_shader+="Output;\n";
return(true);
}
bool ShaderCreateInfo::ProcStruct()
{
const AnsiStringList &struct_list=sdm->GetStructList();
AnsiString codes;
for(auto &str:struct_list)
{
if(!mdi->GetStruct(*str,codes))
return(false);
final_shader+="\nstruct ";
final_shader+=*str;
final_shader+="\n{";
final_shader+=codes;
final_shader+="};\n";
}
return(true);
}
bool ShaderCreateInfo::ProcMI()
{
if(mi_codes.IsEmpty())
return(true);
final_shader+="\nstruct MaterialInstance\n{\n";
final_shader+=mi_codes;
final_shader+="\n};\n";
return(true);
}
bool ShaderCreateInfo::ProcUBO()
{
auto ubo_list=sdm->GetUBOList();
const int count=ubo_list.GetCount();
if(count<=0)return(true);
final_shader+="\n";
auto ubo=ubo_list.GetData();
AnsiString struct_codes;
for(int i=0;i<count;i++)
{
final_shader+="layout(set=";
final_shader+=AnsiString::numberOf((*ubo)->set);
final_shader+=",binding=";
final_shader+=AnsiString::numberOf((*ubo)->binding);
final_shader+=") uniform ";
final_shader+=(*ubo)->type;
final_shader+="\n{";
if(!mdi->GetStruct((*ubo)->type,struct_codes))
return(false);
final_shader+=struct_codes;
final_shader+="\n}";
final_shader+=(*ubo)->name;
final_shader+=";\n";
++ubo;
}
return(true);
}
bool ShaderCreateInfo::ProcSSBO()
{
return(false);
}
bool ShaderCreateInfo::ProcConstantID()
{
auto const_list=sdm->GetConstList();
const int count=const_list.GetCount();
if(count<=0)return(true);
final_shader+="\n";
auto const_data=const_list.GetData();
for(int i=0;i<count;i++)
{
final_shader+="layout(constant_id=";
final_shader+=AnsiString::numberOf((*const_data)->constant_id);
final_shader+=") const ";
final_shader+=(*const_data)->type;
final_shader+=" ";
final_shader+=(*const_data)->name;
final_shader+="=";
final_shader+=(*const_data)->value;
final_shader+=";\n";
++const_data;
}
return(true);
}
bool ShaderCreateInfo::ProcSampler()
{
auto sampler_list=sdm->GetSamplerList();
const int count=sampler_list.GetCount();
if(count<=0)return(true);
final_shader+="\n";
auto sampler=sampler_list.GetData();
for(int i=0;i<count;i++)
{
final_shader+="layout(set=";
final_shader+=AnsiString::numberOf((*sampler)->set);
final_shader+=",binding=";
final_shader+=AnsiString::numberOf((*sampler)->binding);
final_shader+=") uniform ";
final_shader+=(*sampler)->type;
final_shader+=" ";
final_shader+=(*sampler)->name;
final_shader+=";\n";
++sampler;
}
return(true);
}
bool ShaderCreateInfo::CreateShader(ShaderCreateInfo *last_sc)
{
if(main_function.IsEmpty())
return(false);
final_shader=R"(
#version 460 core
#define VertexShader 0x01
#define TessControlShader 0x02
#define TeseEvalShader 0x04
#define GeometryShader 0x08
#define FragmentShader 0x10
#define ComputeShader 0x20
#define TaskShader 0x40
#define MeshShader 0x80
)";
{
char ss_hex_str[9];
final_shader+="\n#define ShaderStage 0x";
final_shader+=utos(ss_hex_str,8,uint(shader_stage),16);
final_shader+="\n";
}
ProcDefine();
if(!ProcLayout())
return(false);
if(!ProcSubpassInput())
return(false);
if(!ProcInput(last_sc))
return(false);
// if(!ProcStruct())
// return(false);
ProcMI();
if(!ProcUBO())
return(false);
//if(!ProcSSBO())
//return(false);
if(!ProcConstantID())
return(false);
if(!ProcSampler())
return(false);
ProcOutput();
for(const char *str:function_list)
final_shader+=str;
final_shader+="\n";
final_shader+=main_function;
#ifdef _DEBUG
//想办法存成文件或是输出行号,以方便出错了调试
LOG_INFO(AnsiString(GetShaderStageName(shader_stage))+" shader: \n"+final_shader);
#endif//_DEBUG
if(!CompileToSPV())
return(false);
return(true);
}
bool ShaderCreateInfo::CompileToSPV()
{
spv_data=CompileShader(shader_stage,final_shader.c_str());
if(!spv_data)
return(false);
return(true);
}
const uint32 *ShaderCreateInfo::GetSPVData()const
{
return spv_data?spv_data->spv_data:nullptr;
}
const size_t ShaderCreateInfo::GetSPVSize()const
{
return spv_data?spv_data->spv_length:0;
}
}}//namespace hgl::graph