metaforce/aurora/lib/gfx/textured_quad/shader.cpp

342 lines
11 KiB
C++

#include "shader.hpp"
#include "../../gpu.hpp"
#include <logvisor/logvisor.hpp>
#include <magic_enum.hpp>
namespace aurora::gfx::textured_quad {
static logvisor::Module Log("aurora::gfx::textured_quad");
using gpu::g_device;
using gpu::g_graphicsConfig;
using gpu::utils::make_vertex_attributes;
using gpu::utils::make_vertex_buffer_layout;
using gpu::utils::make_vertex_state;
State construct_state() {
wgpu::ShaderModuleWGSLDescriptor wgslDescriptor{};
wgslDescriptor.source = R"""(
struct Uniform {
xf: mat4x4<f32>;
color: vec4<f32>;
lod: f32;
};
@group(0) @binding(0)
var<uniform> ubuf: Uniform;
@group(0) @binding(1)
var texture_sampler: sampler;
@group(1) @binding(0)
var texture: texture_2d<f32>;
struct VertexOutput {
@builtin(position) pos: vec4<f32>;
@location(0) uv: vec2<f32>;
};
@stage(vertex)
fn vs_main(@location(0) in_pos: vec3<f32>, @location(1) in_uv: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.pos = ubuf.xf * vec4<f32>(in_pos, 1.0);
out.uv = in_uv;
return out;
}
@stage(fragment)
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return ubuf.color * textureSampleBias(texture, texture_sampler, in.uv, ubuf.lod);
}
)""";
const auto shaderDescriptor = wgpu::ShaderModuleDescriptor{
.nextInChain = &wgslDescriptor,
.label = "Textured Quad Shader",
};
auto shader = g_device.CreateShaderModule(&shaderDescriptor);
wgpu::SupportedLimits limits;
g_device.GetLimits(&limits);
const auto uniform_alignment = limits.limits.minUniformBufferOffsetAlignment;
const auto uniform_size = ALIGN(sizeof(Uniform), uniform_alignment);
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 = uniform_size,
},
},
wgpu::BindGroupLayoutEntry{
.binding = 1,
.visibility = wgpu::ShaderStage::Fragment,
.sampler =
wgpu::SamplerBindingLayout{
.type = wgpu::SamplerBindingType::Filtering,
},
},
};
const auto uniformLayoutDescriptor = wgpu::BindGroupLayoutDescriptor{
.label = "Textured Quad Uniform Bind Group Layout",
.entryCount = uniformLayoutEntries.size(),
.entries = uniformLayoutEntries.data(),
};
auto uniformLayout = g_device.CreateBindGroupLayout(&uniformLayoutDescriptor);
const auto samplerDescriptor = wgpu::SamplerDescriptor{
.addressModeU = wgpu::AddressMode::Repeat,
.addressModeV = wgpu::AddressMode::Repeat,
.addressModeW = wgpu::AddressMode::Repeat,
.magFilter = wgpu::FilterMode::Linear,
.minFilter = wgpu::FilterMode::Linear,
.mipmapFilter = wgpu::FilterMode::Linear,
.maxAnisotropy = g_graphicsConfig.textureAnistropy,
};
auto sampler = g_device.CreateSampler(&samplerDescriptor);
const std::array uniformBindGroupEntries{
wgpu::BindGroupEntry{
.binding = 0,
.buffer = g_uniformBuffer,
.size = uniform_size,
},
wgpu::BindGroupEntry{
.binding = 1,
.sampler = sampler,
},
};
const auto uniformBindGroupDescriptor = wgpu::BindGroupDescriptor{
.label = "Textured Quad Uniform Bind Group",
.layout = uniformLayout,
.entryCount = uniformBindGroupEntries.size(),
.entries = uniformBindGroupEntries.data(),
};
auto uniformBindGroup = g_device.CreateBindGroup(&uniformBindGroupDescriptor);
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 = "Textured Quad Texture Bind Group Layout",
.entryCount = textureLayoutEntries.size(),
.entries = textureLayoutEntries.data(),
};
auto textureLayout = g_device.CreateBindGroupLayout(&textureLayoutDescriptor);
const std::array bindGroupLayouts{
uniformLayout,
textureLayout,
};
const auto pipelineLayoutDescriptor = wgpu::PipelineLayoutDescriptor{
.label = "Textured Quad Pipeline Layout",
.bindGroupLayoutCount = bindGroupLayouts.size(),
.bindGroupLayouts = bindGroupLayouts.data(),
};
auto pipelineLayout = g_device.CreatePipelineLayout(&pipelineLayoutDescriptor);
return {
.shader = shader,
.uniformLayout = uniformLayout,
.uniformBindGroup = uniformBindGroup,
.textureLayout = textureLayout,
.sampler = sampler,
.pipelineLayout = pipelineLayout,
};
}
wgpu::RenderPipeline create_pipeline(const State& state, [[maybe_unused]] PipelineConfig config) {
const auto attributes =
make_vertex_attributes(std::array{wgpu::VertexFormat::Float32x3, wgpu::VertexFormat::Float32x2});
const std::array vertexBuffers{make_vertex_buffer_layout(sizeof(Vert), attributes)};
wgpu::CompareFunction depthCompare;
switch (config.zComparison) {
case ZTest::Never:
depthCompare = wgpu::CompareFunction::Never;
break;
case ZTest::Less:
depthCompare = wgpu::CompareFunction::Less;
break;
case ZTest::Equal:
depthCompare = wgpu::CompareFunction::Equal;
