- Refactor ShaderManager to use RHI abstraction (no bgfx:: exposed) - Implement Option E: inject ShaderHandle via pass constructors - SpritePass/DebugPass now receive shader in constructor - RenderPass::execute() takes IRHIDevice& for dynamic buffer updates - SpritePass::execute() updates instance buffer from FramePacket - Integrate ShaderManager lifecycle in BgfxRendererModule - Add test_22_bgfx_sprites.cpp (visual test with SDL2) - Add test_22_bgfx_sprites_headless.cpp (headless data structure test) - Update PLAN_BGFX_RENDERER.md with Phase 4 completion and Phase 6.5 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
109 lines
3.4 KiB
C++
109 lines
3.4 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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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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// Alias for sprites (same shader for now)
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m_programs["sprite"] = colorProgram;
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m_programs["debug"] = colorProgram;
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}
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// TODO: Add more specialized shaders as needed:
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// - "sprite_textured" for textured sprites
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// - "text" for text rendering
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// - "particle" for particle systems
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}
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} // namespace grove
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