Add ShaderReflector

- Used to look at the shader files and find set/binding automatically
This commit is contained in:
Thraix
2023-03-14 22:56:11 +01:00
parent 6e463b3560
commit 4fe719858d
20 changed files with 382 additions and 151 deletions
+2
View File
@@ -194,6 +194,7 @@
<ClCompile Include="src\copium\pipeline\Shader.cpp" />
<ClCompile Include="src\copium\core\SwapChain.cpp" />
<ClCompile Include="src\copium\sampler\Texture2D.cpp" />
<ClCompile Include="src\copium\util\ShaderReflector.cpp" />
<ClCompile Include="src\copium\util\Timer.cpp" />
<ClCompile Include="src\copium\buffer\UniformBuffer.cpp" />
<ClCompile Include="src\copium\mesh\Vertex.cpp" />
@@ -233,6 +234,7 @@
<ClInclude Include="src\copium\core\Instance.h" />
<ClInclude Include="src\copium\core\QueueFamilies.h" />
<ClInclude Include="src\copium\core\SwapChain.h" />
<ClInclude Include="src\copium\util\ShaderReflector.h" />
<ClInclude Include="src\copium\util\Timer.h" />
<ClInclude Include="src\copium\mesh\Vertex.h" />
<ClInclude Include="src\copium\buffer\VertexBuffer.h" />
@@ -123,6 +123,9 @@
<ClCompile Include="src\copium\renderer\DrawCall.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\copium\util\ShaderReflector.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\copium\sampler\DepthAttachment.h">
@@ -236,6 +239,9 @@
<ClInclude Include="src\copium\renderer\DrawCall.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\copium\util\ShaderReflector.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="res\shaders\shader.frag" />
+3 -2
View File
@@ -1,11 +1,12 @@
#version 450
layout(set = 0, binding = 0) uniform sampler2D texSampler;
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) in vec2 inTexCoord;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = texture(texSampler, fragTexCoord);
outColor = texture(texSampler, inTexCoord);
}
+2 -2
View File
@@ -2,10 +2,10 @@
layout(location = 0) in vec2 inPosition;
layout(location = 0) out vec2 fragTexCoord;
layout(location = 0) out vec2 outTexCoord;
void main()
{
gl_Position = vec4(inPosition * 0.5, 0.999, 1.0);
fragTexCoord = inPosition * 0.5 + 0.5;
outTexCoord = inPosition * 0.5 + 0.5;
}
+38 -38
View File
@@ -2,51 +2,51 @@
layout(set = 0, binding = 0) uniform sampler2D texSamplers[32];
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in flat int fragTexIndex;
layout(location = 0) in vec3 inColor;
layout(location = 1) in vec2 inTexCoord;
layout(location = 2) in flat int inTexIndex;
layout(location = 0) out vec4 outColor;
vec4 TextureColor()
{
if(fragTexIndex == 0) return texture(texSamplers[0], fragTexCoord);
if(fragTexIndex == 1) return texture(texSamplers[1], fragTexCoord);
if(fragTexIndex == 2) return texture(texSamplers[2], fragTexCoord);
if(fragTexIndex == 3) return texture(texSamplers[3], fragTexCoord);
if(fragTexIndex == 4) return texture(texSamplers[4], fragTexCoord);
if(fragTexIndex == 5) return texture(texSamplers[5], fragTexCoord);
if(fragTexIndex == 6) return texture(texSamplers[6], fragTexCoord);
if(fragTexIndex == 7) return texture(texSamplers[7], fragTexCoord);
if(fragTexIndex == 8) return texture(texSamplers[8], fragTexCoord);
if(fragTexIndex == 9) return texture(texSamplers[9], fragTexCoord);
if(fragTexIndex == 10) return texture(texSamplers[10], fragTexCoord);
if(fragTexIndex == 11) return texture(texSamplers[11], fragTexCoord);
if(fragTexIndex == 12) return texture(texSamplers[12], fragTexCoord);
