annotate src/zamikongine/shader.nim @ 25:8f290112718a

fix: build from scratch not working, remove temp shader files from compilation
author Sam <sam@basx.dev>
date Wed, 11 Jan 2023 11:43:22 +0700
parents 71bbe11d8de8
children b1b05d4efb52
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1 import std/strformat
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2 import std/strutils
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3 import std/tables
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4 import std/compilesettings
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5
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7 import ./vulkan_helpers
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8 import ./vulkan
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9 import ./vertex
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10
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11 type
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12 ShaderProgram* = object
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13 entryPoint*: string
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14 programType*: VkShaderStageFlagBits
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15 shader*: VkPipelineShaderStageCreateInfo
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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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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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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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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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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 =
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56 result.entryPoint = entryPoint
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57 result.programType = programType
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58
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59 const constcode = compileGLSLToSPIRV(programType, shader, entryPoint)
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60 var code = constcode
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61 var createInfo = VkShaderModuleCreateInfo(
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62 sType: VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
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63 codeSize: uint(code.len * sizeof(uint32)),
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64 pCode: if code.len > 0: addr(code[0]) else: nil,
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65 )
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66 var shaderModule: VkShaderModule
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67 checkVkResult vkCreateShaderModule(device, addr(createInfo), nil, addr(shaderModule))
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68
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69 result.shader = VkPipelineShaderStageCreateInfo(
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70 sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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71 stage: programType,
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72 module: shaderModule,
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73 pName: cstring(result.entryPoint), # entry point for shader
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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")