refactor: route builtin forward pipeline through shader assets
This commit is contained in:
@@ -149,6 +149,7 @@ private:
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ResourceManager() = default;
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~ResourceManager() = default;
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void EnsureInitialized();
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IResource* FindInCache(ResourceGUID guid);
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void AddToCache(ResourceGUID guid, IResource* resource);
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IResourceLoader* FindLoader(ResourceType type);
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@@ -168,6 +169,7 @@ private:
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ResourceCache m_cache;
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Core::UniqueRef<AsyncLoader> m_asyncLoader;
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Threading::Mutex m_mutex;
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std::mutex m_initializeMutex;
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mutable std::recursive_mutex m_ioMutex;
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std::mutex m_inFlightLoadsMutex;
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std::unordered_map<InFlightLoadKey, std::shared_ptr<InFlightLoadState>, InFlightLoadKeyHasher> m_inFlightLoads;
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@@ -14,6 +14,7 @@
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#include <XCEngine/RHI/RHISampler.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <functional>
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#include <unordered_map>
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namespace XCEngine {
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@@ -23,6 +24,7 @@ class GameObject;
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namespace Resources {
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class Material;
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class Shader;
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class Texture;
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} // namespace Resources
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@@ -76,9 +78,41 @@ private:
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RHI::RHIResourceView* textureView = nullptr;
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};
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struct ResolvedShaderPass {
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const Resources::Shader* shader = nullptr;
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const Resources::ShaderPass* pass = nullptr;
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Containers::String passName;
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};
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struct PipelineStateKey {
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Resources::MaterialRenderState renderState;
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const Resources::Shader* shader = nullptr;
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Containers::String passName;
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bool operator==(const PipelineStateKey& other) const {
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return renderState == other.renderState &&
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shader == other.shader &&
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passName == other.passName;
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}
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};
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struct PipelineStateKeyHash {
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size_t operator()(const PipelineStateKey& key) const noexcept {
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size_t hash = MaterialRenderStateHash()(key.renderState);
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auto combine = [&hash](size_t value) {
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hash ^= value + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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};
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combine(reinterpret_cast<size_t>(key.shader));
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combine(std::hash<Containers::String>{}(key.passName));
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return hash;
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}
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};
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bool EnsureInitialized(const RenderContext& context);
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bool CreatePipelineResources(const RenderContext& context);
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void DestroyPipelineResources();
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ResolvedShaderPass ResolveForwardShaderPass(const Resources::Material* material) const;
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RHI::RHIPipelineState* GetOrCreatePipelineState(
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const RenderContext& context,
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const Resources::Material* material);
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@@ -99,13 +133,14 @@ private:
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RHI::RHIDevice* m_device = nullptr;
