Mercurial > games > semicongine
view src/semicongine/shader.nim @ 49:f70f7b3878e4
fix: unusable function at compile time
author | Sam <sam@basx.dev> |
---|---|
date | Thu, 19 Jan 2023 16:24:54 +0700 |
parents | 9e81f06a5c57 |
children | 4c3891eb9ef9 |
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import std/os import std/hashes import std/strformat import std/strutils import std/tables import std/compilesettings import ./vulkan_helpers import ./glsl_helpers import ./vulkan import ./vertex import ./descriptor import ./math/vector type AllowedUniformType = SomeNumber|Vec UniformSlot *[T:AllowedUniformType] = object ShaderProgram*[VertexType, Uniforms] = object entryPoint*: string programType*: VkShaderStageFlagBits shader*: VkPipelineShaderStageCreateInfo uniforms*: Uniforms func stage2string(stage: VkShaderStageFlagBits): string {.compileTime.} = case stage of VK_SHADER_STAGE_VERTEX_BIT: "vert" of VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT: "tesc" of VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT: "tese" of VK_SHADER_STAGE_GEOMETRY_BIT: "geom" of VK_SHADER_STAGE_FRAGMENT_BIT: "frag" of VK_SHADER_STAGE_ALL_GRAPHICS: "" of VK_SHADER_STAGE_COMPUTE_BIT: "comp" of VK_SHADER_STAGE_ALL: "" proc compileGLSLToSPIRV(stage: static VkShaderStageFlagBits, shaderSource: static string, entrypoint: string): seq[uint32] {.compileTime.} = when defined(nimcheck): # will not run if nimcheck is running return result const stagename = stage2string(stage) shaderHash = hash(shaderSource) # cross compilation for windows workaround, sorry computer shaderfile = getTempDir() / fmt"shader_{shaderHash}.{stagename}" projectPath = querySetting(projectPath) let (output, exitCode_glsl) = gorgeEx(command=fmt"{projectPath}/glslangValidator --entry-point {entrypoint} -V --stdin -S {stagename} -o {shaderfile}", input=shaderSource) if exitCode_glsl != 0: raise newException(Exception, output) let shaderbinary = staticRead shaderfile # removeFile(shaderfile) TODO: remove file at compile time? var i = 0 while i < shaderbinary.len: result.add( (uint32(shaderbinary[i + 0]) shl 0) or (uint32(shaderbinary[i + 1]) shl 8) or (uint32(shaderbinary[i + 2]) shl 16) or (uint32(shaderbinary[i + 3]) shl 24) ) i += 4 proc initShaderProgram*[VertexType, Uniforms](device: VkDevice, programType: static VkShaderStageFlagBits, shader: static string, entryPoint: static string="main"): ShaderProgram[VertexType, Uniforms] = result.entryPoint = entryPoint result.programType = programType const constcode = compileGLSLToSPIRV(programType, shader, entryPoint) var code = constcode var createInfo = VkShaderModuleCreateInfo( sType: VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, codeSize: uint(code.len * sizeof(uint32)), pCode: if code.len > 0: addr(code[0]) else: nil, ) var shaderModule: VkShaderModule checkVkResult vkCreateShaderModule(device, addr(createInfo), nil, addr(shaderModule)) result.shader = VkPipelineShaderStageCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, stage: programType, module: shaderModule, pName: cstring(result.entryPoint), # entry point for shader ) func generateVertexShaderCode*[VertexType, Uniforms]( shaderBody: static string = "", entryPoint: static string = "main", glslVersion: static string = "450" ): string {.compileTime.} = var lines: seq[string] lines.add "#version " & glslVersion lines.add "layout(row_major) uniform;" lines.add generateGLSLUniformDeclarations[Uniforms]() lines.add generateGLSLVertexDeclarations[VertexType]() lines.add "layout(location = 0) out vec3 fragColor;" lines.add "void " & entryPoint & "() {" var hasPosition = 0 var hasColor = 0 for name, value in VertexType().fieldPairs: when typeof(value) is PositionAttribute: let glsltype = getGLSLType[getAttributeType(value)]() lines.add &" {glsltype} in_position = " & name & ";" if getAttributeType(value) is Vec2: lines.add " vec4 out_position = vec4(in_position, 0.0, 1.0);" elif getAttributeType(value) is Vec3: lines.add " vec4 out_position = vec4(in_position, 1.0);" elif getAttributeType(value) is Vec4: lines.add " vec4 out_position = in_position;" hasPosition += 1 when typeof(value) is ColorAttribute: let glsltype = getGLSLType[getAttributeType(value)]() lines.add &" {glsltype} in_color = " & name & ";" lines.add &" {glsltype} out_color = in_color;"; hasColor += 1 lines.add shaderBody lines.add " gl_Position = out_position;" lines.add " fragColor = out_color;" lines.add "}" if hasPosition != 1: raise newException(Exception, fmt"VertexType needs to have exactly one attribute of type PositionAttribute (has {hasPosition})") if hasColor != 1: raise newException(Exception, fmt"VertexType needs to have exactly one attribute of type ColorAttribute (has {hasColor})") return lines.join("\n") func generateFragmentShaderCode*[VertexType]( shaderBody: static string = "", entryPoint: static string = "main", glslVersion: static string = "450" ): string {.compileTime.} = var lines: seq[string] lines.add "#version " & glslVersion lines.add "layout(row_major) uniform;" lines.add "layout(location = 0) in vec3 fragColor;" lines.add "layout(location = 0) out vec4 outColor;" lines.add "void " & entryPoint & "() {" lines.add " vec3 in_color = fragColor;" lines.add " vec3 out_color = in_color;" lines.add shaderBody lines.add " outColor = vec4(out_color, 1.0);" lines.add "}" return lines.join("\n")