e2c6daf7ef
- Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
189 lines
4.6 KiB
GLSL
189 lines
4.6 KiB
GLSL
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#define MAX_LIGHTS_PER_ITEM 16
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#define M_PI 3.14159265359
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#define SDF_MAX_LENGTH 16384.0
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//1 means enabled, 2+ means trails in use
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#define FLAGS_INSTANCING_MASK 0x7F
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#define FLAGS_INSTANCING_HAS_COLORS_SHIFT 7
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#define FLAGS_INSTANCING_HAS_COLORS (1 << FLAGS_INSTANCING_HAS_COLORS_SHIFT)
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#define FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT 8
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#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT)
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#define FLAGS_CLIP_RECT_UV (1 << 9)
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#define FLAGS_TRANSPOSE_RECT (1 << 10)
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#define FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR (1 << 11)
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#define FLAGS_NINEPACH_DRAW_CENTER_SHIFT 12
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#define FLAGS_NINEPACH_DRAW_CENTER (1 << FLAGS_NINEPACH_DRAW_CENTER_SHIFT)
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#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
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#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
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#define FLAGS_LIGHT_COUNT_SHIFT 20
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#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 24)
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#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 25)
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#define FLAGS_USE_MSDF (1 << 26)
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#define FLAGS_USE_LCD (1 << 27)
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#define FLAGS_FLIP_H (1 << 28)
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#define FLAGS_FLIP_V (1 << 29)
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struct InstanceData {
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vec2 world_x;
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vec2 world_y;
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vec2 world_ofs;
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uint flags;
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uint specular_shininess;
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#ifdef USE_PRIMITIVE
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vec2 points[3];
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vec2 uvs[3];
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uint colors[6];
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#else
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vec4 modulation;
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vec4 ninepatch_margins;
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vec4 dst_rect; //for built-in rect and UV
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vec4 src_rect;
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vec2 pad;
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#endif
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vec2 color_texture_pixel_size;
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uint lights[4];
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};
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layout(push_constant, std430) uniform Params {
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uint base_instance_index; // base index to instance data
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uint sc_packed_0;
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uint pad2;
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uint pad3;
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}
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params;
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// Specialization constants.
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#ifdef UBERSHADER
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// Pull the constants from the draw call's push constants.
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uint sc_packed_0() {
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return draw_call.sc_packed_0;
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}
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#else
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// Pull the constants from the pipeline's specialization constants.
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layout(constant_id = 0) const uint pso_sc_packed_0 = 0;
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uint sc_packed_0() {
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return pso_sc_packed_0;
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}
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#endif
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bool sc_use_lighting() {
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return ((sc_packed_0() >> 0) & 1U) != 0;
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}
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// In vulkan, sets should always be ordered using the following logic:
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// Lower Sets: Sets that change format and layout less often
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// Higher sets: Sets that change format and layout very often
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// This is because changing a set for another with a different layout or format,
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// invalidates all the upper ones (as likely internal base offset changes)
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/* SET0: Globals */
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// The values passed per draw primitives are cached within it
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layout(set = 0, binding = 1, std140) uniform CanvasData {
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mat4 canvas_transform;
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mat4 screen_transform;
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mat4 canvas_normal_transform;
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vec4 canvas_modulation;
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vec2 screen_pixel_size;
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float time;
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bool use_pixel_snap;
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vec4 sdf_to_tex;
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vec2 screen_to_sdf;
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vec2 sdf_to_screen;
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uint directional_light_count;
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float tex_to_sdf;
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uint pad1;
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uint pad2;
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}
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canvas_data;
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#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
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#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
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#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16)
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#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16)
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#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16)
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#define LIGHT_FLAGS_HAS_SHADOW (1 << 20)
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#define LIGHT_FLAGS_FILTER_SHIFT 22
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#define LIGHT_FLAGS_FILTER_MASK (3 << 22)
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#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22)
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#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22)
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#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
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struct Light {
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mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
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mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
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vec4 color;
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uint shadow_color; // packed
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uint flags; //index to light texture
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float shadow_pixel_size;
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float height;
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vec2 position;
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float shadow_zfar_inv;
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float shadow_y_ofs;
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vec4 atlas_rect;
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};
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layout(set = 0, binding = 2, std140) uniform LightData {
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Light data[MAX_LIGHTS];
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}
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light_array;
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layout(set = 0, binding = 3) uniform texture2D atlas_texture;
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layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
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layout(set = 0, binding = 5) uniform sampler shadow_sampler;
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layout(set = 0, binding = 6) uniform texture2D color_buffer;
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layout(set = 0, binding = 7) uniform texture2D sdf_texture;
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#include "samplers_inc.glsl"
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layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_shader_uniforms;
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/* SET1: Is reserved for the material */
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//
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/* SET2: Instancing and Skeleton */
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layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
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vec4 data[];
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}
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transforms;
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/* SET3: Texture */
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layout(set = 3, binding = 0) uniform texture2D color_texture;
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layout(set = 3, binding = 1) uniform texture2D normal_texture;
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layout(set = 3, binding = 2) uniform texture2D specular_texture;
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layout(set = 3, binding = 3) uniform sampler texture_sampler;
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layout(set = 3, binding = 4, std430) restrict readonly buffer DrawData {
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InstanceData data[];
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}
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instances;
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