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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bool m_initialized = false;
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Resources::ResourceHandle<Resources::Shader> m_builtinForwardShader;
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RenderResourceCache m_resourceCache;
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RHI::RHIDescriptorPool* m_samplerPool = nullptr;
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RHI::RHIDescriptorSet* m_samplerSet = nullptr;
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RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
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std::unordered_map<Resources::MaterialRenderState, RHI::RHIPipelineState*, MaterialRenderStateHash> m_pipelineStates;
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std::unordered_map<PipelineStateKey, RHI::RHIPipelineState*, PipelineStateKeyHash> m_pipelineStates;
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std::unordered_map<Core::uint64, OwnedDescriptorSet> m_perObjectSets;
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std::unordered_map<const Resources::Material*, CachedMaterialBindings> m_materialBindings;
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RHI::RHISampler* m_sampler = nullptr;
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@@ -17,17 +17,20 @@ enum class BuiltinPrimitiveType {
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bool IsBuiltinResourcePath(const Containers::String& path);
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bool IsBuiltinMeshPath(const Containers::String& path);
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bool IsBuiltinMaterialPath(const Containers::String& path);
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bool IsBuiltinShaderPath(const Containers::String& path);
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bool IsBuiltinTexturePath(const Containers::String& path);
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const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType);
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Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType);
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Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
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Containers::String GetBuiltinForwardLitShaderPath();
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Containers::String GetBuiltinDefaultPrimitiveTexturePath();
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bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);
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LoadResult CreateBuiltinMeshResource(const Containers::String& path);
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LoadResult CreateBuiltinMaterialResource(const Containers::String& path);
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LoadResult CreateBuiltinShaderResource(const Containers::String& path);
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LoadResult CreateBuiltinTextureResource(const Containers::String& path);
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} // namespace Resources
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@@ -65,17 +65,28 @@ ResourceManager::ScopedDeferredSceneLoad::~ScopedDeferredSceneLoad() {
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}
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void ResourceManager::Initialize() {
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EnsureInitialized();
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}
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void ResourceManager::EnsureInitialized() {
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if (m_asyncLoader) {
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return;
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}
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m_asyncLoader = Core::MakeUnique<AsyncLoader>();
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m_asyncLoader->Initialize(2);
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std::lock_guard<std::mutex> initLock(m_initializeMutex);
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if (m_asyncLoader) {
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return;
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}
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Core::UniqueRef<AsyncLoader> asyncLoader = Core::MakeUnique<AsyncLoader>();
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asyncLoader->Initialize(2);
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RegisterBuiltinLoader(*this, g_materialLoader);
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RegisterBuiltinLoader(*this, g_meshLoader);
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RegisterBuiltinLoader(*this, g_shaderLoader);
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RegisterBuiltinLoader(*this, g_textureLoader);
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m_asyncLoader = std::move(asyncLoader);
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}
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void ResourceManager::Shutdown() {
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@@ -266,6 +277,8 @@ void ResourceManager::LoadAsync(const Containers::String& path, ResourceType typ
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void ResourceManager::LoadAsync(const Containers::String& path, ResourceType type,
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ImportSettings* settings,
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std::function<void(LoadResult)> callback) {