if(fragTexIndex == 13) return texture(texSamplers[13], fragTexCoord);
if(fragTexIndex == 14) return texture(texSamplers[14], fragTexCoord);
if(fragTexIndex == 15) return texture(texSamplers[15], fragTexCoord);
if(fragTexIndex == 16) return texture(texSamplers[16], fragTexCoord);
if(fragTexIndex == 17) return texture(texSamplers[17], fragTexCoord);
if(fragTexIndex == 18) return texture(texSamplers[18], fragTexCoord);
if(fragTexIndex == 19) return texture(texSamplers[19], fragTexCoord);
if(fragTexIndex == 20) return texture(texSamplers[20], fragTexCoord);
if(fragTexIndex == 21) return texture(texSamplers[21], fragTexCoord);
if(fragTexIndex == 22) return texture(texSamplers[22], fragTexCoord);
if(fragTexIndex == 23) return texture(texSamplers[23], fragTexCoord);
if(fragTexIndex == 24) return texture(texSamplers[24], fragTexCoord);
if(fragTexIndex == 25) return texture(texSamplers[25], fragTexCoord);
if(fragTexIndex == 26) return texture(texSamplers[26], fragTexCoord);
if(fragTexIndex == 27) return texture(texSamplers[27], fragTexCoord);
if(fragTexIndex == 28) return texture(texSamplers[28], fragTexCoord);
if(fragTexIndex == 29) return texture(texSamplers[29], fragTexCoord);
if(fragTexIndex == 30) return texture(texSamplers[30], fragTexCoord);
if(fragTexIndex == 31) return texture(texSamplers[31], fragTexCoord);
if(inTexIndex == 0) return texture(texSamplers[0], inTexCoord);
if(inTexIndex == 1) return texture(texSamplers[1], inTexCoord);
if(inTexIndex == 2) return texture(texSamplers[2], inTexCoord);
if(inTexIndex == 3) return texture(texSamplers[3], inTexCoord);
if(inTexIndex == 4) return texture(texSamplers[4], inTexCoord);
if(inTexIndex == 5) return texture(texSamplers[5], inTexCoord);
if(inTexIndex == 6) return texture(texSamplers[6], inTexCoord);
if(inTexIndex == 7) return texture(texSamplers[7], inTexCoord);
if(inTexIndex == 8) return texture(texSamplers[8], inTexCoord);
if(inTexIndex == 9) return texture(texSamplers[9], inTexCoord);
if(inTexIndex == 10) return texture(texSamplers[10], inTexCoord);
if(inTexIndex == 11) return texture(texSamplers[11], inTexCoord);
if(inTexIndex == 12) return texture(texSamplers[12], inTexCoord);
if(inTexIndex == 13) return texture(texSamplers[13], inTexCoord);
if(inTexIndex == 14) return texture(texSamplers[14], inTexCoord);
if(inTexIndex == 15) return texture(texSamplers[15], inTexCoord);
if(inTexIndex == 16) return texture(texSamplers[16], inTexCoord);
if(inTexIndex == 17) return texture(texSamplers[17], inTexCoord);
if(inTexIndex == 18) return texture(texSamplers[18], inTexCoord);
if(inTexIndex == 19) return texture(texSamplers[19], inTexCoord);
if(inTexIndex == 20) return texture(texSamplers[20], inTexCoord);
if(inTexIndex == 21) return texture(texSamplers[21], inTexCoord);
if(inTexIndex == 22) return texture(texSamplers[22], inTexCoord);
if(inTexIndex == 23) return texture(texSamplers[23], inTexCoord);
if(inTexIndex == 24) return texture(texSamplers[24], inTexCoord);
if(inTexIndex == 25) return texture(texSamplers[25], inTexCoord);
if(inTexIndex == 26) return texture(texSamplers[26], inTexCoord);
if(inTexIndex == 27) return texture(texSamplers[27], inTexCoord);
if(inTexIndex == 28) return texture(texSamplers[28], inTexCoord);
if(inTexIndex == 29) return texture(texSamplers[29], inTexCoord);
if(inTexIndex == 30) return texture(texSamplers[30], inTexCoord);
if(inTexIndex == 31) return texture(texSamplers[31], inTexCoord);
