redo shader mapping

This commit is contained in:
Gregory Wells
2025-08-19 22:15:24 -04:00
parent 01de997df5
commit 0c0988b75a
5 changed files with 50 additions and 42 deletions

View File

@@ -6,9 +6,31 @@
gnReturnCode openglCreateGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gnOutputDevice device, gnGraphicsPipelineInfo info) {
graphicsPipeline->graphicsPipeline = malloc(sizeof(gnPlatformGraphicsPipeline));
GLuint* ids = malloc(sizeof(GLuint) * info.shaderModuleCount);
for (int i = 0; i < info.shaderModuleCount; i++) {
glShader shader = glCompilerCompilerShader(info.shaderModules[i]->shaderModule->compiler, &info.uniformLayout);
ids[i] = glCreateShader(gnShaderTypeToGLEnum(info.shaderModules[i]->info.stage));
const char* source = shader.source;
printf("Shader Source %s\n", source);
glShaderSource(ids[i], 1, &source, NULL);
glCompileShader(ids[i]);
GLint returnCode;
glGetShaderiv(ids[i], GL_COMPILE_STATUS, &returnCode);
if(!returnCode) {
char infoLog[512];
glGetShaderInfoLog(ids[i], 512, NULL, infoLog);
gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
.message = gnCreateString(infoLog)
});
}
}
graphicsPipeline->graphicsPipeline->program = glCreateProgram();
for (int i = 0; i < info.shaderModuleCount; i++)
glAttachShader(graphicsPipeline->graphicsPipeline->program, info.shaderModules[i]->shaderModule->id);
glAttachShader(graphicsPipeline->graphicsPipeline->program, ids[i]);
glLinkProgram(graphicsPipeline->graphicsPipeline->program);
GLint linked;
glGetProgramiv(graphicsPipeline->graphicsPipeline->program, GL_LINK_STATUS, &linked);
@@ -24,6 +46,9 @@ gnReturnCode openglCreateGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, g
});
}
for (int i = 0; i < info.shaderModuleCount; i++)
glDeleteShader(ids[i]);
glCreateVertexArrays(1, &graphicsPipeline->graphicsPipeline->vertexArrayObject);
glVertexArrayAttribFormat(graphicsPipeline->graphicsPipeline->vertexArrayObject, 0, 3, GL_FLOAT, GL_FALSE, 0);

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@@ -5,16 +5,15 @@ typedef struct glCompiler_t {
spirv_cross::CompilerGLSL* glsl;
} glInternalCompiler;
void handle_resources(spirv_cross::CompilerGLSL& compiler, spirv_cross::SmallVector<spirv_cross::Resource>& resources, int* currentBinding, glSet* setMap) {
void handle_resources(spirv_cross::CompilerGLSL& compiler, spirv_cross::SmallVector<spirv_cross::Resource>& resources, glSet* setMap) {
for (size_t i = 0; i < resources.size(); i++) {
uint32_t
set = compiler.get_decoration(resources[i].id, spv::DecorationDescriptorSet),
binding = compiler.get_decoration(resources[i].id, spv::DecorationBinding);
setMap[set].bindings[binding] = *currentBinding;
compiler.unset_decoration(resources[i].id, spv::DecorationBinding);
compiler.set_decoration(resources[i].id, spv::DecorationBinding, *currentBinding);
*currentBinding = (*currentBinding) + 1;
compiler.set_decoration(resources[i].id, spv::DecorationBinding, setMap[set].bindings[binding]);
}
}
@@ -25,16 +24,21 @@ GN_CPP_FUNCTION glCompiler glCreateCompiler(glCompilerInfo* info) {
// compiler->glsl->set_common_options(options);
return compiler;
}
GN_CPP_FUNCTION glShader glCompilerCompilerShader(glCompiler compiler) {
int current_binding = 0;
GN_CPP_FUNCTION glShader glCompilerCompilerShader(glCompiler compiler, gnUniformLayout* layout) {
glShader shader = {};
auto arg_buffers = compiler->glsl->get_shader_resources();
handle_resources(*compiler->glsl, arg_buffers.uniform_buffers, &current_binding, shader.sets);
handle_resources(*compiler->glsl, arg_buffers.storage_buffers, &current_binding, shader.sets);
handle_resources(*compiler->glsl, arg_buffers.sampled_images, &current_binding, shader.sets);
uint32_t currentBinding = 0;
for (uint32_t i = 0; i < layout->setCount; i++) {
for (size_t c = 0; c < layout->sets[i].uniformBindingCount; c++) {
gnUniformBinding gryphnBinding = layout->sets[i].uniformBindings[c];
shader.sets[i].bindings[c] = currentBinding;
currentBinding++;
}
}
shader.sets[0].bindings[3] = 69;
auto arg_buffers = compiler->glsl->get_shader_resources();
handle_resources(*compiler->glsl, arg_buffers.uniform_buffers, shader.sets);
handle_resources(*compiler->glsl, arg_buffers.storage_buffers, shader.sets);
handle_resources(*compiler->glsl, arg_buffers.sampled_images, shader.sets);
std::string output = compiler->glsl->compile();
shader.source = (char*)malloc(sizeof(char*) * (output.size() + 1));