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EnsureInitialized();
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if (!m_asyncLoader) {
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if (callback) {
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callback(LoadResult("Async loader is not initialized"));
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@@ -408,6 +421,8 @@ bool ResourceManager::IsDeferredSceneLoadEnabled() const {
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LoadResult ResourceManager::LoadResource(const Containers::String& path,
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ResourceType type,
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ImportSettings* settings) {
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EnsureInitialized();
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const ResourceGUID guid = ResourceGUID::Generate(path);
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if (ShouldTraceResourcePath(path)) {
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@@ -3,15 +3,17 @@
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#include "Components/GameObject.h"
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "RHI/RHICommandList.h"
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#include "Debug/Logger.h"
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#include "Core/Asset/ResourceManager.h"
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#include "RHI/RHICommandList.h"
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#include "Rendering/RenderMaterialUtility.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/BuiltinResources.h"
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#include "Resources/Material/Material.h"
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#include "Resources/Shader/Shader.h"
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#include "Resources/Texture/Texture.h"
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#include <cstddef>
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#include <cstring>
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namespace XCEngine {
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namespace Rendering {
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@@ -51,189 +53,102 @@ namespace {
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constexpr uint32_t kDescriptorFirstSet = 1;
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constexpr uint32_t kDescriptorSetCount = 5;
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const char kBuiltinForwardHlsl[] = R"(
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct VSInput {
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
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output.texcoord = input.texcoord;
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return output;
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Resources::ShaderBackend ToShaderBackend(RHI::RHIType backendType) {
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switch (backendType) {
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case RHI::RHIType::D3D12:
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return Resources::ShaderBackend::D3D12;
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case RHI::RHIType::Vulkan:
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return Resources::ShaderBackend::Vulkan;
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case RHI::RHIType::OpenGL:
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default:
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return Resources::ShaderBackend::OpenGL;
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}
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.a < 0.5f) {
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return baseColor;
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RHI::ShaderLanguage ToRHIShaderLanguage(Resources::ShaderLanguage language) {
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switch (language) {
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case Resources::ShaderLanguage::HLSL:
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return RHI::ShaderLanguage::HLSL;
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case Resources::ShaderLanguage::SPIRV:
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return RHI::ShaderLanguage::SPIRV;
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case Resources::ShaderLanguage::GLSL:
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default:
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return RHI::ShaderLanguage::GLSL;
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}
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}
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float3 normalWS = normalize(input.normalWS);
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float3 lighting = float3(0.28f, 0.28f, 0.28f) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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return float4(baseColor.rgb * lighting, baseColor.a);
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std::wstring ToWideAscii(const Containers::String& value) {
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std::wstring wide;
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wide.reserve(value.Length());
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for (size_t index = 0; index < value.Length(); ++index) {
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wide.push_back(static_cast<wchar_t>(value[index]));
