VK: refactoring part 1

This commit is contained in:
Megamouse 2020-12-24 11:49:08 +01:00 committed by Ivan
parent f8589de476
commit d9eb31000d
42 changed files with 1849 additions and 1509 deletions

View file

@ -1,4 +1,5 @@
#include "stdafx.h"
#include "VKProgramPipeline.h"
#include "VKHelpers.h"
#include <string>
@ -9,6 +10,66 @@ namespace vk
{
using namespace ::glsl;
void shader::create(::glsl::program_domain domain, const std::string& source)
{
type = domain;
m_source = source;
}
VkShaderModule shader::compile()
{
ensure(m_handle == VK_NULL_HANDLE);
if (!vk::compile_glsl_to_spv(m_source, type, m_compiled))
{
const std::string shader_type = type == ::glsl::program_domain::glsl_vertex_program ? "vertex" :
type == ::glsl::program_domain::glsl_fragment_program ? "fragment" : "compute";
rsx_log.notice("%s", m_source);
fmt::throw_exception("Failed to compile %s shader", shader_type);
}
VkShaderModuleCreateInfo vs_info;
vs_info.codeSize = m_compiled.size() * sizeof(u32);
vs_info.pNext = nullptr;
vs_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
vs_info.pCode = m_compiled.data();
vs_info.flags = 0;
VkDevice dev = *vk::get_current_renderer();
vkCreateShaderModule(dev, &vs_info, nullptr, &m_handle);
return m_handle;
}
void shader::destroy()
{
m_source.clear();
m_compiled.clear();
if (m_handle)
{
VkDevice dev = *vk::get_current_renderer();
vkDestroyShaderModule(dev, m_handle, nullptr);
m_handle = nullptr;
}
}
const std::string& shader::get_source() const
{
return m_source;
}
const std::vector<u32> shader::get_compiled() const
{
return m_compiled;
}
VkShaderModule shader::get_handle() const
{
return m_handle;
}
void program::create_impl()
{
linked = false;