Mercurial > games > semicongine
annotate src/zamikongine/shader.nim @ 26:8b4bc545958d
did: update gitignore
author | Sam <sam@basx.dev> |
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date | Wed, 11 Jan 2023 11:43:59 +0700 |
parents | 8f290112718a |
children | b1b05d4efb52 |
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1 import std/strformat |
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2 import std/strutils |
17 | 3 import std/tables |
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4 import std/compilesettings |
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5 |
17 | 6 |
7 import ./vulkan_helpers | |
8 import ./vulkan | |
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9 import ./vertex |
17 | 10 |
11 type | |
12 ShaderProgram* = object | |
13 entryPoint*: string | |
14 programType*: VkShaderStageFlagBits | |
15 shader*: VkPipelineShaderStageCreateInfo | |
16 | |
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17 func stage2string(stage: VkShaderStageFlagBits): string {.compileTime.} = |
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18 case stage |
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19 of VK_SHADER_STAGE_VERTEX_BIT: "vert" |
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20 of VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT: "tesc" |
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21 of VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT: "tese" |
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22 of VK_SHADER_STAGE_GEOMETRY_BIT: "geom" |
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23 of VK_SHADER_STAGE_FRAGMENT_BIT: "frag" |
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24 of VK_SHADER_STAGE_ALL_GRAPHICS: "" |
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25 of VK_SHADER_STAGE_COMPUTE_BIT: "comp" |
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26 of VK_SHADER_STAGE_ALL: "" |
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27 |
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28 proc compileGLSLToSPIRV(stage: VkShaderStageFlagBits, shaderSource: string, entrypoint: string): seq[uint32] {.compileTime.} = |
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29 # TODO: compiles only on linux for now (because we don't have compile-time functionality in std/tempfile) |
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30 let stagename = stage2string(stage) |
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31 |
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32 let (tmpfile, exitCode) = gorgeEx(command=fmt"mktemp --tmpdir shader_XXXXXXX.{stagename}") |
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33 if exitCode != 0: |
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34 raise newException(Exception, tmpfile) |
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35 |
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36 let (output, exitCode_glsl) = gorgeEx(command=fmt"{querySetting(projectPath)}/glslangValidator --entry-point {entrypoint} -V --stdin -S {stagename} -o {tmpfile}", input=shaderSource) |
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37 if exitCode_glsl != 0: |
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38 raise newException(Exception, output) |
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39 let shaderbinary = staticRead tmpfile |
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40 |
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41 let (output_rm, exitCode_rm) = gorgeEx(command=fmt"rm {tmpfile}") |
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42 if exitCode_rm != 0: |
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43 raise newException(Exception, output_rm) |
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44 |
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45 var i = 0 |
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46 while i < shaderbinary.len: |
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47 result.add( |
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48 (uint32(shaderbinary[i + 0]) shl 0) or |
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49 (uint32(shaderbinary[i + 1]) shl 8) or |
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50 (uint32(shaderbinary[i + 2]) shl 16) or |
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51 (uint32(shaderbinary[i + 3]) shl 24) |
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52 ) |
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53 i += 4 |
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54 |
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55 proc initShaderProgram*(device: VkDevice, programType: static VkShaderStageFlagBits, shader: static string, entryPoint: static string="main"): ShaderProgram = |
17 | 56 result.entryPoint = entryPoint |
57 result.programType = programType | |
58 | |
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59 const constcode = compileGLSLToSPIRV(programType, shader, entryPoint) |
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60 var code = constcode |
17 | 61 var createInfo = VkShaderModuleCreateInfo( |
62 sType: VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, | |
63 codeSize: uint(code.len * sizeof(uint32)), | |
64 pCode: if code.len > 0: addr(code[0]) else: nil, | |
65 ) | |
66 var shaderModule: VkShaderModule | |
67 checkVkResult vkCreateShaderModule(device, addr(createInfo), nil, addr(shaderModule)) | |
68 | |
69 result.shader = VkPipelineShaderStageCreateInfo( | |
70 sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, | |
71 stage: programType, | |
72 module: shaderModule, | |
73 pName: cstring(result.entryPoint), # entry point for shader | |
74 ) | |
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75 |
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76 func generateVertexShaderCode*[T](entryPoint, positionAttrName, colorAttrName: static string): string {.compileTime.} = |
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77 var lines: seq[string] |
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78 lines.add "#version 450" |
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79 lines.add generateGLSLDeclarations[T]() |
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80 lines.add "layout(location = 0) out vec3 fragColor;" |
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81 lines.add "void " & entryPoint & "() {" |
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82 |
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83 for name, value in T().fieldPairs: |
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84 when typeof(value) is VertexAttribute and name == positionAttrName: |
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85 lines.add " gl_Position = vec4(" & name & ", 0.0, 1.0);" |
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86 when typeof(value) is VertexAttribute and name == colorAttrName: |
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87 lines.add " fragColor = " & name & ";" |
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88 lines.add "}" |
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89 return lines.join("\n") |
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90 |
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91 func generateFragmentShaderCode*[T](entryPoint: static string): string {.compileTime.} = |
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92 var lines: seq[string] |
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93 lines.add "#version 450" |
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94 lines.add "layout(location = 0) in vec3 fragColor;" |
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95 lines.add "layout(location = 0) out vec4 outColor;" |
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96 lines.add "void " & entryPoint & "() {" |
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97 lines.add " outColor = vec4(fragColor, 1.0);" |
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98 lines.add "}" |
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99 |
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100 return lines.join("\n") |