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}
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)";
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const char kBuiltinForwardVertexShader[] = R"(#version 430
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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out vec3 vNormalWS;
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out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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)";
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const char kBuiltinForwardFragmentShader[] = R"(#version 430
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layout(binding = 1) uniform sampler2D uBaseColorTexture;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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in vec3 vNormalWS;
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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return wide;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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)";
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const char kBuiltinForwardVulkanVertexShader[] = R"(#version 450
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(location = 0) out vec3 vNormalWS;
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layout(location = 1) out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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)";
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const char kBuiltinForwardVulkanFragmentShader[] = R"(#version 450
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layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
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layout(set = 4, binding = 0) uniform sampler uLinearSampler;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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layout(location = 0) in vec3 vNormalWS;
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layout(location = 1) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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bool ShaderPassHasGraphicsVariants(
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const Resources::Shader& shader,
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const Containers::String& passName,
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Resources::ShaderBackend backend) {
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return shader.FindVariant(passName, Resources::ShaderType::Vertex, backend) != nullptr &&
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend) != nullptr;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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const Resources::ShaderPass* FindForwardCompatiblePass(
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const Resources::Shader& shader,
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const Resources::Material* material,
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Resources::ShaderBackend backend) {
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if (material != nullptr && !material->GetShaderPass().Empty()) {
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const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass());
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if (explicitPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) {
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return explicitPass;
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}
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)";
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}
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for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
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if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ForwardLit) &&
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ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
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return &shaderPass;
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}
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}
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const Resources::ShaderPass* defaultPass = shader.FindPass("ForwardLit");
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if (defaultPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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return defaultPass;
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}
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defaultPass = shader.FindPass("Default");
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if (defaultPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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return defaultPass;
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}
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if (shader.GetPassCount() > 0 &&
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ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
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return &shader.GetPasses()[0];
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}
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return nullptr;
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}
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void ApplyShaderStageVariant(
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const Resources::ShaderStageVariant& variant,
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RHI::ShaderCompileDesc& compileDesc) {
