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Henrik Rydgard committed 2016-03-20 19:26:41 +01:00
1 parent 4ddca8607f
commit cfbecf5071
18 files changed
+320 -426

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+9 -32
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@@ -37,7 +37,6 @@
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/ShaderCompiler.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
#include "UI/OnScreenDisplay.h"
@@ -51,7 +50,8 @@ VulkanFragmentShader::VulkanFragmentShader(VkDevice device, ShaderID id, const c
std::string errorMessage;
std::vector<uint32_t> spirv;
bool success = CompileGLSLVulkan(code, spirv, errorMessage);
bool success = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, code, spirv, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
@@ -100,7 +100,7 @@ VulkanVertexShader::VulkanVertexShader(VkDevice device, ShaderID id, const char
#endif
std::string errorMessage;
std::vector<uint32_t> spirv;
bool success = CompileGLSLVulkan(code, spirv, errorMessage);
bool success = GLSLtoSPV(VK_SHADER_STAGE_VERTEX_BIT, code, spirv, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
@@ -142,33 +142,12 @@ std::string VulkanVertexShader::GetShaderString(DebugShaderStringType type) cons
}
}
/*
// Utility
void ShaderManagerVulkan::VSSetMatrix4x3(int creg, const float *m4x3) {
float m4x4[16];
ConvertMatrix4x3To4x4Transposed(m4x4, m4x3);
pD3Ddevice->SetVertexShaderConstantF(creg, m4x4, 4);
}
void ShaderManagerVulkan::VSSetMatrix4x3_3(int creg, const float *m4x3) {
float m3x4[16];
ConvertMatrix4x3To3x4Transposed(m3x4, m4x3);
pD3Ddevice->SetVertexShaderConstantF(creg, m3x4, 3);
}
void ShaderManagerVulkan::VSSetMatrix(int creg, const float* pMatrix) {
float transp[16];
Transpose4x4(transp, pMatrix);
pD3Ddevice->SetVertexShaderConstantF(creg, transp, 4);
}
*/
// Depth in ogl is between -1;1 we need between 0;1 and optionally reverse it
static void ConvertProjMatrixToVulkan(Matrix4x4 &in, bool invertedX, bool invertedY, bool invertedZ) {
// Half pixel offset hack
float xoff = 0.5f / gstate_c.curRTRenderWidth;
xoff = gstate_c.vpXOffset + (invertedX ? xoff : -xoff);
float yoff = -0.5f / gstate_c.curRTRenderHeight;
float yoff = 0.5f / gstate_c.curRTRenderHeight;
yoff = gstate_c.vpYOffset + (invertedY ? yoff : -yoff);
if (invertedX)
@@ -180,9 +159,7 @@ static void ConvertProjMatrixToVulkan(Matrix4x4 &in, bool invertedX, bool invert
}
static void ConvertProjMatrixToVulkanThrough(Matrix4x4 &in) {
float xoff = -0.5f / gstate_c.curRTRenderWidth;
float yoff = 0.5f / gstate_c.curRTRenderHeight;
in.translateAndScale(Vec3(xoff, yoff, 0.5f), Vec3(1.0f, 1.0f, 0.5f));
in.translateAndScale(Vec3(0.0f, 0.0f, 0.5f), Vec3(1.0f, 1.0f, 0.5f));
}
void ShaderManagerVulkan::PSUpdateUniforms(int dirtyUniforms) {
@@ -402,20 +379,20 @@ void ShaderManagerVulkan::VSUpdateUniforms(int dirtyUniforms) {
// Lighting
if (dirtyUniforms & DIRTY_AMBIENT) {
Uint8x3ToFloat4_AlphaUint8(ub_lightGlobal.ambientColor, gstate.ambientcolor, gstate.getAmbientA());
Uint8x3ToFloat4_AlphaUint8(ub_lights.ambientColor, gstate.ambientcolor, gstate.getAmbientA());
}
if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
Uint8x3ToFloat4_AlphaUint8(ub_transformCommon.matAmbient, gstate.materialambient, gstate.getMaterialAmbientA());
}
if (dirtyUniforms & DIRTY_MATDIFFUSE) {
Uint8x3ToFloat4(ub_lightGlobal.materialDiffuse, gstate.materialdiffuse);
Uint8x3ToFloat4(ub_lights.materialDiffuse, gstate.materialdiffuse);
}
if (dirtyUniforms & DIRTY_MATEMISSIVE) {
Uint8x3ToFloat4(ub_lightGlobal.materialEmissive, gstate.materialemissive);
Uint8x3ToFloat4(ub_lights.materialEmissive, gstate.materialemissive);
}
if (dirtyUniforms & DIRTY_MATSPECULAR) {
Uint8x3ToFloat4_Alpha(ub_lightGlobal.materialEmissive, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
Uint8x3ToFloat4_Alpha(ub_lights.materialEmissive, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
}
for (int i = 0; i < 4; i++) {