return vec4(1, 1, 1, 1);
}
void main() {
outColor = vec4(fragColor, 1.0) * TextureColor();
// outColor = vec4(fragTexCoord, 0.0, 1.0);
void main()
{
outColor = vec4(inColor, 1.0) * TextureColor();
}
+2 -1
View File
@@ -9,7 +9,8 @@ layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out int fragTexIndex;
void main() {
void main()
{
gl_Position = vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
+8 -7
View File
@@ -2,14 +2,15 @@
layout(set = 0, binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragPosition;
layout(location = 3) in vec3 fragLightPos;
layout(location = 0) in vec3 inColor;
layout(location = 1) in vec2 inTexCoord;
layout(location = 2) in vec3 inPosition;
layout(location = 3) in vec3 inLightPos;
layout(location = 0) out vec4 outColor;
void main() {
float scale = 0.45 + max(dot(vec3(0, 1, 0), normalize(fragLightPos - fragPosition)), 0.0);
outColor = vec4(fragColor, 1.0) * texture(texSampler, fragTexCoord) * scale;
void main()
{
float scale = 0.45 + max(dot(vec3(0, 1, 0), normalize(inLightPos - inPosition)), 0.0);
outColor = vec4(inColor, 1.0) * texture(texSampler, inTexCoord) * scale;
}
+10 -9
View File
@@ -12,15 +12,16 @@ layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out vec3 fragPosition;
layout(location = 3) out vec3 fragLightPos;
layout(location = 0) out vec3 outColor;
layout(location = 1) out vec2 outTexCoord;
layout(location = 2) out vec3 outPosition;
layout(location = 3) out vec3 outLightPos;
void main() {
void main()
{
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
fragPosition = vec3(ubo.model * vec4(inPosition, 1.0));
fragLightPos = ubo.lightPos;
outColor = inColor;
outTexCoord = inTexCoord;
outPosition = vec3(ubo.model * vec4(inPosition, 1.0));
outLightPos = ubo.lightPos;
}
+6 -11
View File
@@ -29,9 +29,9 @@ namespace Copium
const std::vector<VertexPassthrough> verticesPassthrough = {
VertexPassthrough{{-1.0f, -1.0f}},
VertexPassthrough{{ 1.0f, -1.0f}},
VertexPassthrough{{ 1.0f, 1.0f}},
VertexPassthrough{{-1.0f, 1.0f}},
VertexPassthrough{{ 1.0f, 1.0f}},
VertexPassthrough{{ 1.0f, -1.0f}},
};
const std::vector<uint16_t> indicesPassthrough = {
@@ -69,7 +69,7 @@ namespace Copium
if (framebuffer->GetWidth() != vulkan->GetSwapChain().GetExtent().width || framebuffer->GetHeight() != vulkan->GetSwapChain().GetExtent().height)
{
framebuffer->Resize(vulkan->GetSwapChain().GetExtent().width / 8, vulkan->GetSwapChain().GetExtent().height / 8);
descriptorSetPassthrough->AddSampler(framebuffer->GetColorAttachment(), 0);
descriptorSetPassthrough->SetSampler(framebuffer->GetColorAttachment(), 0);
}
if (!vulkan->GetSwapChain().BeginPresent())
@@ -113,26 +113,21 @@ namespace Copium
descriptorPool = std::make_unique<DescriptorPool>(*vulkan);
descriptorSet = std::make_unique<DescriptorSet>(*vulkan, *descriptorPool, graphicsPipeline->GetDescriptorSetLayout(0));
descriptorSet->AddUniform(*shaderUniformBuffer, 0);
descriptorSet->AddSampler(*texture2D, 1);
descriptorSet->SetUniformBuffer(*shaderUniformBuffer, 0);
descriptorSet->SetSampler(*texture2D, 1);
descriptorSetPassthrough = std::make_unique<DescriptorSet>(*vulkan, *descriptorPool, graphicsPipelinePassthrough->GetDescriptorSetLayout(0));
descriptorSetPassthrough->AddSampler(framebuffer->GetColorAttachment(), 0);
descriptorSetPassthrough->SetSampler(framebuffer->GetColorAttachment(), 0);
}
void Application::InitializeGraphicsPipeline()
{
