- Create proper sprite shader (vs_sprite.sc, fs_sprite.sc) with GPU instancing - SpriteInstance struct now 80 bytes (5 x vec4) for GPU layout compatibility - Add BufferDesc::Layout enum (Raw, PosColor, InstanceData) for proper vertex layouts - BgfxDevice creates correct VertexLayout based on buffer type - SpritePass uses PosColor layout for quad vertices (Position + Color0) - Instance buffer uses 5 x vec4 layout (TexCoord7-3) for i_data0-4 - Add texture support with v_texcoord0 interpolation from instance UVs - Create default white 1x1 texture fallback - Compile shaders for SPIRV (Vulkan), GLSL (OpenGL), and Metal Visual test confirms sprites render correctly at ~545 FPS. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
149 lines
4.6 KiB
C++
149 lines
4.6 KiB
C++
#include "ShaderManager.h"
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#include "../RHI/RHIDevice.h"
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// Embedded shader bytecode
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#include "vs_color.bin.h"
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#include "fs_color.bin.h"
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#include "vs_sprite.bin.h"
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#include "fs_sprite.bin.h"
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namespace grove {
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ShaderManager::~ShaderManager() {
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// Note: shutdown() must be called explicitly with device before destruction
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// We can't call it here because we don't have the device reference
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}
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void ShaderManager::init(rhi::IRHIDevice& device, const std::string& rendererName) {
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if (m_initialized) {
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return;
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}
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loadBuiltinShaders(device, rendererName);
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m_initialized = true;
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}
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void ShaderManager::shutdown(rhi::IRHIDevice& device) {
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for (auto& [name, handle] : m_programs) {
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if (handle.isValid()) {
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device.destroy(handle);
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}
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}
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m_programs.clear();
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m_initialized = false;
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}
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rhi::ShaderHandle ShaderManager::getProgram(const std::string& name) const {
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auto it = m_programs.find(name);
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if (it != m_programs.end()) {
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return it->second;
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}
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return rhi::ShaderHandle{}; // Invalid handle
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}
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bool ShaderManager::hasProgram(const std::string& name) const {
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return m_programs.find(name) != m_programs.end();
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}
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void ShaderManager::loadBuiltinShaders(rhi::IRHIDevice& device, const std::string& rendererName) {
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// Select shader bytecode based on renderer
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const uint8_t* vsData = nullptr;
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uint32_t vsSize = 0;
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const uint8_t* fsData = nullptr;
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uint32_t fsSize = 0;
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if (rendererName == "OpenGL") {
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vsData = vs_drawstress_glsl;
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vsSize = sizeof(vs_drawstress_glsl);
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fsData = fs_drawstress_glsl;
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fsSize = sizeof(fs_drawstress_glsl);
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} else if (rendererName == "OpenGL ES") {
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vsData = vs_drawstress_essl;
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vsSize = sizeof(vs_drawstress_essl);
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fsData = fs_drawstress_essl;
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fsSize = sizeof(fs_drawstress_essl);
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} else if (rendererName == "Vulkan") {
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vsData = vs_drawstress_spv;
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vsSize = sizeof(vs_drawstress_spv);
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fsData = fs_drawstress_spv;
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fsSize = sizeof(fs_drawstress_spv);
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} else if (rendererName == "Direct3D 11" || rendererName == "Direct3D 12") {
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vsData = vs_drawstress_dx11;
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vsSize = sizeof(vs_drawstress_dx11);
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fsData = fs_drawstress_dx11;
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fsSize = sizeof(fs_drawstress_dx11);
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} else if (rendererName == "Metal") {
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vsData = vs_drawstress_mtl;
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vsSize = sizeof(vs_drawstress_mtl);
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fsData = fs_drawstress_mtl;
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fsSize = sizeof(fs_drawstress_mtl);
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} else {
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// Fallback to Vulkan (most common in WSL2)
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vsData = vs_drawstress_spv;
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vsSize = sizeof(vs_drawstress_spv);
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fsData = fs_drawstress_spv;
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fsSize = sizeof(fs_drawstress_spv);
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}
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// Create color shader via RHI
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rhi::ShaderDesc shaderDesc;
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shaderDesc.vsData = vsData;
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shaderDesc.vsSize = vsSize;
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shaderDesc.fsData = fsData;
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shaderDesc.fsSize = fsSize;
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rhi::ShaderHandle colorProgram = device.createShader(shaderDesc);
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if (colorProgram.isValid()) {
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m_programs["color"] = colorProgram;
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m_programs["debug"] = colorProgram;
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}
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// Load sprite instancing shader
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loadSpriteShader(device, rendererName);
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}
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void ShaderManager::loadSpriteShader(rhi::IRHIDevice& device, const std::string& rendererName) {
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const uint8_t* vsData = nullptr;
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uint32_t vsSize = 0;
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const uint8_t* fsData = nullptr;
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uint32_t fsSize = 0;
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if (rendererName == "OpenGL") {
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vsData = vs_sprite_glsl;
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vsSize = sizeof(vs_sprite_glsl);
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fsData = fs_sprite_glsl;
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fsSize = sizeof(fs_sprite_glsl);
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} else if (rendererName == "Vulkan") {
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vsData = vs_sprite_spv;
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vsSize = sizeof(vs_sprite_spv);
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fsData = fs_sprite_spv;
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fsSize = sizeof(fs_sprite_spv);
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} else if (rendererName == "Metal") {
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vsData = vs_sprite_mtl;
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vsSize = sizeof(vs_sprite_mtl);
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fsData = fs_sprite_mtl;
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fsSize = sizeof(fs_sprite_mtl);
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} else {
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// Fallback to Vulkan (most common in WSL2)
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vsData = vs_sprite_spv;
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vsSize = sizeof(vs_sprite_spv);
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fsData = fs_sprite_spv;
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fsSize = sizeof(fs_sprite_spv);
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}
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rhi::ShaderDesc shaderDesc;
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shaderDesc.vsData = vsData;
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shaderDesc.vsSize = vsSize;
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shaderDesc.fsData = fsData;
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shaderDesc.fsSize = fsSize;
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rhi::ShaderHandle spriteProgram = device.createShader(shaderDesc);
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if (spriteProgram.isValid()) {
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m_programs["sprite"] = spriteProgram;
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}
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}
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} // namespace grove
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