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