PipelineCreator creator{framebuffer->GetRenderPass(), "res/shaders/shader.vert", "res/shaders/shader.frag"};
creator.AddDescriptorSetLayoutBinding(0, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT);
creator.AddDescriptorSetLayoutBinding(0, 1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
creator.SetVertexDescriptor(Vertex::GetDescriptor());
creator.SetCullMode(VK_CULL_MODE_NONE);
graphicsPipeline = std::make_unique<Pipeline>(*vulkan, creator);
PipelineCreator creatorPassthrough{vulkan->GetSwapChain().GetRenderPass(), "res/shaders/passthrough.vert", "res/shaders/passthrough.frag"};
creatorPassthrough.AddDescriptorSetLayoutBinding(0, 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
creatorPassthrough.SetVertexDescriptor(VertexPassthrough::GetDescriptor());
creatorPassthrough.SetCullMode(VK_CULL_MODE_NONE);
graphicsPipelinePassthrough = std::make_unique<Pipeline>(*vulkan, creatorPassthrough);
}
@@ -16,7 +16,7 @@ namespace Copium
descriptorPool.FreeDescriptorSets(descriptorSets);
}
void DescriptorSet::AddUniform(const UniformBuffer& uniformBuffer, uint32_t binding)
void DescriptorSet::SetUniformBuffer(const UniformBuffer& uniformBuffer, uint32_t binding)
{
for (size_t i = 0; i < descriptorSets.size(); ++i) {
VkDescriptorBufferInfo bufferInfo = uniformBuffer.GetDescriptorBufferInfo(i);
@@ -35,15 +35,15 @@ namespace Copium
}
}
void DescriptorSet::AddSampler(const Sampler& sampler, uint32_t binding, int arrayIndex)
void DescriptorSet::SetSampler(const Sampler& sampler, uint32_t binding, int arrayIndex)
{
for (size_t i = 0; i < descriptorSets.size(); ++i)
{
AddSampler(sampler, binding, i, arrayIndex);
SetSampler(sampler, binding, i, arrayIndex);
}
}
void DescriptorSet::AddSampler(const Sampler& sampler, uint32_t binding, int index, int arrayIndex)
void DescriptorSet::SetSampler(const Sampler& sampler, uint32_t binding, int index, int arrayIndex)
{
CP_ASSERT(index >= 0 && index < descriptorSets.size(), "AddSampler : index is out of range");
VkDescriptorImageInfo imageInfo = sampler.GetDescriptorImageInfo(index);
@@ -60,7 +60,7 @@ namespace Copium
vkUpdateDescriptorSets(vulkan.GetDevice(), 1, &descriptorWrite, 0, nullptr);
}
void DescriptorSet::AddSamplers(const std::vector<const Sampler*>& samplers, uint32_t binding)
void DescriptorSet::SetSamplers(const std::vector<const Sampler*>& samplers, uint32_t binding)
{
for (size_t i = 0; i < descriptorSets.size(); ++i) {
std::vector<VkWriteDescriptorSet> descriptorWrites{samplers.size()};
@@ -23,10 +23,10 @@ namespace Copium
DescriptorSet(Vulkan& vulkan, DescriptorPool& descriptorPool, VkDescriptorSetLayout descriptorSetLayout);
~DescriptorSet();
void AddUniform(const UniformBuffer& uniformBuffer, uint32_t binding);
void AddSampler(const Sampler& sampler, uint32_t binding, int arrayIndex = 0);
void AddSampler(const Sampler& sampler, uint32_t binding, int index, int arrayIndex = 0);
void AddSamplers(const std::vector<const Sampler*>& sampler, uint32_t binding);
void SetUniformBuffer(const UniformBuffer& uniformBuffer, uint32_t binding);
void SetSampler(const Sampler& sampler, uint32_t binding, int arrayIndex = 0);
void SetSampler(const Sampler& sampler, uint32_t binding, int index, int arrayIndex = 0);
void SetSamplers(const std::vector<const Sampler*>& sampler, uint32_t binding);
operator VkDescriptorSet() const;
};
}
@@ -4,40 +4,71 @@
namespace Copium
{