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compileDesc.source.assign(
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variant.sourceCode.CStr(),
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variant.sourceCode.CStr() + variant.sourceCode.Length());
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compileDesc.sourceLanguage = ToRHIShaderLanguage(variant.language);
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compileDesc.entryPoint = ToWideAscii(variant.entryPoint);
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compileDesc.profile = ToWideAscii(variant.profile);
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}
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RHI::GraphicsPipelineDesc CreatePipelineDesc(
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RHI::RHIType backendType,
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RHI::RHIPipelineLayout* pipelineLayout,
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const Resources::Shader& shader,
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const Containers::String& passName,
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const Resources::Material* material) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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@@ -246,44 +161,16 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
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pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout();
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if (backendType == RHI::RHIType::D3D12) {
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pipelineDesc.vertexShader.source.assign(
|
||||
kBuiltinForwardHlsl,
|
||||
kBuiltinForwardHlsl + std::strlen(kBuiltinForwardHlsl));
|
||||
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
|
||||
pipelineDesc.vertexShader.entryPoint = L"MainVS";
|
||||
pipelineDesc.vertexShader.profile = L"vs_5_0";
|
||||
|
||||
pipelineDesc.fragmentShader.source.assign(
|
||||
kBuiltinForwardHlsl,
|
||||
kBuiltinForwardHlsl + std::strlen(kBuiltinForwardHlsl));
|
||||
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
|
||||
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
|
||||
pipelineDesc.fragmentShader.profile = L"ps_5_0";
|
||||
} else if (backendType == RHI::RHIType::Vulkan) {
|
||||
pipelineDesc.vertexShader.source.assign(
|
||||
kBuiltinForwardVulkanVertexShader,
|
||||
kBuiltinForwardVulkanVertexShader + std::strlen(kBuiltinForwardVulkanVertexShader));
|
||||
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.vertexShader.profile = L"vs_4_50";
|
||||
|
||||
pipelineDesc.fragmentShader.source.assign(
|
||||
kBuiltinForwardVulkanFragmentShader,
|
||||
kBuiltinForwardVulkanFragmentShader + std::strlen(kBuiltinForwardVulkanFragmentShader));
|
||||
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.fragmentShader.profile = L"fs_4_50";
|
||||
} else {
|
||||
pipelineDesc.vertexShader.source.assign(
|
||||
kBuiltinForwardVertexShader,
|
||||
kBuiltinForwardVertexShader + std::strlen(kBuiltinForwardVertexShader));
|
||||
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.vertexShader.profile = L"vs_4_30";
|
||||
|
||||
pipelineDesc.fragmentShader.source.assign(
|
||||
kBuiltinForwardFragmentShader,
|
||||
kBuiltinForwardFragmentShader + std::strlen(kBuiltinForwardFragmentShader));
|
||||
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.fragmentShader.profile = L"fs_4_30";
|
||||
const Resources::ShaderBackend backend = ToShaderBackend(backendType);
|
||||
const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend);
|
||||
const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend);
|
||||
if (vertexVariant != nullptr) {
|
||||
ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
|
||||
}
|
||||
if (fragmentVariant != nullptr) {
|
||||
ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
@@ -480,6 +367,15 @@ bool BuiltinForwardPipeline::EnsureInitialized(const RenderContext& context) {
|
||||
}
|
||||
|
||||
bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& context) {
|
||||
m_builtinForwardShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
Resources::GetBuiltinForwardLitShaderPath());
|
||||
if (!m_builtinForwardShader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinForwardPipeline failed to load builtin forward shader resource");
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorSetLayoutBinding constantBinding = {};
|
||||
constantBinding.binding = 0;
|
||||
constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
|
||||
@@ -659,21 +555,67 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
|
||||
|
||||
m_device = nullptr;
|
||||
m_initialized = false;
|
||||
m_builtinForwardShader.Reset();
|
||||
}
|
||||
|
||||
BuiltinForwardPipeline::ResolvedShaderPass BuiltinForwardPipeline::ResolveForwardShaderPass(
|
||||
const Resources::Material* material) const {
|
||||
ResolvedShaderPass resolved = {};
|
||||
const Resources::ShaderBackend backend = ToShaderBackend(m_backendType);
|
||||
|
||||
if (material != nullptr && material->GetShader() != nullptr) {
|
||||
const Resources::Shader* materialShader = material->GetShader();
|
||||
if (const Resources::ShaderPass* shaderPass =
|
||||
FindForwardCompatiblePass(*materialShader, material, backend)) {
|
||||
resolved.shader = materialShader;
|
||||
resolved.pass = shaderPass;
|
||||
resolved.passName = shaderPass->name;
|
||||
return resolved;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_builtinForwardShader.IsValid()) {
|
||||
const Resources::Shader* builtinShader = m_builtinForwardShader.Get();
|
||||
if (const Resources::ShaderPass* shaderPass =
|
