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Moved the shader source compilation code outside RenderingDevice and Vulkan
This commit is contained in:
committed by
Juan Linietsky
parent
60c7498cee
commit
4fe3ee1730
@@ -171,7 +171,12 @@ void ShaderRD::_compile_version(Version *p_version) {
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for (int i = 0; i < variant_defines.size(); i++) {
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Vector<RD::ShaderStageSource> stages;
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Vector<RD::ShaderStageData> stages;
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String error;
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String current_source;
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RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
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bool build_ok=true;
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{
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//vertex stage
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@@ -201,15 +206,21 @@ void ShaderRD::_compile_version(Version *p_version) {
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builder.append(vertex_code3.get_data()); //fourth of vertex
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RD::ShaderStageSource stage;
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stage.shader_source = builder.as_string();
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stage.shader_stage = RD::SHADER_STAGE_VERTEX;
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX,current_source,RD::SHADER_LANGUAGE_GLSL,&error);
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if (stage.spir_v.size()==0) {
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build_ok=false;
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} else {
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stages.push_back(stage);
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stage.shader_stage = RD::SHADER_STAGE_VERTEX;
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stages.push_back(stage);
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}
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}
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{
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if (build_ok){
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//fragment stage
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current_stage =RD::SHADER_STAGE_FRAGMENT;
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StringBuilder builder;
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@@ -240,29 +251,26 @@ void ShaderRD::_compile_version(Version *p_version) {
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builder.append(fragment_code4.get_data()); //fourth part of fragment
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RD::ShaderStageSource stage;
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stage.shader_source = builder.as_string();
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stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
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#if 0
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if (stage.shader_stage == RD::SHADER_STAGE_FRAGMENT && p_version->uniforms.length()) {
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print_line(stage.shader_source.get_with_code_lines());
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT,current_source,RD::SHADER_LANGUAGE_GLSL,&error);
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if (stage.spir_v.size()==0) {
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build_ok=false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
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stages.push_back(stage);
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}
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#endif
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stages.push_back(stage);
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}
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String error;
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RD::ShaderStage error_stage;
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RID shader = RD::get_singleton()->shader_create_from_source(stages, &error, &error_stage);
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if (shader.is_null() && error != String()) {
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ERR_PRINT("Error compiling shader, variant #" + itos(i) + " (" + variant_defines[i].get_data() + ").");
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if (!build_ok) {
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ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment") + " shader, variant #" + itos(i) + " (" + variant_defines[i].get_data() + ").");
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ERR_PRINT(error);
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#ifdef DEBUG_ENABLED
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if (error_stage < RD::SHADER_STAGE_MAX) {
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ERR_PRINT("code:\n" + stages[error_stage].shader_source.get_with_code_lines());
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}
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ERR_PRINT("code:\n" + current_source.get_with_code_lines());
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#endif
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//clear versions if they exist
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for (int j = 0; j < i; j++) {
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@@ -274,6 +282,19 @@ void ShaderRD::_compile_version(Version *p_version) {
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return;
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}
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RID shader = RD::get_singleton()->shader_create(stages);
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if (shader.is_null()) {
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//clear versions if they exist
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for (int j = 0; j < i; j++) {
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RD::get_singleton()->free(p_version->variants[j]);
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}
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memdelete_arr(p_version->variants);
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p_version->variants = NULL;
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return;
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}
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p_version->variants[i] = shader;
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}
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