Mercurial > games > semicongine
annotate src/zamikongine/shader.nim @ 483:73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
author | Sam <sam@basx.dev> |
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date | Wed, 11 Jan 2023 00:43:17 +0700 |
parents | 14e5151f68d1 |
children | b4a972bd37d5 |
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483
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did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
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1 import std/osproc |
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2 import std/strformat |
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3 import std/strutils |
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4 import std/tables |
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5 |
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6 import ./vulkan_helpers |
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7 import ./vulkan |
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8 import ./vertex |
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9 |
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10 type |
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11 ShaderProgram* = object |
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12 entryPoint*: string |
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13 programType*: VkShaderStageFlagBits |
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14 shader*: VkPipelineShaderStageCreateInfo |
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15 |
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16 func stage2string(stage: VkShaderStageFlagBits): string = |
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17 case stage |
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18 of VK_SHADER_STAGE_VERTEX_BIT: "vert" |
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19 of VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT: "tesc" |
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20 of VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT: "tese" |
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21 of VK_SHADER_STAGE_GEOMETRY_BIT: "geom" |
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22 of VK_SHADER_STAGE_FRAGMENT_BIT: "frag" |
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23 of VK_SHADER_STAGE_ALL_GRAPHICS: "" |
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24 of VK_SHADER_STAGE_COMPUTE_BIT: "comp" |
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25 of VK_SHADER_STAGE_ALL: "" |
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26 |
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27 proc compileGLSLToSPIRV(stage: VkShaderStageFlagBits, shaderSource: string, entrypoint: string): seq[uint32] = |
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28 let stagename = stage2string(stage) |
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29 let (output, exitCode) = execCmdEx(command=fmt"./glslangValidator --entry-point {entrypoint} -V --stdin -S {stagename}", input=shaderSource) |
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30 if exitCode != 0: |
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31 raise newException(Exception, output) |
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32 let shaderbinary = readFile fmt"{stagename}.spv" |
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33 var i = 0 |
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34 while i < shaderbinary.len: |
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35 result.add( |
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36 (uint32(shaderbinary[i + 0]) shl 0) or |
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37 (uint32(shaderbinary[i + 1]) shl 8) or |
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38 (uint32(shaderbinary[i + 2]) shl 16) or |
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39 (uint32(shaderbinary[i + 3]) shl 24) |
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40 ) |
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41 i += 4 |
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42 |
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43 proc initShaderProgram*(device: VkDevice, programType: VkShaderStageFlagBits, shader: string, entryPoint: string="main"): ShaderProgram = |
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44 result.entryPoint = entryPoint |
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45 result.programType = programType |
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46 |
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47 var code = compileGLSLToSPIRV(result.programType, shader, result.entryPoint) |
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48 var createInfo = VkShaderModuleCreateInfo( |
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49 sType: VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, |
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50 codeSize: uint(code.len * sizeof(uint32)), |
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51 pCode: if code.len > 0: addr(code[0]) else: nil, |
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52 ) |
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53 var shaderModule: VkShaderModule |
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54 checkVkResult vkCreateShaderModule(device, addr(createInfo), nil, addr(shaderModule)) |
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55 |
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56 result.shader = VkPipelineShaderStageCreateInfo( |
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57 sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, |
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58 stage: programType, |
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59 module: shaderModule, |
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60 pName: cstring(result.entryPoint), # entry point for shader |
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61 ) |
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62 |
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63 func generateVertexShaderCode*[T](entryPoint, positionAttrName, colorAttrName: static string): string = |
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64 var lines: seq[string] |
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65 lines.add "#version 450" |
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66 lines.add generateGLSLDeclarations[T]() |
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67 lines.add "layout(location = 0) out vec3 fragColor;" |
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68 lines.add "void " & entryPoint & "() {" |
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69 |
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70 for name, value in T().fieldPairs: |
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71 when typeof(value) is VertexAttribute and name == positionAttrName: |
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72 lines.add " gl_Position = vec4(" & name & ", 0.0, 1.0);" |
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73 when typeof(value) is VertexAttribute and name == colorAttrName: |
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74 lines.add " fragColor = " & name & ";" |
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75 lines.add "}" |
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76 return lines.join("\n") |
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77 |
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78 func generateFragmentShaderCode*[T](entryPoint: static string): string = |
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79 var lines: seq[string] |
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80 lines.add "#version 450" |
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81 lines.add "layout(location = 0) in vec3 fragColor;" |
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82 lines.add "layout(location = 0) out vec4 outColor;" |
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83 lines.add "void " & entryPoint & "() {" |
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84 lines.add " outColor = vec4(fragColor, 1.0);" |
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85 lines.add "}" |
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86 |
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87 return lines.join("\n") |