break;
case ZTest::LEqual:
depthCompare = wgpu::CompareFunction::LessEqual;
break;
case ZTest::Greater:
depthCompare = wgpu::CompareFunction::Greater;
break;
case ZTest::NEqual:
depthCompare = wgpu::CompareFunction::NotEqual;
break;
case ZTest::GEqual:
depthCompare = wgpu::CompareFunction::GreaterEqual;
break;
case ZTest::Always:
depthCompare = wgpu::CompareFunction::Always;
break;
}
const auto depthStencil = wgpu::DepthStencilState{
.format = g_graphicsConfig.depthFormat,
.depthWriteEnabled = config.zTest,
.depthCompare = depthCompare,
};
bool alphaWrite = false;
wgpu::BlendComponent blendComponent;
switch (config.filterType) {
case CameraFilterType::Multiply:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::Zero,
.dstFactor = wgpu::BlendFactor::Src,
};
alphaWrite = true;
break;
case CameraFilterType::Add:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::SrcAlpha,
.dstFactor = wgpu::BlendFactor::One,
};
alphaWrite = false;
break;
case CameraFilterType::Subtract:
blendComponent = wgpu::BlendComponent{
.operation = wgpu::BlendOperation::Subtract,
.srcFactor = wgpu::BlendFactor::SrcAlpha,
.dstFactor = wgpu::BlendFactor::One,
};
alphaWrite = false;
break;
case CameraFilterType::Blend:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::SrcAlpha,
.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha,
};
alphaWrite = false;
break;
case CameraFilterType::InvDstMultiply:
blendComponent = wgpu::BlendComponent{
.srcFactor = wgpu::BlendFactor::Zero,
.dstFactor = wgpu::BlendFactor::OneMinusSrc,
};
alphaWrite = true;
break;
default:
Log.report(logvisor::Fatal, FMT_STRING("unimplemented filter type {}"), magic_enum::enum_name(config.filterType));
unreachable();
}
const auto blendState = wgpu::BlendState{
.color = blendComponent,
.alpha = blendComponent,
};
auto writeMask = wgpu::ColorWriteMask::Red | wgpu::ColorWriteMask::Green | wgpu::ColorWriteMask::Blue;
if (alphaWrite) {
writeMask = writeMask | wgpu::ColorWriteMask::Alpha;
}
const std::array colorTargets{
wgpu::ColorTargetState{
.format = g_graphicsConfig.colorFormat,
.blend = &blendState,
.writeMask = writeMask,
},
};
const auto fragmentState = wgpu::FragmentState{
.module = state.shader,
.entryPoint = "fs_main",
.targetCount = colorTargets.size(),
.targets = colorTargets.data(),
};
const auto pipelineDescriptor = wgpu::RenderPipelineDescriptor{
.label = "Textured Quad Pipeline",
.layout = state.pipelineLayout,
.vertex = make_vertex_state(state.shader, vertexBuffers),
.primitive =
wgpu::PrimitiveState{
.topology = wgpu::PrimitiveTopology::TriangleStrip,
},
.depthStencil = &depthStencil,
.multisample =
wgpu::MultisampleState{
.count = g_graphicsConfig.msaaSamples,
},
.fragment = &fragmentState,
};
return g_device.CreateRenderPipeline(&pipelineDescriptor);
}
DrawData make_draw_data(const State& state, CameraFilterType filter_type, const TextureHandle& texture,
ZTest z_comparison, bool z_test, const zeus::CColor& color, float uv_scale,
const zeus::CRectangle& rect, float z) {
auto pipeline = pipeline_ref(PipelineConfig{
.filterType = filter_type,
.zComparison = z_comparison,
.zTest = z_test,
});
const std::array verts{
Vert{{0.f, 0.f, z}, {0.0, 0.0}},
Vert{{0.f, 1.f, z}, {0.0, uv_scale}},
Vert{{1.f, 0.f, z}, {uv_scale, 0.0}},
Vert{{1.f, 1.f, z}, {uv_scale, uv_scale}},
};
const auto vertRange = push_verts(ArrayRef{verts});
const auto uniform = Uniform{
.xf =
Mat4x4<float>{
Vec4<float>{rect.size.x() * 2.f, 0.f, 0.f, 0.f},
Vec4<float>{0.f, rect.size.y() * 2.f, 0.f, 0.f},
Vec4<float>{0.f, 0.f, 1.f, 0.f},
Vec4<float>{rect.position.x() * 2.f - 1.f, rect.position.y() * 2.f - 1.f, 0.f, 1.f},
},
.color = color,
.lod = 0.f,
};
const auto uniformRange = push_uniform(uniform);
const std::array entries{
wgpu::BindGroupEntry{
.binding = 0,
.textureView = texture.ref->view,
},
};
const auto textureBindGroup = bind_group_ref(wgpu::BindGroupDescriptor{
.label = "Textured Quad Texture Bind Group",
.layout = state.textureLayout,
.entryCount = entries.size(),
.entries = entries.data(),
});
return {
.pipeline = pipeline,
.vertRange = vertRange,
.uniformRange = uniformRange,
.textureBindGroup = textureBindGroup,
};
}
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.uniformBindGroup, offsets.size(), offsets.data());
pass.SetBindGroup(1, find_bind_group(data.textureBindGroup));
pass.SetVertexBuffer(0, g_vertexBuffer, data.vertRange.first, data.vertRange.second);
pass.Draw(4);
}
} // namespace aurora::gfx::textured_quad