View File

@@ -2,6 +2,7 @@
#include "stdint.h"
#include "glad/glad.h"
#include "utils/gryphn_cpp_function.h"
#include "core/src/uniforms/gryphn_uniform_layout.h"
#define MAX_OPENGL_SETS 16
#define MAX_OPENGL_BINDINGS 32
@@ -28,5 +29,5 @@ typedef struct glShader {
typedef struct glCompiler_t* glCompiler;
GN_CPP_FUNCTION glCompiler glCreateCompiler(glCompilerInfo* info);
GN_CPP_FUNCTION glShader glCompilerCompilerShader(glCompiler compiler);
GN_CPP_FUNCTION glShader glCompilerCompilerShader(glCompiler compiler, gnUniformLayout* layout);
GN_CPP_FUNCTION void glDestroyCompiler(glCompiler compiler);

View File

@@ -1,11 +1,7 @@
#include "opengl_shader_module.h"
#include "opengl_shader_compiler.h"
#include "output_device/gryphn_output_device.h"
#include "instance/gryphn_instance.h"
#include "stdlib.h"
#include "stdio.h"
GLenum gnShaderTypeToGLEnum(gnShaderModuleStage stage) {
switch (stage) {
case GN_VERTEX_SHADER_MODULE: return GL_VERTEX_SHADER;
@@ -21,29 +17,10 @@ gnReturnCode openglCreateShaderModule(gnShaderModule module, gnDevice device, gn
.wordCount = shaderModuleInfo.size / 4,
.entryPoint = gnToCString(shaderModuleInfo.entryPoint),
};
glCompiler compiler = glCreateCompiler(&info);
module->shaderModule->shader = glCompilerCompilerShader(compiler);
glDestroyCompiler(compiler);
module->shaderModule->id = glCreateShader(gnShaderTypeToGLEnum(shaderModuleInfo.stage));
const char* source = module->shaderModule->shader.source;
printf("Shader Source %s\n", source);
glShaderSource(module->shaderModule->id, 1, &source, NULL);
glCompileShader(module->shaderModule->id);
GLint returnCode;
glGetShaderiv(module->shaderModule->id, GL_COMPILE_STATUS, &returnCode);
if(!returnCode) {
char infoLog[512];
glGetShaderInfoLog(module->shaderModule->id, 512, NULL, infoLog);
gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
.message = gnCreateString(infoLog)
});
}
module->shaderModule->compiler = glCreateCompiler(&info);
return GN_SUCCESS;
}
void openglDestroyShaderModule(gnShaderModule module) {
glDeleteShader(module->shaderModule->id);
glDestroyCompiler(module->shaderModule->compiler);
free(module->shaderModule);
}

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@@ -3,9 +3,10 @@
#include "opengl_shader_compiler.h"
typedef struct gnPlatformShaderModule_t {
glShader shader;
GLuint id;
glCompiler compiler;
} gnPlatformShaderModule;
GLenum gnShaderTypeToGLEnum(gnShaderModuleStage stage);
gnReturnCode openglCreateShaderModule(gnShaderModule module, gnDevice device, gnShaderModuleInfo shaderModuleInfo);
void openglDestroyShaderModule(gnShaderModule module);