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Initial refactoring on shader usage and generation

`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
This commit is contained in:
sfan5 2024-12-13 16:11:21 +01:00
parent eb8beb335e
commit a6293b9861
14 changed files with 81 additions and 53 deletions

View file

@ -66,10 +66,12 @@ void populateInterlacedPipeline(RenderPipeline *pipeline, Client *client)
}
pipeline->addStep<OffsetCameraStep>(0.0f);
IShaderSource *s = client->getShaderSource();
u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC);
auto shader = s->getShaderRaw("3d_interlaced_merge");
video::E_MATERIAL_TYPE material = s->getShaderInfo(shader).material;
auto texture_map = { TEXTURE_LEFT, TEXTURE_RIGHT, TEXTURE_MASK };
auto merge = pipeline->addStep<PostProcessingStep>(material, texture_map);
merge->setRenderSource(buffer);
merge->setRenderTarget(pipeline->createOwned<ScreenTarget>());

View file

@ -188,7 +188,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", bloom_format);
// get bright spots
u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
u32 shader_id = client->getShaderSource()->getShaderRaw("extract_bloom");
RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source, TEXTURE_EXPOSURE_1 });
extract_bloom->setRenderSource(buffer);
extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
@ -198,7 +198,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
if (enable_volumetric_light) {
buffer->setTexture(TEXTURE_VOLUME, scale, "volume", color_format);
shader_id = client->getShaderSource()->getShader("volumetric_light", TILE_MATERIAL_PLAIN, NDT_MESH);
shader_id = client->getShaderSource()->getShaderRaw("volumetric_light");
auto volume = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source, TEXTURE_DEPTH });
volume->setRenderSource(buffer);
volume->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_VOLUME));
@ -206,7 +206,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
}
// downsample
shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
shader_id = client->getShaderSource()->getShaderRaw("bloom_downsample");
for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
step->setRenderSource(buffer);
@ -219,7 +219,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
// Bloom pt 2
if (enable_bloom) {
// upsample
shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
shader_id = client->getShaderSource()->getShaderRaw("bloom_upsample");
for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { u8(TEXTURE_SCALE_DOWN + i - 1), source });
step->setRenderSource(buffer);
@ -232,7 +232,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
// Dynamic Exposure pt2
if (enable_auto_exposure) {
shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
shader_id = client->getShaderSource()->getShaderRaw("update_exposure");
auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_SCALE_DOWN + MIPMAP_LEVELS - 1) });
update_exposure->setBilinearFilter(1, true);
update_exposure->setRenderSource(buffer);
@ -246,7 +246,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
final_stage_source = TEXTURE_FXAA;
buffer->setTexture(TEXTURE_FXAA, scale, "fxaa", color_format);
shader_id = client->getShaderSource()->getShader("fxaa", TILE_MATERIAL_PLAIN);
shader_id = client->getShaderSource()->getShaderRaw("fxaa");
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
pipeline->addStep(effect);
effect->setBilinearFilter(0, true);
@ -255,7 +255,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
}
// final merge
shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
shader_id = client->getShaderSource()->getShaderRaw("second_stage");
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { final_stage_source, TEXTURE_SCALE_UP, TEXTURE_EXPOSURE_2 });
pipeline->addStep(effect);
if (enable_ssaa)