PipelineCreator::PipelineCreator(VkRenderPass renderPass, const std::string& vertexShader, const std::string& fragmentShader)
: vertexShader{vertexShader},
fragmentShader{fragmentShader},
renderPass{renderPass}
{}
PipelineCreator::PipelineCreator(VkRenderPass renderPass, const std::string& vertexShader, const std::string& fragmentShader)
: vertexShader{vertexShader},
fragmentShader{fragmentShader},
renderPass{renderPass}
{
AddShaderDescription();
}
void PipelineCreator::SetVertexDescriptor(const VertexDescriptor& descriptor)
{
vertexDescriptor = descriptor;
}
void PipelineCreator::SetVertexDescriptor(const VertexDescriptor& descriptor)
{
vertexDescriptor = descriptor;
}
void PipelineCreator::AddDescriptorSetLayoutBinding(uint32_t set, uint32_t binding, VkDescriptorType type, uint32_t count, VkShaderStageFlags stageFlags)
{
CP_ASSERT(set <= descriptorSetLayouts.size(), "AddDescriptorSetLayoutBinding : Cannot add descriptor set with set number greater than the current set count");
descriptorSetLayouts[set].emplace_back(DescriptorSetBinding{binding, type, count, stageFlags});
}
void PipelineCreator::SetPrimitiveTopology(VkPrimitiveTopology primitiveTopology)
{
topology = primitiveTopology;
}
void PipelineCreator::SetPrimitiveTopology(VkPrimitiveTopology primitiveTopology)
{
topology = primitiveTopology;
}
void PipelineCreator::SetCullMode(VkCullModeFlags flags)
{
cullMode = flags;
}
void PipelineCreator::SetCullMode(VkCullModeFlags flags)
{
cullMode = flags;
}
void PipelineCreator::SetCullFrontFace(VkFrontFace cullFrontFace)
{
frontFace = cullFrontFace;
}
void PipelineCreator::SetCullFrontFace(VkFrontFace cullFrontFace)
{
frontFace = cullFrontFace;
}
void PipelineCreator::SetDepthTest(bool depthTest)
{
this->depthTest = depthTest;
}
void PipelineCreator::SetDepthTest(bool depthTest)
{
this->depthTest = depthTest;
}
void PipelineCreator::AddShaderDescription()
{
ShaderReflector reflector{vertexShader, fragmentShader};
for (auto& binding : reflector.bindings)
{
descriptorSetLayouts[binding.set].emplace_back(DescriptorSetBinding{binding.binding, GetDescriptorType(binding.bindingType), binding.arraySize, GetShaderStageFlags(binding.shaderType)});
}
}
VkDescriptorType PipelineCreator::GetDescriptorType(BindingType type)
{
switch (type)
{
case BindingType::Sampler2D:
return VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
case BindingType::UniformBuffer:
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
default:
CP_ABORT("GetDescriptorType : Unhandled switch case");
}
}
VkShaderStageFlags PipelineCreator::GetShaderStageFlags(ShaderType type)
{
switch (type)
{
case ShaderType::Vertex:
return VK_SHADER_STAGE_VERTEX_BIT;
case ShaderType::Fragment:
return VK_SHADER_STAGE_FRAGMENT_BIT;
default:
CP_ABORT("GetShaderStageFlags : Unhandled switch case");
}
}
}
@@ -1,6 +1,7 @@
#pragma once
#include "copium/pipeline/VertexDescriptor.h"
#include "copium/util/ShaderReflector.h"
#include <map>
#include <string>
@@ -8,36 +9,39 @@
namespace Copium
{
class PipelineCreator
{
struct DescriptorSetBinding
{
uint32_t binding;
VkDescriptorType type;
uint32_t count;
VkShaderStageFlags flags;
};
friend class Pipeline;
private:
std::map<uint32_t, std::vector<DescriptorSetBinding>> descriptorSetLayouts{};
class PipelineCreator
{
struct DescriptorSetBinding
{
uint32_t binding;
VkDescriptorType type;
uint32_t count;
VkShaderStageFlags flags;
};
friend class Pipeline;
private:
std::map<uint32_t, std::vector<DescriptorSetBinding>> descriptorSetLayouts{};