||||
FindForwardCompatiblePass(*builtinShader, nullptr, backend)) {
|
||||
resolved.shader = builtinShader;
|
||||
resolved.pass = shaderPass;
|
||||
resolved.passName = shaderPass->name;
|
||||
}
|
||||
}
|
||||
|
||||
return resolved;
|
||||
}
|
||||
|
||||
RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
|
||||
const RenderContext& context,
|
||||
const Resources::Material* material) {
|
||||
const Resources::MaterialRenderState renderState =
|
||||
material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
|
||||
const ResolvedShaderPass resolvedShaderPass = ResolveForwardShaderPass(material);
|
||||
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinForwardPipeline could not resolve a valid ForwardLit shader pass");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const auto existing = m_pipelineStates.find(renderState);
|
||||
PipelineStateKey pipelineKey = {};
|
||||
pipelineKey.renderState =
|
||||
material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
|
||||
pipelineKey.shader = resolvedShaderPass.shader;
|
||||
pipelineKey.passName = resolvedShaderPass.passName;
|
||||
|
||||
const auto existing = m_pipelineStates.find(pipelineKey);
|
||||
if (existing != m_pipelineStates.end()) {
|
||||
return existing->second;
|
||||
}
|
||||
|
||||
const RHI::GraphicsPipelineDesc pipelineDesc =
|
||||
CreatePipelineDesc(context.backendType, m_pipelineLayout, material);
|
||||
CreatePipelineDesc(
|
||||
context.backendType,
|
||||
m_pipelineLayout,
|
||||
*resolvedShaderPass.shader,
|
||||
resolvedShaderPass.passName,
|
||||
material);
|
||||
RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
|
||||
if (pipelineState == nullptr || !pipelineState->IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
@@ -686,7 +628,7 @@ RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
m_pipelineStates.emplace(renderState, pipelineState);
|
||||
m_pipelineStates.emplace(pipelineKey, pipelineState);
|
||||
return pipelineState;
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Resources/Material/Material.h>
|
||||
#include <XCEngine/Resources/Mesh/Mesh.h>
|
||||
#include <XCEngine/Resources/Shader/Shader.h>
|
||||
#include <XCEngine/Resources/Texture/Texture.h>
|
||||
|
||||
#include <algorithm>
|
||||
@@ -20,8 +21,10 @@ namespace {
|
||||
constexpr const char* kBuiltinPrefix = "builtin://";
|
||||
constexpr const char* kBuiltinMeshPrefix = "builtin://meshes/";
|
||||
constexpr const char* kBuiltinMaterialPrefix = "builtin://materials/";
|
||||
constexpr const char* kBuiltinShaderPrefix = "builtin://shaders/";
|
||||
constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
|
||||
constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
|
||||
constexpr float kPi = 3.14159265358979323846f;
|
||||
|
||||
@@ -30,6 +33,187 @@ struct MeshBuffers {
|
||||
std::vector<Core::uint32> indices;
|
||||
};
|
||||
|
||||
const char kBuiltinForwardHlsl[] = R"(
|
||||
Texture2D gBaseColorTexture : register(t1);
|
||||
SamplerState gLinearSampler : register(s1);
|
||||
|
||||
cbuffer PerObjectConstants : register(b1) {
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
float4x4 gNormalMatrix;
|
||||
float4 gMainLightDirectionAndIntensity;
|
||||
float4 gMainLightColorAndFlags;
|
||||
};
|
||||
|
||||
cbuffer MaterialConstants : register(b2) {
|
||||
float4 gBaseColorFactor;
|
||||
};
|
||||
|
||||
struct VSInput {
|
||||
float3 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float2 texcoord : TEXCOORD1;
|
||||
};
|
||||
|
||||
PSInput MainVS(VSInput input) {
|
||||
PSInput output;
|
||||
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
|
||||
float4 positionVS = mul(gViewMatrix, positionWS);
|
||||
output.position = mul(gProjectionMatrix, positionVS);
|
||||
output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
|
||||
output.texcoord = input.texcoord;
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 MainPS(PSInput input) : SV_TARGET {
|
||||
float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
|
||||
if (gMainLightColorAndFlags.a < 0.5f) {
|
||||
return baseColor;
|
||||
}
|
||||
|
||||
float3 normalWS = normalize(input.normalWS);
|
||||
float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
|
||||
float diffuse = saturate(dot(normalWS, directionToLightWS));
|
||||
float3 lighting = float3(0.28f, 0.28f, 0.28f) +
|
||||
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
|
||||
return float4(baseColor.rgb * lighting, baseColor.a);
|
||||
}
|
||||
)";
|
||||
|
||||
const char kBuiltinForwardVertexShader[] = R"(#version 430
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
layout(location = 2) in vec2 aTexCoord;
|
||||
|
||||
layout(std140, binding = 1) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
mat4 gNormalMatrix;
|
||||
vec4 gMainLightDirectionAndIntensity;
|
||||
vec4 gMainLightColorAndFlags;
|
||||
};
|
||||
|
||||
out vec3 vNormalWS;
|
||||
out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
|
||||
vec4 positionVS = gViewMatrix * positionWS;
|
||||
gl_Position = gProjectionMatrix * positionVS;
|
||||
vNormalWS = mat3(gNormalMatrix) * aNormal;
|
||||
vTexCoord = aTexCoord;
|
||||
}
|
||||
)";
|
||||
|
||||
const char kBuiltinForwardFragmentShader[] = R"(#version 430
|
||||
layout(binding = 1) uniform sampler2D uBaseColorTexture;
|
||||
|
||||
layout(std140, binding = 1) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
mat4 gNormalMatrix;
|
||||
vec4 gMainLightDirectionAndIntensity;
|
||||
vec4 gMainLightColorAndFlags;
|
||||
};
|
||||
|
||||
layout(std140, binding = 2) uniform MaterialConstants {
|
||||
vec4 gBaseColorFactor;
|
||||
};
|
||||
|
||||
in vec3 vNormalWS;
|
||||
