#include "shader.hpp" #include "../../gpu.hpp" #include "../common.hpp" #include #include namespace aurora::gfx { extern std::unordered_map g_gxCachedShaders; } // namespace aurora::gfx namespace aurora::gfx::stream { static logvisor::Module Log("aurora::gfx::stream"); using gpu::g_device; using gpu::g_graphicsConfig; using gpu::utils::make_vertex_state; wgpu::RenderPipeline create_pipeline(const State& state, [[maybe_unused]] PipelineConfig config) { std::array attributes{}; attributes[0] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x3, .offset = 0, .shaderLocation = 0, }; uint64_t offset = 12; uint32_t shaderLocation = 1; if (config.flags & metaforce::EStreamFlagBits::fHasNormal) { attributes[shaderLocation] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x3, .offset = offset, .shaderLocation = shaderLocation, }; offset += 12; shaderLocation++; } if (config.flags & metaforce::EStreamFlagBits::fHasColor) { attributes[shaderLocation] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x4, .offset = offset, .shaderLocation = shaderLocation, }; offset += 16; shaderLocation++; } if (config.flags & metaforce::EStreamFlagBits::fHasTexture) { attributes[shaderLocation] = wgpu::VertexAttribute{ .format = wgpu::VertexFormat::Float32x2, .offset = offset, .shaderLocation = shaderLocation, }; offset += 8; shaderLocation++; } const std::array vertexBuffers{wgpu::VertexBufferLayout{ .arrayStride = offset, .attributeCount = shaderLocation, .attributes = attributes.data(), }}; wgpu::BindGroupLayout uniformLayout; if (state.uniform.contains(config.uniformSize)) { uniformLayout = state.uniform.at(config.uniformSize).layout; } else { const std::array uniformLayoutEntries{wgpu::BindGroupLayoutEntry{ .binding = 0, .visibility = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment, .buffer = wgpu::BufferBindingLayout{ .type = wgpu::BufferBindingType::Uniform, .hasDynamicOffset = true, .minBindingSize = config.uniformSize, }, }}; const auto uniformLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{ .label = "Stream Uniform Bind Group Layout", .entryCount = uniformLayoutEntries.size(), .entries = uniformLayoutEntries.data(), }; uniformLayout = g_device.CreateBindGroupLayout(&uniformLayoutDescriptor); const std::array uniformBindGroupEntries{wgpu::BindGroupEntry{ .binding = 0, .buffer = g_uniformBuffer, .size = config.uniformSize, }}; const auto uniformBindGroupDescriptor = wgpu::BindGroupDescriptor{ .label = "Stream Quad Uniform Bind Group", .layout = uniformLayout, .entryCount = uniformBindGroupEntries.size(), .entries = uniformBindGroupEntries.data(), }; auto uniformBindGroup = g_device.CreateBindGroup(&uniformBindGroupDescriptor); state.uniform.try_emplace(config.uniformSize, uniformLayout, std::move(uniformBindGroup)); } const std::array bindGroupLayouts{ uniformLayout, state.samplerLayout, state.textureLayout, }; const auto pipelineLayoutDescriptor = wgpu::PipelineLayoutDescriptor{ .label = "Stream Pipeline Layout", .bindGroupLayoutCount = static_cast(config.flags & metaforce::EStreamFlagBits::fHasTexture ? bindGroupLayouts.size() : 1), .bindGroupLayouts = bindGroupLayouts.data(), }; auto pipelineLayout = g_device.CreatePipelineLayout(&pipelineLayoutDescriptor); return build_pipeline(pipelineLayout, vertexBuffers, config, "Stream Pipeline"); } State construct_state() { const auto samplerBinding = wgpu::SamplerBindingLayout{ .type = wgpu::SamplerBindingType::Filtering, }; const std::array samplerLayoutEntries{ wgpu::BindGroupLayoutEntry{ .binding = 0, .visibility = wgpu::ShaderStage::Fragment, .sampler = samplerBinding, }, }; const auto samplerLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{ .label = "Stream Sampler Bind Group Layout", .entryCount = samplerLayoutEntries.size(), .entries = samplerLayoutEntries.data(), }; auto samplerLayout = g_device.CreateBindGroupLayout(&samplerLayoutDescriptor); const auto textureBinding = wgpu::TextureBindingLayout{ .sampleType = wgpu::TextureSampleType::Float, .viewDimension = wgpu::TextureViewDimension::e2D, }; const std::array textureLayoutEntries{ wgpu::BindGroupLayoutEntry{ .binding = 0, .visibility = wgpu::ShaderStage::Fragment, .texture = textureBinding, }, }; const auto textureLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{ .label = "Stream Texture Bind Group Layout", .entryCount = textureLayoutEntries.size(), .entries = textureLayoutEntries.data(), }; auto textureLayout = g_device.CreateBindGroupLayout(&textureLayoutDescriptor); return { .samplerLayout = samplerLayout, .textureLayout = textureLayout, }; } void render(const State& state, const DrawData& data, const wgpu::RenderPassEncoder& pass) { if (!bind_pipeline(data.pipeline, pass)) { return; } const std::array offsets{data.uniformRange.first}; pass.SetBindGroup(0, state.uniform.at(data.uniformSize).bindGroup, offsets.size(), offsets.data()); if (data.samplerBindGroup && data.textureBindGroup) { pass.SetBindGroup(1, find_bind_group(data.samplerBindGroup)); pass.SetBindGroup(2, find_bind_group(data.textureBindGroup)); } pass.SetVertexBuffer(0, g_vertexBuffer, data.vertRange.first, data.vertRange.second); pass.Draw(data.vertexCount); } } // namespace aurora::gfx::stream