std::string vertexShader;
std::string fragmentShader;
VertexDescriptor vertexDescriptor{};
VkPrimitiveTopology topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT;
VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE;
VkRenderPass renderPass = VK_NULL_HANDLE;
bool depthTest = true;
std::string vertexShader;
std::string fragmentShader;
VertexDescriptor vertexDescriptor{};
VkPrimitiveTopology topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkCullModeFlags cullMode = VK_CULL_MODE_FRONT_BIT;
VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE;
VkRenderPass renderPass = VK_NULL_HANDLE;
bool depthTest = true;
public:
PipelineCreator(VkRenderPass renderPass, const std::string& vertexShader, const std::string& fragmentShader);
public:
PipelineCreator(VkRenderPass renderPass, const std::string& vertexShader, const std::string& fragmentShader);
void SetVertexDescriptor(const VertexDescriptor& descriptor);
void AddDescriptorSetLayoutBinding(uint32_t set, uint32_t binding, VkDescriptorType type, uint32_t count, VkShaderStageFlags stageFlags);
void SetPrimitiveTopology(VkPrimitiveTopology primitiveTopology);
void SetCullMode(VkCullModeFlags flags);
void SetCullFrontFace(VkFrontFace cullFrontFace);
void SetDepthTest(bool depthTest);
};
void SetVertexDescriptor(const VertexDescriptor& descriptor);
void SetPrimitiveTopology(VkPrimitiveTopology primitiveTopology);
void SetCullMode(VkCullModeFlags flags);
void SetCullFrontFace(VkFrontFace cullFrontFace);
void SetDepthTest(bool depthTest);
private:
void AddShaderDescription();
static VkDescriptorType GetDescriptorType(BindingType type);
static VkShaderStageFlags GetShaderStageFlags(ShaderType type);
};
}
+2 -3
View File
@@ -80,9 +80,8 @@ namespace Copium
if (FileSystem::DateModified(filename) < FileSystem::DateModified(spvFilename))
{
CP_DEBUG("InitializeShaderModuleFromGlslFile : Loading cached shader file: %s", filename.c_str());
std::vector<char> data = FileSystem::ReadFile(spvFilename);
CP_ASSERT(data.size() % 4 == 0, "Spv data size is not a factor of 4");
return InitializeShaderModule((const uint32_t*)data.data(), data.size());
std::vector<uint32_t> data = FileSystem::ReadFile32(spvFilename);
return InitializeShaderModule(data.data(), data.size() * sizeof(uint32_t));
}
}
}
@@ -10,7 +10,7 @@ namespace Copium
vertexBuffer{vulkan, RendererVertex::GetDescriptor(), vertexCount},
descriptorSet{vulkan, descriptorPool, pipeline.GetDescriptorSetLayout(0)}
{
descriptorSet.AddSamplers(samplers, 0);
descriptorSet.SetSamplers(samplers, 0);
}
RendererVertexBuffer& DrawCall::GetVertexBuffer()
@@ -25,10 +25,10 @@ namespace Copium
void Renderer::Quad(const glm::vec2& from, const glm::vec2& to, const glm::vec3& color)
{
AllocateQuad();
AddVertex(from, color, -1, glm::vec2{0, 0});
AddVertex(glm::vec2{to.x, from.y}, color, -1, glm::vec2{0, 0});
AddVertex(to, color, -1, glm::vec2{0, 0});
AddVertex(glm::vec2{from.x, to.y}, color, -1, glm::vec2{0, 0});
AddVertex(to, color, -1, glm::vec2{0, 0});
AddVertex(glm::vec2{to.x, from.y}, color, -1, glm::vec2{0, 0});
AddVertex(from, color, -1, glm::vec2{0, 0});
}
@@ -36,10 +36,10 @@ namespace Copium
{
AllocateQuad();
int texIndex = AllocateSampler(sampler);
AddVertex(from, glm::vec3{1,1,1}, texIndex, texCoord1);
AddVertex(glm::vec2{to.x, from.y}, glm::vec3{1, 1, 1}, texIndex, glm::vec2{texCoord2.x, texCoord1.y});
AddVertex(to, glm::vec3{1,1,1}, texIndex, texCoord2);