in vec2 vTexCoord;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
|
||||
if (gMainLightColorAndFlags.w < 0.5) {
|
||||
fragColor = baseColor;
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 normalWS = normalize(vNormalWS);
|
||||
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
|
||||
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
|
||||
vec3 lighting = vec3(0.28) +
|
||||
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
|
||||
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
|
||||
}
|
||||
)";
|
||||
|
||||
const char kBuiltinForwardVulkanVertexShader[] = R"(#version 450
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
layout(location = 2) in vec2 aTexCoord;
|
||||
|
||||
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
mat4 gNormalMatrix;
|
||||
vec4 gMainLightDirectionAndIntensity;
|
||||
vec4 gMainLightColorAndFlags;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec3 vNormalWS;
|
||||
layout(location = 1) out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
|
||||
vec4 positionVS = gViewMatrix * positionWS;
|
||||
gl_Position = gProjectionMatrix * positionVS;
|
||||
vNormalWS = mat3(gNormalMatrix) * aNormal;
|
||||
vTexCoord = aTexCoord;
|
||||
}
|
||||
)";
|
||||
|
||||
const char kBuiltinForwardVulkanFragmentShader[] = R"(#version 450
|
||||
layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
|
||||
layout(set = 4, binding = 0) uniform sampler uLinearSampler;
|
||||
|
||||
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
mat4 gNormalMatrix;
|
||||
vec4 gMainLightDirectionAndIntensity;
|
||||
vec4 gMainLightColorAndFlags;
|
||||
};
|
||||
|
||||
layout(set = 2, binding = 0, std140) uniform MaterialConstants {
|
||||
vec4 gBaseColorFactor;
|
||||
};
|
||||
|
||||
layout(location = 0) in vec3 vNormalWS;
|
||||
layout(location = 1) in vec2 vTexCoord;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
|
||||
if (gMainLightColorAndFlags.w < 0.5) {
|
||||
fragColor = baseColor;
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 normalWS = normalize(vNormalWS);
|
||||
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
|
||||
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
|
||||
vec3 lighting = vec3(0.28) +
|
||||
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
|
||||
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
|
||||
}
|
||||
)";
|
||||
|
||||
Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) {
|
||||
if (vertices.empty()) {
|
||||
return Math::Bounds();
|
||||
@@ -481,6 +665,117 @@ Mesh* BuildMeshResource(
|
||||
return mesh;
|
||||
}
|
||||
|
||||
void AddBuiltinShaderStageVariant(
|
||||
Shader& shader,
|
||||
const Containers::String& passName,
|
||||
ShaderType stage,
|
||||
ShaderLanguage language,
|
||||
ShaderBackend backend,
|
||||
const char* sourceCode,
|
||||
const char* entryPoint,
|
||||
const char* profile) {
|
||||
ShaderStageVariant variant = {};
|
||||
variant.stage = stage;
|
||||
variant.language = language;
|
||||
variant.backend = backend;
|
||||
variant.sourceCode = Containers::String(sourceCode);
|
||||
variant.entryPoint = Containers::String(entryPoint);
|
||||
variant.profile = Containers::String(profile);
|
||||
shader.AddPassVariant(passName, variant);
|
||||
}
|
||||
|
||||
size_t CalculateBuiltinShaderMemorySize(const Shader& shader) {
|
||||
size_t memorySize = sizeof(Shader) + shader.GetName().Length() + shader.GetPath().Length();
|
||||
for (const ShaderPass& pass : shader.GetPasses()) {
|
||||
memorySize += pass.name.Length();
|
||||
for (const ShaderPassTagEntry& tag : pass.tags) {
|
||||
memorySize += tag.name.Length();
|
||||
memorySize += tag.value.Length();
|
||||
}
|
||||
for (const ShaderStageVariant& variant : pass.variants) {
|
||||
memorySize += variant.entryPoint.Length();
|
||||
memorySize += variant.profile.Length();
|
||||
memorySize += variant.sourceCode.Length();
|
||||
memorySize += variant.compiledBinary.Size();
|
||||
}
|
||||
}
|
||||
|
||||
return memorySize;
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinForwardLitShader(const Containers::String& path) {
|
||||
auto* shader = new Shader();
|
||||
IResource::ConstructParams params;
|
||||
params.name = Containers::String("Builtin Forward Lit");
|
||||
params.path = path;
|
||||
params.guid = ResourceGUID::Generate(path);
|
||||
params.memorySize = 0;
|
||||
shader->Initialize(params);
|
||||
|
||||
const Containers::String passName("ForwardLit");
|
||||
shader->SetPassTag(passName, "LightMode", "ForwardBase");
|
||||
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Vertex,
|
||||
ShaderLanguage::HLSL,
|
||||
ShaderBackend::D3D12,
|
||||
kBuiltinForwardHlsl,
|
||||
"MainVS",
|
||||
"vs_5_0");
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Fragment,
|
||||
ShaderLanguage::HLSL,
|
||||
ShaderBackend::D3D12,
|
||||
kBuiltinForwardHlsl,
|
||||
"MainPS",
|
||||
"ps_5_0");
|
||||
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Vertex,
|
||||
ShaderLanguage::GLSL,
|
||||
ShaderBackend::OpenGL,
|
||||
kBuiltinForwardVertexShader,
|
||||
"main",
|
||||
"vs_4_30");
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Fragment,
|
||||
ShaderLanguage::GLSL,
|
||||
ShaderBackend::OpenGL,
|
||||
kBuiltinForwardFragmentShader,
|
||||
"main",
|
||||
"fs_4_30");
|
||||
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Vertex,
|
||||
ShaderLanguage::GLSL,
|
||||
ShaderBackend::Vulkan,
|
||||
kBuiltinForwardVulkanVertexShader,
|
||||
"main",
|
||||
"vs_4_50");
|
||||
AddBuiltinShaderStageVariant(
|
||||
*shader,
|
||||
passName,
|
||||
ShaderType::Fragment,
|
||||
ShaderLanguage::GLSL,
|
||||
ShaderBackend::Vulkan,
|
||||
kBuiltinForwardVulkanFragmentShader,
