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Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie. Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com> Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
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@@ -49,29 +49,33 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
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{
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RD::FramebufferFormatID fb_format;
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RD::PipelineColorBlendState blend_state;
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String defines;
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RD::PipelineRasterizationState rasterization_state;
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RD::PipelineMultisampleState ms;
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rasterization_state.enable_depth_clamp = true;
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ms.sample_count = RD::TEXTURE_SAMPLES_4;
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Vector<String> variants;
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variants.push_back("");
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variants.push_back("\n#define USE_ATTACHMENT\n");
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ClusterRender::ShaderVariant shader_variant;
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
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fb_format = RD::get_singleton()->framebuffer_format_create_empty();
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blend_state = RD::PipelineColorBlendState::create_disabled();
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shader_variant = ClusterRender::SHADER_NORMAL;
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} else {
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Vector<RD::AttachmentFormat> afs;
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afs.push_back(RD::AttachmentFormat());
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afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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fb_format = RD::get_singleton()->framebuffer_format_create(afs);
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blend_state = RD::PipelineColorBlendState::create_blend();
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defines = "\n#define USE_ATTACHMENT\n";
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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}
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RD::PipelineRasterizationState rasterization_state;
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rasterization_state.enable_depth_clamp = true;
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Vector<String> versions;
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versions.push_back("");
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cluster_render.cluster_render_shader.initialize(versions, defines);
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cluster_render.cluster_render_shader.initialize(variants);
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cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
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cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, 0);
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cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, shader_variant);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rasterization_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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RD::PipelineMultisampleState ms;
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ms.sample_count = RD::TEXTURE_SAMPLES_4;
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rasterization_state, ms, RD::PipelineDepthStencilState(), blend_state, 0);
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}
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{
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