Standardized way to deal with embedded shaders.

This commit is contained in:
Branimir Karadžić
2016-12-04 19:43:07 -08:00
parent 093688de3c
commit 8068dd7f58
3 changed files with 190 additions and 110 deletions

View File

@@ -4,6 +4,7 @@
*/
#include <bgfx/bgfx.h>
#include <bgfx/embedded_shader.h>
#include "debugdraw.h"
#include <bx/fpumath.h>
@@ -277,52 +278,19 @@ void getPoint(float* _result, Axis::Enum _axis, float _x, float _y)
#include "vs_debugdraw_fill_lit.bin.h"
#include "fs_debugdraw_fill_lit.bin.h"
struct EmbeddedShader
static const bgfx::EmbeddedShader s_embeddedShaders[] =
{
bgfx::RendererType::Enum type;
const uint8_t* data;
uint32_t size;
BGFX_EMBEDDED_SHADER(vs_debugdraw_lines),
BGFX_EMBEDDED_SHADER(fs_debugdraw_lines),
BGFX_EMBEDDED_SHADER(vs_debugdraw_lines_stipple),
BGFX_EMBEDDED_SHADER(fs_debugdraw_lines_stipple),
BGFX_EMBEDDED_SHADER(vs_debugdraw_fill),
BGFX_EMBEDDED_SHADER(fs_debugdraw_fill),
BGFX_EMBEDDED_SHADER(vs_debugdraw_fill_lit),
BGFX_EMBEDDED_SHADER(fs_debugdraw_fill_lit),
BGFX_EMBEDDED_SHADER_END()
};
#define BGFX_DECLARE_SHADER_EMBEDDED(_name) \
{ \
{ bgfx::RendererType::Direct3D9, BX_CONCATENATE(_name, _dx9 ), sizeof(BX_CONCATENATE(_name, _dx9 ) ) }, \
{ bgfx::RendererType::Direct3D11, BX_CONCATENATE(_name, _dx11), sizeof(BX_CONCATENATE(_name, _dx11) ) }, \
{ bgfx::RendererType::Direct3D12, BX_CONCATENATE(_name, _dx11), sizeof(BX_CONCATENATE(_name, _dx11) ) }, \
{ bgfx::RendererType::OpenGL, BX_CONCATENATE(_name, _glsl), sizeof(BX_CONCATENATE(_name, _glsl) ) }, \
{ bgfx::RendererType::OpenGLES, BX_CONCATENATE(_name, _glsl), sizeof(BX_CONCATENATE(_name, _glsl) ) }, \
{ bgfx::RendererType::Vulkan, BX_CONCATENATE(_name, _glsl), sizeof(BX_CONCATENATE(_name, _glsl) ) }, \
{ bgfx::RendererType::Metal, BX_CONCATENATE(_name, _mtl ), sizeof(BX_CONCATENATE(_name, _mtl ) ) }, \
{ bgfx::RendererType::Noop, BX_CONCATENATE(_name, _glsl), sizeof(BX_CONCATENATE(_name, _glsl) ) }, \
{ bgfx::RendererType::Count, NULL, 0 }, \
}
static const EmbeddedShader s_embeddedShaders[][9] =
{
BGFX_DECLARE_SHADER_EMBEDDED(vs_debugdraw_lines),
BGFX_DECLARE_SHADER_EMBEDDED(fs_debugdraw_lines),
BGFX_DECLARE_SHADER_EMBEDDED(vs_debugdraw_lines_stipple),
BGFX_DECLARE_SHADER_EMBEDDED(fs_debugdraw_lines_stipple),
BGFX_DECLARE_SHADER_EMBEDDED(vs_debugdraw_fill),
BGFX_DECLARE_SHADER_EMBEDDED(fs_debugdraw_fill),
BGFX_DECLARE_SHADER_EMBEDDED(vs_debugdraw_fill_lit),
BGFX_DECLARE_SHADER_EMBEDDED(fs_debugdraw_fill_lit),
};
static bgfx::ShaderHandle createEmbeddedShader(bgfx::RendererType::Enum _type, uint32_t _index)
{
for (const EmbeddedShader* es = s_embeddedShaders[_index]; bgfx::RendererType::Count != es->type; ++es)
{
if (_type == es->type)
{
return bgfx::createShader(bgfx::makeRef(es->data, es->size) );
}
}
bgfx::ShaderHandle handle = BGFX_INVALID_HANDLE;
return handle;
}
struct DebugDraw
{
DebugDraw()
@@ -350,28 +318,32 @@ struct DebugDraw
bgfx::RendererType::Enum type = bgfx::getRendererType();
m_program[Program::Lines] =
bgfx::createProgram(createEmbeddedShader(type, 0)
, createEmbeddedShader(type, 1)
, true
);
bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_lines")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_lines")
, true
);
m_program[Program::LinesStipple] =
bgfx::createProgram(createEmbeddedShader(type, 2)
, createEmbeddedShader(type, 3)
, true
);
bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_lines_stipple")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_lines_stipple")
, true
);
m_program[Program::Fill] =
bgfx::createProgram(createEmbeddedShader(type, 4)
, createEmbeddedShader(type, 5)
, true
);
bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_fill")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_fill")
, true
);
m_program[Program::FillLit] =
bgfx::createProgram(createEmbeddedShader(type, 6)
, createEmbeddedShader(type, 7)
, true
);
bgfx::createProgram(
bgfx::createEmbeddedShader(s_embeddedShaders, type, "vs_debugdraw_fill_lit")
, bgfx::createEmbeddedShader(s_embeddedShaders, type, "fs_debugdraw_fill_lit")
, true
);
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 4);