|
||||
"main",
|
||||
"fs_4_50");
|
||||
|
||||
shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
|
||||
return shader;
|
||||
}
|
||||
|
||||
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params;
|
||||
@@ -494,6 +789,7 @@ Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
|
||||
renderState.cullMode = MaterialCullMode::Back;
|
||||
material->SetRenderState(renderState);
|
||||
material->SetRenderQueue(MaterialRenderQueue::Geometry);
|
||||
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
|
||||
material->SetTexture(
|
||||
Containers::String("baseColorTexture"),
|
||||
ResourceManager::Get().Load<Texture>(GetBuiltinDefaultPrimitiveTexturePath()));
|
||||
@@ -542,6 +838,10 @@ bool IsBuiltinMaterialPath(const Containers::String& path) {
|
||||
return path.StartsWith(kBuiltinMaterialPrefix);
|
||||
}
|
||||
|
||||
bool IsBuiltinShaderPath(const Containers::String& path) {
|
||||
return path.StartsWith(kBuiltinShaderPrefix);
|
||||
}
|
||||
|
||||
bool IsBuiltinTexturePath(const Containers::String& path) {
|
||||
return path.StartsWith(kBuiltinTexturePrefix);
|
||||
}
|
||||
@@ -574,6 +874,10 @@ Containers::String GetBuiltinDefaultPrimitiveMaterialPath() {
|
||||
return Containers::String(kBuiltinDefaultPrimitiveMaterialPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinForwardLitShaderPath() {
|
||||
return Containers::String(kBuiltinForwardLitShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
|
||||
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
|
||||
}
|
||||
@@ -660,6 +964,19 @@ LoadResult CreateBuiltinMaterialResource(const Containers::String& path) {
|
||||
return LoadResult(material);
|
||||
}
|
||||
|
||||
LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
|
||||
if (path != GetBuiltinForwardLitShaderPath()) {
|
||||
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
|
||||
}
|
||||
|
||||
Shader* shader = BuildBuiltinForwardLitShader(path);
|
||||
if (shader == nullptr) {
|
||||
return LoadResult(Containers::String("Failed to create builtin shader: ") + path);
|
||||
}
|
||||
|
||||
return LoadResult(shader);
|
||||
}
|
||||
|
||||
LoadResult CreateBuiltinTextureResource(const Containers::String& path) {
|
||||
if (path != GetBuiltinDefaultPrimitiveTexturePath()) {
|
||||
return LoadResult(Containers::String("Unknown builtin texture: ") + path);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <XCEngine/Resources/Shader/ShaderLoader.h>
|
||||
#include <XCEngine/Resources/BuiltinResources.h>
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Core/Asset/ResourceTypes.h>
|
||||
|
||||
@@ -22,12 +23,20 @@ Containers::Array<Containers::String> ShaderLoader::GetSupportedExtensions() con
|
||||
}
|
||||
|
||||
bool ShaderLoader::CanLoad(const Containers::String& path) const {
|
||||
if (IsBuiltinShaderPath(path)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
Containers::String ext = GetExtension(path);
|
||||
return ext == "vert" || ext == "frag" || ext == "geom" ||
|
||||
ext == "comp" || ext == "glsl" || ext == "hlsl" || ext == "shader";
|
||||
}
|
||||
|
||||
LoadResult ShaderLoader::Load(const Containers::String& path, const ImportSettings* settings) {
|
||||
if (IsBuiltinShaderPath(path)) {
|
||||
return CreateBuiltinShaderResource(path);
|
||||
}
|
||||
|
||||
Containers::Array<Core::uint8> data = ReadFileData(path);
|
||||
if (data.Empty()) {
|
||||
return LoadResult("Failed to read shader file: " + path);
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <XCEngine/Resources/BuiltinResources.h>
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Resources/Shader/ShaderLoader.h>
|
||||
#include <XCEngine/Core/Asset/ResourceTypes.h>
|
||||
#include <XCEngine/Core/Containers/Array.h>
|
||||
@@ -29,6 +31,7 @@ TEST(ShaderLoader, CanLoad) {
|
||||
EXPECT_TRUE(loader.CanLoad("test.frag"));
|
||||
EXPECT_TRUE(loader.CanLoad("test.glsl"));
|
||||
EXPECT_TRUE(loader.CanLoad("test.hlsl"));
|
||||
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
|
||||
EXPECT_FALSE(loader.CanLoad("test.txt"));
|
||||
EXPECT_FALSE(loader.CanLoad("test.png"));
|
||||
}
|
||||
@@ -70,4 +73,43 @@ TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
|
||||
std::remove(shaderPath.string().c_str());
|
||||
}
|
||||
|
||||
TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
|
||||
ASSERT_TRUE(result);
|
||||
ASSERT_NE(result.resource, nullptr);
|
||||
|
||||
Shader* shader = static_cast<Shader*>(result.resource);
|
||||
ASSERT_NE(shader, nullptr);
|
||||
ASSERT_TRUE(shader->IsValid());
|
||||
|
||||
const ShaderPass* pass = shader->FindPass("ForwardLit");
|
||||
ASSERT_NE(pass, nullptr);
|
||||
ASSERT_EQ(pass->variants.Size(), 6u);
|
||||
ASSERT_EQ(pass->tags.Size(), 1u);
|
||||
EXPECT_EQ(pass->tags[0].name, "LightMode");
|
||||
EXPECT_EQ(pass->tags[0].value, "ForwardBase");
|
||||
|
||||
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
|
||||
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
|
||||
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
|
||||
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
|
||||
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
|
||||
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
|
||||
ResourceManager& manager = ResourceManager::Get();
|
||||
manager.Shutdown();
|
||||
manager.UnregisterLoader(ResourceType::Shader);
|
||||
|
||||
ResourceHandle<Shader> shaderHandle = manager.Load<Shader>(GetBuiltinForwardLitShaderPath());
|
||||
ASSERT_TRUE(shaderHandle.IsValid());
|
||||
ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr);
|
||||
|
||||
manager.Shutdown();
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
Reference in New Issue
Block a user