AddVertex(glm::vec2{from.x, to.y}, glm::vec3{1, 1, 1}, texIndex, glm::vec2{texCoord1.x, texCoord2.y});
AddVertex(to, glm::vec3{1,1,1}, texIndex, texCoord2);
AddVertex(glm::vec2{to.x, from.y}, glm::vec3{1, 1, 1}, texIndex, glm::vec2{texCoord2.x, texCoord1.y});
AddVertex(from, glm::vec3{1,1,1}, texIndex, texCoord1);
}
void Renderer::AddVertex(const glm::vec2& position, const glm::vec3& color, int texindex, const glm::vec2& texCoord)
@@ -88,7 +88,6 @@ namespace Copium
{
PipelineCreator creator{renderPass, "res/shaders/renderer.vert", "res/shaders/renderer.frag"};
creator.SetVertexDescriptor(RendererVertex::GetDescriptor());
creator.AddDescriptorSetLayoutBinding(0, 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, MAX_NUM_TEXTURES, VK_SHADER_STAGE_FRAGMENT_BIT);
creator.SetDepthTest(false);
graphicsPipeline = std::make_unique<Pipeline>(vulkan, creator);
}
@@ -107,7 +106,7 @@ namespace Copium
Flush();
NextDrawCall();
}
currentDrawCall->GetDescriptorSet().AddSampler(sampler, 0, vulkan.GetSwapChain().GetFlightIndex(), textureCount);
currentDrawCall->GetDescriptorSet().SetSampler(sampler, 0, vulkan.GetSwapChain().GetFlightIndex(), textureCount);
samplers[textureCount] = &sampler;
textureCount++;
return textureCount - 1;
@@ -117,7 +116,6 @@ namespace Copium
{
if (quadCount + 1 > MAX_NUM_QUADS)
{
CP_INFO("Flush");
Flush();
NextDrawCall();
}
@@ -16,6 +16,21 @@ namespace Copium
return buffer;
}
std::vector<uint32_t> FileSystem::ReadFile32(const std::string& filename)
{
std::ifstream file(filename, std::ios::ate | std::ios::binary);
CP_ASSERT(file.is_open(), "ReadFile32 : Failed to open file");
size_t fileSize = (size_t)file.tellg();
CP_ASSERT(fileSize % 4 == 0, "ReadFile32 : byte size is not divisible by 4");
std::vector<uint32_t> buffer(fileSize / 4);
file.seekg(0);
file.read((char*)buffer.data(), fileSize);
return buffer;
}
std::string FileSystem::ReadFileStr(const std::string& filename)
{
std::ifstream file(filename, std::ios::ate | std::ios::binary);
@@ -14,6 +14,7 @@ namespace Copium
CP_STATIC_CLASS(FileSystem);
public:
static std::vector<char> ReadFile(const std::string& filename);
static std::vector<uint32_t> ReadFile32(const std::string& filename);
static std::string ReadFileStr(const std::string& filename);
static void WriteFile(const std::string& filename, const std::string& data);
static void WriteFile(const std::string& filename, const char* data, size_t size);
@@ -0,0 +1,125 @@
#include "copium/util/ShaderReflector.h"
#include "copium/util/FileSystem.h"
#include <string_view>
namespace Copium
{
ShaderReflector::ShaderReflector(const std::string& vertexGlslFile, const std::string& fragmentGlslFile)
{
ParseGlslFile(vertexGlslFile, ShaderType::Vertex);
ParseGlslFile(fragmentGlslFile, ShaderType::Fragment);
}
void ShaderReflector::ParseGlslFile(const std::string& glslFile, ShaderType shaderType)
{
std::string str = FileSystem::ReadFileStr(glslFile);
int index = 0;
while (index < str.size())
{
ParseWhitespace(str, index);
if (str[index] == '#')
{
ParseLine(str, index);
continue;
}
if (std::string_view(&str[index], sizeof("layout") - 1) == "layout")
{
ParseLayout(str, index, shaderType);
continue;
}
ParseLine(str, index);
}
}
void ShaderReflector::ParseLine(const std::string& str, int& index)
{
while(str[index] != '\n' && index < str.size()) index++;
}
void ShaderReflector::ParseWhitespace(const std::string& str, int& index)
{
