Add file structure to code
- Rename project to CopiumEngine
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#include "Shader.h"
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#include "copium/util/FileSystem.h"
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namespace Copium
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{
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Shader::Shader(Instance& instance, Type type, const std::string& vertexInput, const std::string& fragmentInput)
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: instance{instance}
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{
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switch (type)
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{
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case Type::GlslCode:
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vertShaderModule = InitializeShaderModuleFromGlslCode(vertexInput, shaderc_vertex_shader);
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fragShaderModule = InitializeShaderModuleFromGlslCode(fragmentInput, shaderc_fragment_shader);
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break;
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case Type::GlslFile:
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vertShaderModule = InitializeShaderModuleFromGlslFile(vertexInput, shaderc_vertex_shader);
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fragShaderModule = InitializeShaderModuleFromGlslFile(fragmentInput, shaderc_fragment_shader);
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break;
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case Type::SpvCode:
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vertShaderModule = InitializeShaderModule(vertexInput);
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fragShaderModule = InitializeShaderModule(fragmentInput);
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break;
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case Type::SpvFile:
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vertShaderModule = InitializeShaderModule(FileSystem::ReadFile(vertexInput));
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fragShaderModule = InitializeShaderModule(FileSystem::ReadFile(fragmentInput));
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break;
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default:
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CP_ASSERT(false, "Shader : Unreachable switch case %d", (int)type);
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}
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shaderStages.resize(2);
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shaderStages[0] = {};
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shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderStages[0].module = vertShaderModule;
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shaderStages[0].pName = "main";
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shaderStages[1] = {};
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shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStages[1].module = fragShaderModule;
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shaderStages[1].pName = "main";
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}
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Shader::~Shader()
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{
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vkDestroyShaderModule(instance.GetDevice(), vertShaderModule, nullptr);
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vkDestroyShaderModule(instance.GetDevice(), fragShaderModule, nullptr);
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}
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const std::vector<VkPipelineShaderStageCreateInfo> Shader::GetShaderStages() const
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{
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return shaderStages;
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}
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VkShaderModule Shader::InitializeShaderModule(const std::vector<uint32_t>& codeSpv)
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{
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return InitializeShaderModule(codeSpv.data(), codeSpv.size() * sizeof(uint32_t));
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}
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VkShaderModule Shader::InitializeShaderModule(const std::string& codeSpv)
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{
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return InitializeShaderModule(reinterpret_cast<const uint32_t*>(codeSpv.data()), codeSpv.size());
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}
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VkShaderModule Shader::InitializeShaderModule(const std::vector<char>& codeSpv)
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{
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return InitializeShaderModule(reinterpret_cast<const uint32_t*>(codeSpv.data()), codeSpv.size());
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}
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VkShaderModule Shader::InitializeShaderModuleFromGlslFile(const std::string& filename, shaderc_shader_kind type)
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{
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std::string spvFilename = ".cache/" + filename + ".spv";
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try
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{
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if (FileSystem::FileExists(spvFilename))
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{
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if (FileSystem::DateModified(filename) < FileSystem::DateModified(spvFilename))
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{
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CP_DEBUG("InitializeShaderModuleFromGlslFile : Loading cached shader file: %s", filename.c_str());
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std::vector<char> data = FileSystem::ReadFile(spvFilename);
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CP_ASSERT(data.size() % 4 == 0, "Spv data size is not a factor of 4");
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return InitializeShaderModule((const uint32_t*)data.data(), data.size());
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}
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}
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}
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catch (const std::runtime_error& e)
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{
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CP_WARN("InitializeShaderModuleFromGlslFile : Cached shader file is invalid, recreating it");
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}
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CP_DEBUG("InitializeShaderModuleFromGlslFile : Compiling shader file: %s", filename.c_str());
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shaderc::Compiler compiler;
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shaderc::CompileOptions options;
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options.SetOptimizationLevel(shaderc_optimization_level_size);
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std::vector<char> glslCode = FileSystem::ReadFile(filename);
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shaderc::SpvCompilationResult result = compiler.CompileGlslToSpv(glslCode.data(), glslCode.size(), type, filename.c_str(), options);
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CP_ASSERT(result.GetCompilationStatus() == shaderc_compilation_status_success, "InitializeShaderModuleFromGlslFile : Failed to compile shader: %s\n%s", filename.c_str(), result.GetErrorMessage().c_str());
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std::vector<uint32_t> data{result.cbegin(), result.cend()};
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FileSystem::WriteFile(spvFilename, (const char*)data.data(), data.size() * sizeof(uint32_t));
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return InitializeShaderModule(data.data(), data.size() * sizeof(uint32_t));
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}
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VkShaderModule Shader::InitializeShaderModuleFromGlslCode(const std::string& code, shaderc_shader_kind type)
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{
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shaderc::Compiler compiler;
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shaderc::CompileOptions options;
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options.SetOptimizationLevel(shaderc_optimization_level_size);
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shaderc::SpvCompilationResult result = compiler.CompileGlslToSpv(code.data(), type, "inline_shader_code", options);
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CP_ASSERT(result.GetCompilationStatus() == shaderc_compilation_status_success, "InitializeShaderModuleFromGlslCode : Failed to compile inline shader code: %s", result.GetErrorMessage());
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std::vector<uint32_t> data{result.cbegin(), result.cend()};
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return InitializeShaderModule(data.data(), data.size() * sizeof(uint32_t));
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}
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VkShaderModule Shader::InitializeShaderModule(const uint32_t* data, size_t size)
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{
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VkShaderModuleCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = size;
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createInfo.pCode = data;
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VkShaderModule shaderModule;
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CP_VK_ASSERT(vkCreateShaderModule(instance.GetDevice(), &createInfo, nullptr, &shaderModule), "InitializeShaderModule : Failed to initialize shader module");
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return shaderModule;
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}
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}
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