while ((str[index] == '\n' || str[index] == ' ' || str[index] == '\t' || str[index] == '\r') && index < str.size()) index++;
}
void ShaderReflector::ParseLayout(const std::string& str, int& index, ShaderType shaderType)
{
// TODO: Make more robust, currently we might get a crash on the string if the glsl file is invalid
index += sizeof("layout") - 1;
ParseWhitespace(str, index);
index++; // "("
ParseWhitespace(str, index);
if (std::string_view(&str[index], sizeof("set") - 1) != "set")
{
ParseLine(str, index);
return;
}
ShaderBinding shaderBinding;
shaderBinding.shaderType = shaderType;
index += sizeof("set") - 1;
ParseWhitespace(str, index);
index++; // "="
ParseWhitespace(str, index);
char* end;
shaderBinding.set = std::strtol(&str[index], &end, 10);
index = end - str.c_str();
ParseWhitespace(str, index);
index++; // ","
ParseWhitespace(str, index);
index += sizeof("binding") - 1;
ParseWhitespace(str, index);
index++; // "="
ParseWhitespace(str, index);
shaderBinding.binding = std::strtol(&str[index], &end, 10);
index = end - str.c_str();
ParseWhitespace(str, index);
index++; // ")
ParseWhitespace(str, index);
index += sizeof("uniform") - 1;
ParseWhitespace(str, index);
std::string_view type = ParseWord(str, index);
ParseWhitespace(str, index);
if (str[index] == '{') ParseUniformBuffer(str, index);
ParseWhitespace(str, index);
std::string_view name = ParseWord(str, index);
shaderBinding.name = name;
ParseWhitespace(str, index);
if (str[index] == '[')
{
index++;
shaderBinding.arraySize = std::strtol(&str[index], &end, 10);
}
else
{
shaderBinding.arraySize = 1;
}
ParseLine(str, index);
if (type == "sampler2D")
shaderBinding.bindingType = BindingType::Sampler2D;
else
shaderBinding.bindingType = BindingType::UniformBuffer;
CP_ASSERT(bindings.emplace(shaderBinding).second, "ParseLayout : multiple layouts with the same binding");
}
std::string_view ShaderReflector::ParseWord(const std::string& str, int& index)
{
int start = index;
while (((str[index] >= 'a' && str[index] < 'z') ||
(str[index] >= 'A' && str[index] < 'Z') ||
(str[index] >= '0' && str[index] <= '9')) ||
str[index] == '_' &&
index < str.size()) index++;
return std::string_view(&str[start], index - start);
}
void ShaderReflector::ParseUniformBuffer(const std::string& str, int& index)
{
while (str[index] != '}' && index < str.size()) index++;
if (index < str.size()) index++; // go past "}"
}
}
@@ -0,0 +1,51 @@
#pragma once
#include <string>
#include <set>
namespace Copium
{
enum class BindingType
{
Sampler2D, UniformBuffer
};
enum class ShaderType
{
Vertex, Fragment
};
struct ShaderBinding
{
std::string name;
uint32_t set;
uint32_t binding;
uint32_t arraySize;
BindingType bindingType;
ShaderType shaderType;
bool operator<(const ShaderBinding& rhs) const
{
if (set != rhs.set)
return set < rhs.set;
if (binding != rhs.binding)
return binding < rhs.binding;
}
};
class ShaderReflector
{
public:
std::set<ShaderBinding> bindings;
public:
ShaderReflector(const std::string& vertexGlslFile, const std::string& fragmentGlslFile);
private:
void ParseGlslFile(const std::string& glslFile, ShaderType type);
void ParseLine(const std::string& str, int& index);
void ParseWhitespace(const std::string& str, int& index);
void ParseLayout(const std::string& str, int& index, ShaderType type);
std::string_view ParseWord(const std::string& str, int& index);
void ParseUniformBuffer(const std::string& str, int& index);
};
}